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Made in ca
Fresh-Faced New User





Canada

Ok so as predicted AT-43 has started me down the road of 40k. However I have not by far forgotten AT-43. Particularlysince my 40k world is little more then a Black reach set. But I'll never have the 40k collection I do for AT-43 so I will be constantly keeping the progress going with AT-43.......at least how I see it.

But to skip a little. I've used my new 40k hobby to beef up the AT-43 loop holes. In particular the Red Blok. I was getting tired....real tired of having my snail blok moawed down before they even got close to a monkey. So I gave'm a bit more range and punch. going on a logical conclusion that Red blok would at least make attempts at filling in the incredibly obvious gap in their fighting tactics...that being any ability to kill anything no more than inches away.

So in a massive iniative the Red blok stated to reverse engineer the captured weapons that had been cutting them down.

I appologise up front for not knowing how to put images into the form. But you can check out the below conversions in my gallery if your interested.

So using several Imperial guard heavy weapons squads and a few 40k defense bulwark autocannons I began to give my Red Blok a fighting chance......and a desperately needed range ability...especially with the coming threat of the Cogs.

First was the Lassak. The Lassak was the lasconnon upgrade to the Kossak fighting walker. With no real recoil to the energy weapons it seemed a perfect fit for a walker. Red blok engineers fitted two lascannons to one side of the Kossak and not being one for waste re-affixed the displaced rocket launcher to the other rocket launcher, simalar to the Hussar, as not to lose the short range punch. The Lassaks lascannon stats are the same as the Fire Toads medium laser. However progress is not without it's draw backs. Being new to energy weapon technology the lascannons have a major glitch. On a roll of a one they take damage and become inactive until repaired. One damage point per cannon per one rolled.

The next update was also to the Red Bloks walker squads in the form of the Marlots becoming Barlots. Though the threat of being char-boiled was a good idea it was easily countered simply by backing up and shooting. So to give the marlots a reach out and touch you feature I used doubled up autocannon turrets from a 40k defence set to give the marlots a double dirt trike equivalent barrel gun on one side while still maintaining a close up flamer on the other. Again the draw back of misfiring is introduced with these weapons as a roll of one causes the weapon to jam up and disallows firing for a round. Only one jam roll is needed to jam both guns.

The rest of the Heavy weapon bits became Red Blok Heavy weapon squads the most impressive of which used the guards missile launcher to become the Bloks new Heavy locked shot Jammer. With a massive retooling of all vehicles the Red Blok finally upgraded to FFI (friend or foe identifiers) allowing for locked shot weapons to be re-introduced........and reintroduced with avengeance. These new missiles carry a massively powerful energy pulse warhead as well as a dense material radar (dammar) which pinpoints a vehicles least dense armor which then guilds the missile to impact this point driving the missile deep and setting off the disruptive energy pulse moments later. The weapon is a +4 to hit +4 to penetrate 2 point damage dealing equalizer. The Blok have nicknamed it the banana peeler given its first set of victims. The draw back to this weapon and the other heavy infantry weapons divised from these guard heavy weapons is that they can not fire unless they have not moved for a full round before hand....i.e. they need to set up.

Other conversions include a long range mortar from a few mortar teams and some extra bits to extend the mortar barrels and give the mortars a round clip for automatic fire. It will have the ability to hit targets farther away at the cost of being ineffective against close range targets.

Well I guess that covers everything the Blok has put out so far. If I knew how to post imagines here in the form I would but I don’t. But I have up loaded a few images to my gallery for viewing if anyone is interested in seeing the evolution of the revolution.

Please feel free to comment or burn...nicely.
   
Made in at
Speedy Swiftclaw Biker




Austria-Graz



So using several Imperial guard heavy weapons squads and a few 40k defense bulwark autocannons I began to give my Red Blok a fighting chance......and a desperately needed range ability...especially with the coming threat of the Cogs.


Well you can do as you please with your minis in the end and you can create the fluff you want, but NO, not all commanders desperately need long range weapons Red Blok has other advantages.


