I got a chance this weekend to take some pictures of the stuff I've gotten done lately. The pictures didn't want to turn out, so we'll all just have to live with my crummy photography skills.
Detailing the collecting / making of miniatures and miniatures space combat set in the Star Wars universe. And other stuff.
Monday, July 30, 2012
Newest Ships, 7/30/12
Wednesday, July 25, 2012
Battle Rep from 7/22/12
Played a Rebels vs. Imperials game this weekend with my Nephew. This game me a chance to try out the stats on my "new" Bulk Cruisers.
Round 1, Initial.
Round 2, Start of turn: The Sundered Heart and rebel marauder take scattered pot shots at the ISD Admonitor. The Imperials return fire, resulting in the CR90 Emancipator getting hulled (no appreciable damage, though) and the Sundered Heart taking multiple Ion hits.
Round 1, Initial.
Round 2, Start of turn: The Sundered Heart and rebel marauder take scattered pot shots at the ISD Admonitor. The Imperials return fire, resulting in the CR90 Emancipator getting hulled (no appreciable damage, though) and the Sundered Heart taking multiple Ion hits.
Tuesday, July 24, 2012
Quick Battle Report
Played a quick Clone Ware era game last week. I didn't take notes, so there's mostly just photos.
Round 1, Initial.
Round 1, Initial.
Thursday, July 5, 2012
It Might Be a Trap..!
We played a game with a twist on 6/30/12. I got the idea from here, and we ran it with a few modifications. Basically, the Rebels and Imperial forces were each divided into 3 fleets. Fleet #1 for each side started the game on the board as usual. A die roll determined if / when additional fleets would arrive, and where.
Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Initial placement, Round 1.
Starting in round 2, at the end of the round, we checked to see if a reserve fleet would arrive. Newly arrived fleets could act at the beginning of the next turn (which was basically immediately, seeing as how the fleets were arriving as the last even of the previous round). It was a decreasingly difficult check, requiring a 6 on round 2, a 5 or higher on round 3, etc. The side the fleet entered from was randomly determined, and then preferred starting position was chosen by the player (with a bit of random scattering mixed in for fun). Fleets mustto start at the edge of engagement zone, unless they enter from the right or left (as seen here), the they could start up to 3 squares from the edge (the mat's not perfectly square).
Victory conditions are either destroy all enemy forces or achiuve unconstested space for two full rounds.
Initial placement, Round 1.
Tuesday, July 3, 2012
New Ships Arrive! (finally...)
So, I finally got my printer fixed, so now I can get around to finishing up the stat cards for my newest ships. And now here's the pics.
Comparison shot of my old Venator (by WotC) and my newly acquired one (Titanium series, I think). Not really proportioned the same, but it'll do. Accompanying them are my Nu-class Attack Shuttles, the plans came from here.
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