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Made in gb
Longtime Dakkanaut




 Crablezworth wrote:
leopard wrote:


and take account of infantry and where scenarios put objectives so they won't all be within 3" of a building, but some more open


My hope for placing objectives before either play knows deployment is it will perhaps help keep stuff like that to a minimum but I am concerned about placing objectives in very narrow gaps because though they may not block movement across them nothing is allowed to end overlapping an objective marker, so we have ad instances where placing one touch a structure has sora lead to bizare combat in terms of base to base an a slight impediment to how many units can make base to base with a structure.


easy way is you drop the terrain, then roll for the scenario, then adjust terrain to shift stuff about a bit
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
 Crablezworth wrote:
leopard wrote:


and take account of infantry and where scenarios put objectives so they won't all be within 3" of a building, but some more open


My hope for placing objectives before either play knows deployment is it will perhaps help keep stuff like that to a minimum but I am concerned about placing objectives in very narrow gaps because though they may not block movement across them nothing is allowed to end overlapping an objective marker, so we have ad instances where placing one touch a structure has sora lead to bizare combat in terms of base to base an a slight impediment to how many units can make base to base with a structure.


easy way is you drop the terrain, then roll for the scenario, then adjust terrain to shift stuff about a bit



I'm pretty meticulous about terrain setup, definitely not one to randomize scenario/arrange after the fact ect but I mostly play in the basement, rarely in store/club.





Got air support mostly ready for painting, still gotta touch up the black on some of the flight stands but close enough.

For the bombers, the marauders I did wing bombs and AT missiles, for the destroyers all AT missiles. The lightnings, the first two I did all AA missiles, plan to use them as pure interceptors. The set of four lightnings, I did all AT missiles. I might do future one with phosphex bombs but for now this will do.

On the marine side, 3 xiphons to start. Will likely end up with a few more but figured 3 would be a good start. Lastly two fire raptors with bolters sponsons, I'll likely do some with lascannon sponsons as well but these are just the start of the marine air force.

So none of the flyers are glued, they're all just press fit on steel or plastic rod.



A psa i'd put out for people is if you can avoid it, don't glue your flight stands. For a few reasons.

First reason is if your flyer has hover mode, when it is in hover mode it counts as a skimmer, meaning line of sight for it is where it is, the physical height its at. What this means is there is, unfortunately, an incentive to keep one's hover capable planes rather low on the flight stand, which is understandable but can look a bit silly or lead to wings looking like they're clipping terrain or about to give one mean haircut to something. I could also see benefit to having two extremes of height on hand, like the lowest flight stem that comes in the box at one end for hover mode and a 5-10 inch tall stand for flyer mode/pop up attacks in hover mode. (you're supposed to hold the flyer 10 inches up if someone plans to overwatch the pop up attack, for example).


Second reason is transportation, much less chance of damaging one's flyers if they're not stuck to tiny sticks.

Third reason, aesthetics, I understand someone not wanting flight stands to be too tall if the concern is knocking them over or speed of play or being a big target in hover mode but having some taller stands handy, if even for a few game pics, can make all the difference. I don't think every flyer need be 10 inches above the board but 4-5 inches looks pretty decent.


Anyway, food for thought. I've tried explaining this to a few friends getting into LI and some who have yet to play or dig into the rulebook though it was something relating to modelling for advantage, it's really more modelling for aesthetics. Normal flyers could be the name of the flyer on 40mm base and be 100% function in game as you only measure to and from said 40mm base and everything is assumed to have line of sight both ways. But in the case of flyers with hover mode, modelling for advantage would be putting it on he lowest flyer stem it came with and in the case of the thunderhawk ignoring the little plastic extender that sorta looks like a smoke stack. Reason being there's no downside to being low af, you likely want to be in hover and in flyer mode it doesn't matter for reasons mentioned earlier, so I'm merely suggesting people perhaps have extra stands on hand if anything just to make the game look a little less rts absurd for a photo or two.




Spoiler:





This message was edited 1 time. Last update was at 2024/02/25 16:34:42


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




stands look nice, I've just printed some, nowhere near that high, mostly just to support them

totally agree on not gluing them though, way easier for transport but also makes models usable in multiple games, or the stands at least
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
stands look nice, I've just printed some, nowhere near that high, mostly just to support them

totally agree on not gluing them though, way easier for transport but also makes models usable in multiple games, or the stands at least


Ya exactly, I plan on getting height stands more in line with the heights of the gw plastic ones as well for the flyers with hove mode, the ones malika designed

https://cults3d.com/en/3d-model/game/40mm-flight-stands-for-6mm-8mm-miniatures-tech-shanty-texture


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

So with the great slaughter, I tried to order it but it was out of stock. Blessing in disguise it seems.