First was the Lassak. The Lassak was the lasconnon upgrade to the Kossak fighting walker. With no real recoil to the energy weapons it seemed a perfect fit for a walker. Red blok engineers fitted two lascannons to one side of the Kossak and not being one for waste re-affixed the displaced rocket launcher to the other rocket launcher, simalar to the Hussar, as not to lose the short range punch. The Lassaks lascannon stats are the same as the Fire Toads medium laser. However progress is not without it's draw backs. Being new to energy weapon technology the lascannons have a major glitch. On a roll of a one they take damage and become inactive until repaired. One damage point per cannon per one rolled.


I remember a time when 40k everybody had jetbikes and exactly the same weapons… So if you really need range use UNA the new ONI or looks at the Cogs… do not try to introduce other armies’ weapons with “disadvantage” just to improve your own play, better and easier is to change the army.


The next update was also to the Red Bloks walker squads in the form of the Marlots becoming Barlots. Though the threat of being char-boiled was a good idea it was easily countered simply by backing up and shooting. So to give the marlots a reach out and touch you feature I used doubled up autocannon turrets from a 40k defence set to give the marlots a double dirt trike equivalent barrel gun on one side while still maintaining a close up flamer on the other. Again the draw back of misfiring is introduced with these weapons as a roll of one causes the weapon to jam up and disallows firing for a round. Only one jam roll is needed to jam both guns.


I think you mean MOLOTS, and I don’t think is just as easily countered, especially when you need that infantry in the objective to win, besides myself I have seen how terrorific 2/4/6 flamers can be in the psychology of war…. and well you want other peoples weapons again…. you have the Nakovalny that has rate of fire if not accuracy… use those or better again change army


The rest of the Heavy weapon bits became Red Blok Heavy weapon squads the most impressive of which used the guards missile launcher to become the Bloks new Heavy locked shot Jammer. With a massive retooling of all vehicles the Red Blok finally upgraded to FFI (friend or foe identifiers) allowing for locked shot weapons to be re-introduced........and reintroduced with avengeance. These new missiles carry a massively powerful energy pulse warhead as well as a dense material radar (dammar) which pinpoints a vehicles least dense armor which then guilds the missile to impact this point driving the missile deep and setting off the disruptive energy pulse moments later. The weapon is a +4 to hit +4 to penetrate 2 point damage dealing equalizer. The Blok have nicknamed it the banana peeler given its first set of victims. The draw back to this weapon and the other heavy infantry weapons divised from these guard heavy weapons is that they can not fire unless they have not moved for a full round before hand....i.e. they need to set up.

NOOOOO…. its cool that there is no IFF in red Blok, is cool that Red Blok is the way it is… and HEAVY Locked Shot jammer??? Are you serious…? better say to your opponent that you shoot and he is dead, what you propose is even less funny than being kept outranged by Cogs as you say – NO ARMY whatsoever has the 4+ hit and 4+ damage in the same weapon, you are tinkering things just to justify your poor gaming and want to do a cheesy army so you can finally win… Really, just change army its easier.



Other conversions include a long range mortar from a few mortar teams and some extra bits to extend the mortar barrels and give the mortars a round clip for automatic fire. It will have the ability to hit targets farther away at the cost of being ineffective against close range targets.


Long range mortar then Play Cogs they have some of the best

Well I guess that covers everything the Blok has put out so far. If I knew how to post imagines here in the form I would but I don’t. But I have up loaded a few images to my gallery for viewing if anyone is interested in seeing the evolution of the revolution.

Please feel free to comment or burn...nicely.


NO Sorry I cannot see this happening, what you want is getting the following (sort of like a THE best army--< So i can win allways):
Better weapons range
Better damage and penetration (Lock shot and jammer in one)
Long range mortars (just to keep the enemy away
Obviously keeping the armor as good as it is as well as the numbers to suck up bullets
Keeping the Red Blok infantry cheap

REALLY, that’s no way to go!

This message was edited 1 time. Last update was at 2009/11/24 07:59:52


 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

I see Red Bloks sort of like a bowling ball. They arnt particularly fast but they move slowly but surely till they get close enough and bop the pins over.

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Made in us
Dakka Veteran





Red Blok can take a lot of Knockdown weapons. That's the key, I think. Sierps, the Dotch Yaga, Spetsnatz and Strielitz Kolossus units, Krasnye Soldaty can take three grenade launchers...you can keep enemy infantry suppressed extremely effectively. Then you just have to worry about anti-AFV firepower.