I was able to squint my way through gmg's review and I can pretty much get the 10 pages of rules I wanted from that. GW didn't want to take my money so that's a them problem.



Now, I've only got a fairly cursory look at the new units and formations. I'm not unhappy, but there are some things worth mentioning.


For starters, every single new detachment, every last one, has completely shifted gears from how the detachments in the rulebook expand. The rulebook, as you increase the size of detachments, you pay less per individual model/base, this is a constant across both armies detachments in the rulebook. In the great slaughter there are zero point incentives to expand your detachment past the minimum size. This is really really odd, in that the basic understanding of giving price incentives to expand existing detachments is to put a tax on activations, make it cheaper to take larger detachment than more detachments. It feels like someone else took over mid stream and didn't read the first book in way. If it was a very deliberate decision I'd love to know why it was made.

The formations are a mixed bag.

The legions sky hunter phalanx has 4 compulsory vanguard slots that need be filled with jetbikes, or speeders of either kind, or combination of all 3. The buff they get is all jetbikes and speeders receive the outflank special rule. Nice. Now the downside is, 2 of its optional detachments are light armour, which, uhhh, no one has yet. Other two are yet another vanguard unit though only compulsory need be jetbike or skimmer so could be outriders. And finally a flyer slot. It's an ok formation, odd to be reminded that we'll be asked to pay for a 3rd book just to light armour. That was one thing on the original timeline, we're 7 months delayed, the only thing keeping the game alive is 3d printing. So not to be pedantic but, on with the show, lets get light armour out there and maybe ever get marines some artillery while were at it.

Legion drop pod assault, not a fan. I understand the undying affinity everyone has for drop pods, and I'm very happy to have rules for pods, but the game is so top weighted as it is and drop heavy armies are just not my favorite thing, didn't like them in 40k or 30k because of how top weighted and glass hammery they made the games. I'd love pods to come in periodically through the game as disruption elements but whole swathes of them is less ideal. Lets be honest as well, for those who will be waiting for plastic, god knows how long you'll be waiting. And even if they're announced for pre order soon, the cost at 4 per box will be extensive.

Solar aux arilltery company, this is bitter sweet. It's cool that it exists, but I can't stress how much I dislike the buff "pulverizing". This game for all its crunchiness, for all its special rules, not nearly enough detachments benefit or require not moving to fire or be effective. I didn't expect artillery to need to be on first fire or not move, but I did suspect after reading the "siege weapon" special rule that basilisk's guns would have it. Basically siege weapon doubles a guns range if the detachment doesn't move, this would have made sense, at bare minimum you make their gun 8-45 and it becomes 90 if they don't move, the game can be silly enough with tanks going full speed while shooting planes out of the air, hot rod artillery is getting a bit stupid now. But it's worse than that, not only is there no downside to moving and shooting, there's no downside at all because pulverizing, the aforementioned special rule, removes the -1 barrage weapons incur for targeting detachments out of los. The only downside, it takes away. This is even stupider when you consider, the marauder pathfinder, its entire existence is to basically buff artillery, to the thing the formation gets for free. This doesn't make me excited for new books and more formations, it makes me very pretentious, Yes I'm happy to have basilisks, but goonhammer is right, this is a line in the sand on the game needing some army construction limits if events are ever going to work.

Solar aux mechanized infantry sub cohort, I'm fine with this, very happy to have dracosans, people have commented on their cost and though they're not cheap, I quite like their resilience and battle bus sorta feel. The detachment is interesting in that in mentions even infantry detachments with the deep strike special rule need to take a dracosan. I guess that means solar aux will eventually get an infantry unit with deep strike. The formations compulsary detachments are what you'd expect, hq 2 core and a support, but they all need rides essentially and it must be the dracosan as no other option currently exists. As cool as arvus are, I'm very much excited for dracosan, the optional upgrade of the lascannon to the demolisher is only 5 pts and you only lose 2/4 transport, so I really like the flexibility there, it also make me feel less bad about not loving my malcadors. A cheaper tougher malcador with transport capacity and a big gun? Sure, why not. Was very surprised to see 2+ save.

The last new formation is the solar aux super heavy company. The compulsory detachments are 3 heavy armour detachments, basically 3 stormhammer or baneblade, and the optional detachments... two... two more detachments of heavy armour. Some real inspired stuff here...
What bothers me with this formation is it also shows the absurdity of super heavy detachments, baneblades are 1-6, stormhammers 1-3, thankfully, This is again where the game feels like two different sets of hands have been on it, 1-3 is eminently reasonable, it stil blurs the line between a formation of 3 individual super heavies and a detachment of 3, but 1-6 always seemed silly. Add to that the only optional detachments are 2 more super heavy detachments. It's really weird, you could have a formation of 5 seperate super heavies, of a single detachment of 6 baneblades, formation and detachment are just sorta arbitrary, much like the whole army construction process at times. Anyway, someone has to be upgraded to tank commander for 10 points like armoured company. And the buff the formation receives is called mobile fortifications, if 2 or more models from this formation are within range of the same objective both models count their tactical strength as 1 higher. I don't have any particular love or hate for this, but I'll reserve hate for the whole formation itself. It was dumb to have an entire army of leman russes with 1 baneblade, now you can just have a whole army of baneblades or stormhammers. That's really not the mass battle game I had in mind. I want combined arms, if I'm feeling that masochistic I'll go play knights in 30k or 40k.

On the plus side game workshop being completely inept in terms of their supply issues and the book being out of stock has saved me 60 dollar plus tax, so silver lining achieved. The new units are mostly welcome I would say, other than the odd discrepancy where none of them save any points scaling up. Some are a bit of a head scratcher like the medusa.... what were they thinking? I'd rather take dracosans for the same exact end purpose lol. The cyclops, also set a precedent, in that its the first time a unit entry has ever said explicitly the whole detachment needs the same weapon loadout. This is likely because there actually is no wyswyg distinction between the two weapon profiles/payloads. The cyclops might be ok but their cost and requiring an hq be within 12 to detonate greatly limits them. On top of that, one of their two payloads can only harm models in area terrain and not structures as whoever wrote the rule either intended that or forgot entirely how structures work in relation to targeting units inside. Still fun that it can ride in transports, I don't hate them but can see more min units than max of them. The dracosan is expensive but surprisingly tough. The two new malcadors both seem strong, the flamer one actually has template unlike the cerastus, it's also light at so holy smokes is it scary. Not to mention, its easy to miss but because its template, the tanks basically have split fire, on account of how targeting works with flame templates. The flamer is probably a bit too good all around on account of light at, the valdor though, omg, it not only completely outshines the dire wolf, if not limited, it will completely render taking knights and titans pointless, even without gw fixing half of the shock pulse rule that like quake still does nothing, the part about halving movement, even without that, its ability to drastically limit the output of knights titans and super heavies is huge but very eassy for it to get out of hand, thankfully they are only 22 inch range, but an opponent have 4 of them is going to make me not want to run anything too big, For better or worse. I think the people clamoring to run even more titans and knights or have titan and knight focussed factions are really gonna be sour about these things.

The stormhammer while not making the baneblade irrelevant certainly shows it up on the point cost side for efficacy. It just poops out shots, sadly there are no scondary turret options for the top turret, but both turrets have great ranges (28 and 25) and also great output at 2 shots each, and those are just its main guns. It's main turret has a coaxial multilaser, it has a hull lascannon and its multilaser sponsons put out 5 days with point defense and light at at 14 inches, and even crazier, the only upgrade is turning those multi lasers into lascannons for a whole 4pts. And the cost is a whopping 100pts per model. Unlike the baneblade there aren't any savings as you add to the detachment, but also refreshingly the detachment is capped at 3. Lastly there is the basilisk, I'm happy to finally have rules for it, but I'm disappointed to see that basically nothing in this game is ever going to not be able to move and shoot. I also don't think we ever really needed 12 per detachment either. Happy to have them, their weapon is flexible, too flexible, in that its ownly keyword is barrage, so its ap -1 will affect everything. I expect these, like vanquisher russes, to be a real sore point in the ever expanding gulf between people scrambling for plastic and certain things going brrrrrr.







Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Laser rapiers are ready to go





Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




the rapiers are lovely models, only have six done here, and only three of them have the extra crewman stood with them

do have six thuddguns which are laughably evil

agree on the book, a simple change would be to make indirect fire require First Fire orders, I'd also have given the thing two gun profiles, a long range indirect fire and a short range direct fire option, maybe limited to 20", call it a limit of the targeting system of whatever, makes direct fire a secondary ability as the things are not meant to be tank hunters
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

leopard wrote:
the rapiers are lovely models, only have six done here, and only three of them have the extra crewman stood with them

do have six thuddguns which are laughably evil

agree on the book, a simple change would be to make indirect fire require First Fire orders, I'd also have given the thing two gun profiles, a long range indirect fire and a short range direct fire option, maybe limited to 20", call it a limit of the targeting system of whatever, makes direct fire a secondary ability as the things are not meant to be tank hunters


Agreed, they could have at the very least tied it into having to first fire, it's infuriating to me that, they made it this crunchy but then forget half of what they implemented. It's generally puzzling to me that at one extreme someone took the time to worry about deredeo dreadnoughts, first fire and tracking arrays, wouldn't want the immersion breaking of a deredeo moving and shooting at flyers, only to totally disregard any attempt to replicate how artillery actually works, ie if anything isn't going to be moving and shooting it's something with an extreme parabolic arc to it shots. The deredeo thing seems also too little too late on account of natural 6's always hitting, This is the worst thing too about everything being able to hit flyers, it makes dedicated AA less important when enough range and firepower will do, it also weakens planes as a go to count for other planes.