But if someone wants to make conversions, why rain on his parade?

This message was edited 1 time. Last update was at 2009/11/24 16:57:24


"Success is moving from failure to failure without loss of enthusiasm." - Cliff Bleszinski

http://www.punchingsnakes.com 
   
Made in at
Speedy Swiftclaw Biker




Austria-Graz

Cairnius wrote:Red Blok can take a lot of Knockdown weapons. That's the key, I think. Sierps, the Dotch Yaga, Spetsnatz and Strielitz Kolossus units, Krasnye Soldaty can take three grenade launchers...you can keep enemy infantry suppressed extremely effectively. Then you just have to worry about anti-AFV firepower.


But if someone wants to make conversions, why rain on his parade?


Thats what I say if he wants to convert so be it... just not make the redBLok an improved UNA
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

Sounds like you need to play with more terrain.

My monkeys regularly get trashed by RB thanks to the amount of IF and blast weapons they can field to keep my monkeys not moving or restricting where I can go.

You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
Hallowed is the All Pie
The Before Times: A Place That Celebrates The World That Was 
   
Made in ca
Fresh-Faced New User





Canada

Ouch Wolfen. Poor gaming? Nice.

To be honest though you’re right on many many points.

Well I didn't want to go TOO over the top with upgrades. They're honestly the way I see things eventually going in say a 3rd edition way for the Blok....not that we’ll see it. I mean even toward the end of the Red blok releases we see the Hussar. Locked shot......hmmmmm...no FFI indeed. Though I believe I pointed out in another form response that weapons themselves don't use FFI's...forward controllers do. Weapons don't make the shot or not decision. Sophisticated wire guided self corrective flight high explosive munitions don’t kill people…people do.

And I know the Blok “bowling balls” have a bit more staying power but not against the Monkeys medium zz’s of the Jindo un skimmer. And lord knows how badly against the newer…bring more need to kill stuff player armies like the Cogs and Oni.

The Red Blok should be numbers…but they don’t get them….there’s no special I get less point per unit then you or I get to deploy 2 for every your one unit. It’s kinda like fielding 1 unit of Imp guard against 1 space marine unit. Not quite a game really.

Side note: this is why 40k is starting to appeal to me….allllllll the saves. You can practically march across open ground and laugh compared to AT-43.

But in a general type of response.......

What army wouldn't like to kill its enemies at long range? Seriously. I mean really. No really. Give it some thought.

Danish corporal circa April 1940: “Sir they’re almost on us! ……Men fix bayonets! …….Ahhhh Sir they’ve got…..garggle….. agrhg….”

Jesus that had to suck. Good thing we (i.e. Canadians) came along huh…. You know with our long shoot-taz. …trying to sound all orkish and cool…and failing.

And actually it’s still not a win all the time army. The monkeys still dominate. Read the testimonial if you don’t believe me.

Not Me:

Hi, I am a friend of alchemistfalling. Just visiting and saw the postings here and wanted to put my two cents worth in. I typically play the Karman army in his game and to be honest these upgrades do not swing the battle in a serious manner. Typical games have the Red Blok and UNA teaming up against me while I mow them down. I agree that limited upgrades make sense in any army and the ones that have been instituted do not strike me as overwhelming. I can see where a purist might feel threatened by these initiatives but any good commander should be open to improvements. We do keep an eye on his upgrades and will be very quick to shout down anything we see as too overwhelming.
In all honesty, I am currently in the market for a King Kong model I can modify into a giant Karman weapon of mass destruction. Let’s call it the monkey god. This of course would only be brought in certain situations for kicks. Any good game allows for creativity.
We do tend to use our own variation of the rules but everyone in the game fully enjoys the play and look forward to the next get together. After all, isn’t that the point?

Gojyu3

Me again:

Ha. So like ya…and stuff. I still suck. And besides. I already own a massive UNA army and a massive Therian army and even a chunk of the Karman army. But I don’t turn colour…ya I spell it with a true Canadian U….and cower….I adapt….and I fight for the Collective….like a red blooded socialist…. I can hear American skin crawling… “aghhhh…..universal health care….they’ll kill us all! “. Hahahaha OK that… that was rough. Do not be afraid….. Socialists can’t organize anything quick enough to subvert a nation…just look at the line ups for flu shots……bowling ball slow.
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

alchemistfalling wrote:What army wouldn't like to kill its enemies at long range? Seriously. I mean really. No really. Give it some thought.


Im not a military expert , but i can ask you to ask someone this:

" why arnt all weapons in the world just = sniper riffle and long range missles? "

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Made in at
Speedy Swiftclaw Biker




Austria-Graz

alchemistfalling wrote:Ouch Wolfen. Poor gaming? Nice.

I will not apologize as it is the way you can “perceive” as per your complains… maybe I use the wrong word but in most cases I don’t see why you want the advantages of other armies to win… sorry but cannot get it; however, I did mean to say “poor gaming” not that you are a bad player rather that you either cannot get the red blok style OR red blok is not for you. Personally I cannot play the Karmans, they just don’t suit ME and that doesn’t make them bad or prefer more range in their weapons for example.
alchemistfalling wrote:To be honest though you’re right on many many points.
Well I didn't want to go TOO over the top with upgrades. They're honestly the way I see things eventually going in say a 3rd edition way for the Blok....not that we’ll see it. I mean even toward the end of the Red blok releases we see the Hussar. Locked shot......hmmmmm...no FFI indeed. Though I believe I pointed out in another form response that weapons themselves don't use FFI's...forward controllers do. Weapons don't make the shot or not decision. Sophisticated wire guided self corrective flight high explosive munitions don’t kill people…people do.

I will not discuss the FFI as in depth talk, suffice to say that the Hussar is one of a kind, and still his missile is not a guaranteed kill, for me is good but not good enough that you can actually base your strategy on them, besides even that missile launcher has a 4+ to hit AND only 14 penetration 4 damage if both hit. I WOULD prefer for example 2 AT-gaus cannon (the ones in the Hetman) that would be an improvement in the red blok without becoming a second UNA

alchemistfalling wrote:And I know the Blok “bowling balls” have a bit more staying power but not against the Monkeys medium zz’s of the Jindo un skimmer. And lord knows how badly against the newer…bring more need to kill stuff player armies like the Cogs and Oni.

Well I own both Cogs and Red Blok and while I do see the problem, I still think is not the end of the world, I have managed to kill jindo “faily easily in a gencol pattern AND a frontline, granted is neither easy nor impossible. As a red Blok player Mortars are your friend, I cannot emphasize it more, ground the K shooters ground the Cogs and they will be useless… few armies can deliver that much mortars and you can concentrate your fire into the big machines…. that’s only MY experience

alchemistfalling wrote:The Red Blok should be numbers…but they don’t get them….there’s no special I get less point per unit then you or I get to deploy 2 for every your one unit. It’s kinda like fielding 1 unit of Imp guard against 1 space marine unit. Not quite a game really.

In the end Only UNA may have the equivalent, but seriously I don’t think red blok is the “classical “horde army, for me Red blok is an army ofCheap and expendable infantry. the more you have is easier to control objectives…

alchemistfalling wrote:Side note: this is why 40k is starting to appeal to me….allllllll the saves. You can practically march across open ground and laugh compared to AT-43.

I differ; I don’t like 40 k because of such things (among others) for example. I cannot get WHY for example a super mega weapon, let’s say Las cannon 72 range, do the same amount of damage from 0 inches to 72-0,1 inches but if you are half an inch the power dissipates, for ME It feels wrong and dumb, I really like the concept of accuracy (based on weapon and ability) rather than range per se. Other rule that is brilliantly dumb is hitting through units gaves cover save, why? the lasser just dissipates as well, the cover-giving unit absorbs the damage (without being killed)… no I cannot get it.
Armor saves, well it is a good idea in itself, but GW has faced so many changes that then they invented multiple wounds then instant death models and THEN ethernal warrior…. I mean common… why 2 wounds in a similar human sized models its NOT like the hide became tougher isn’t it (CAirnius we ran this discussion so lets not re-open it), I don’t like the mega superman hero of 40k, Ilike the concept of hero in At-43 that they are “just” special humans/aliens monkeys or clones NOT superman
From the saves, I will not run a discussion of what is real and not, but I cannot imagine today or before or in the future, infantry having a walk in the park in the middle of an open space, that feels well wrong (and even more with the invulnerable saves) but hey! that’s why Space Marines are extremely popular

alchemistfalling wrote:But in a general type of response.......
What army wouldn't like to kill its enemies at long range? Seriously. I mean really. No really. Give it some thought. Danish corporal circa April 1940: “Sir they’re almost on us! ……Men fix bayonets! …….Ahhhh Sir they’ve got…..garggle….. agrhg….”
Jesus that had to suck. Good thing we (i.e. Canadians) came along huh…. You know with our long shoot-taz. …trying to sound all orkish and cool…and failing.
And actually it’s still not a win all the time army. The monkeys still dominate. Read the testimonial if you don’t believe me.

The question can be answered, just drop nukes. But what kind of game would that be? so if you want long range I still don’t see why you got the red blok… go for una or Cogs… and I mean it not in the offensive way, you like the red blok fluff maximize the strengths cheapo infantry and Dragonovs/spetsnazt they have similar range than Steel troppers with a similar damage weapon, use Hetmans for long range + the Dotch Yaga, throw At-gaus gun dragonovs (exactly as Lasguns) a few snipers to kill officers and special weapons… and get a few mortars I mean I cannot win ONLY because opponent are playing scrable instead of AT-43 can I?
   
Made in ca
Fresh-Faced New User





Canada

Well I could ask someone Luna…but I am kind of a military expert. To some up the a plethora of reasons it comes down to encumbrance…sniper rifles have longer barrels and long range missiles are extremely heavy…..as a ground combatant that must stay mobile flexible on the battlefield the features of each of these weapon can be a negative. But there are weapons coming and to a degree already here that do combine both in one package. Vehicles don’t have to worry about these encumbrances for the most part .

But yes every military strives for farther and more devastating long range conventional munitions. They even have smart bullets now…..which yes can disable a tank from miles away. The only trouble is getting these advancements to be cheap enough to equip the common solider with is tricky.

But no worries wolfie……no one asked you to apologize.

I think you’re missing something…..I DO have a UNA army. Huge one. Often fighting alongside the Blok. In fact…as I said…the upgrades are sort of a UNA/Blok union. A joint technology share / united front against the aliens trying to wipe them out. Kind of a more realistic scenario then…no no first we kill each other theeeen fight the aliens trying to genocide our asses.

But I wouldn’t so much question your ability to play the Blok so much as I would question your Karman opponent’s ability to properly counter Blok. “Hey look at all those mortar / grenade launchers….I should shot them from way over here so they can’t get me……no…..no that would be wrong……I can’t take that advantage away from the Blok…it’s just not cricket.”

I don’t know what your accuracies are for your Blok indirect fire weapons but mine are sh*t compared to the monkey mortars of doom….or monkey snipers….or monkey zz’s….or barrel guns…etc. etc. And as for running up a mob of launchers……not so easy given the monkeys are faster on foot. “Awe isn’t that sweat he managed to move 14 whole cm….that’s a shame just a few cm’s too short to hit me….guess I’ll back up one whole cm and pummel him…..I can only assume that’s what he’d want”

Though I’m still not sure how my weapons are “guaranteed” kills……. Those were +4s to hit not +1s. Realistically all I did was insert a +4 instead of a penetration number to a Hussar missile system sacrificing a shot no less. If anything this is primarily a down grade to some extent. Take your Urod anti-tank gun at 18 pen against a dirt trike 12 armor that’s an auto hit….at +4 I can still bounce off the hull. And unlike the Hussar locked shot or even the anti-tank gun I get one…..one 2 dmg shot not 2 x 2dmg shots. Basically it’s like taking one of the two shots from an RGP packing solider and trading it in for a damn good chance.

To be honest like the man said it’s not that effective a weapon (none of them are)….though it tends to give the infantry some punch against a Baal Golgoth.

But to start in one the Dotch Yaga……useless except as a distraction to soak up heavy zz fire for a trun…if I’m lucky two…allowing my other Blok bowling balls to get just close enough to be out of any effective range of hitting anyone but just close enough to get flattened by everyone.
   
 
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