I know you've referenced flames of war a few times @leopard, that's almost what I feel like the game needs, a more wargamer/historical sorta once over to the rules, a glorified faq/errata with the goal of just tightening up immersion a little bit. I'm feeling a bit too cynical too about the core order problem, advance order is such a super order that although it's not a guarantee every detachment will be issued it as not every unit moves particularly fast, the probability is way too high though because plenty of units do have ample speed combined with respectable ranges. I still feel like for first fire to be taken seriously advance order needs to lose overwatch and allow it only on first fire. If that's achieved, it does a lot for immersion, without having to re-write a bunch of weapons so that they can only fire when not on the move. I also find formations just sort of dumb, I can draw arbitrary distinctions around a handful of models and give it a name as well, its not special. I'd honestly rather have an foc indexed to point levels and not have to track formations and break points. I don't hate the marine speeder/jetbike formation thing, but they could have also just given them outflank natively and called it a day at this point. Especially after abandoning how points scale based on detachments size.

This message was edited 3 times. Last update was at 2024/02/20 13:26:21


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in gb
Longtime Dakkanaut




the way Team Yankee, and Flames 4, did formations also is interesting. this isn't how they have described it but this is in effect how it works.

1. pick a unit card, any unit card, this may indicate sub units it can have - e.g. a tank company card contains nothing itself but it is a container typically for 1 HQ and 2 mandatory combat unit slots, with then some options.

units often allow a base unit, then upgrades, unit sizes, weapons etc - larger formations run at a discount to represent the reduced flexibility

there are then army cards that allow multiple companies, and provide further support

2. take your allowed units, mandatory and others

most company cards have a "wildcard" box, here you can bring anything thats mandatory in another formation as a support unit

so say an armoured force can use this to bring an infantry detachment, or vice versa even if they do not normally have that listed as an option

the larger brigade level cards allow multiple companies, and this is where the bulk of the support stuff lives, e.g. strike aircraft, heavy artillery etc

the result is you can more or less freely spam "combat" units, and while you get a lot of support unit options you cannot overly spam say heavy artillery as its at the higher brigade level.

the result scales nicely, lacks the flavour of earlier versions but actually works quite closely to how SM 2nd worked with the company and support then special choices.

also they have a further interesting concept, formations break individually, and it works well, but only the core stuff counts for morale, so to break a tank company you kill the tanks, when it breaks the support stuff also withdraws, creates a focus on the core of your army or accepting being very fragile

oh yes, and bombardments from artillery require artillery to be stationary, and require some sort of observer unit, plus you fire at a point, and get an area effect potentially hitting everything under it

I actually think Flames 3 was better for WW2 but the 4th edition would cover Sci-fi very nicely

however the army selection stuff is remarkably simple (the points system is hot garbage as they went after a "100 point" system to replace the previous "1500 points" so the granularity left the building

as for orders, Advance being a default works but it is quite flexible as you note, I suspect a move to allowing a 7,8 & 9 on the to hit roll would help here, give first Fire the +1 to hit it used to have and remove the "always hit on a 6" and suddenly advance fire is a lot less effective, ditto advance overwatch

however I suspect what GW wanted was a game where stuff moves
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

The super heavy formation just strikes as the most "we've given up" of them all, even if the compulsory remained as is, the options could have included almost anything and certainly couldn't have harmed much. That was at least the saving grace of the artillery formation, the optional stuff was actually interesting instead of just more of the same.


At least we're likely to see more first fire once land speeders start hitting the field as you have to in order to do a pop up attack. So that's something I guess. I don't even know if it's a matter of removing 6's always hitting so much as just putting hard limits for flyers so to let specialized AA units and other flyers shine more in the AA role.

Skimask mohwak, regular opponent, made the point that even taking aa missiles, while very good, isn't even really necessary, because volume of fire can sadly just make up for highly specialized AA with re-rolls to hit. Planes that can double up on wing options can basically take both AA and AT missiles if they want to, but lightnings for example with interceptor, its more a question of how many will be in the detachment, because even though they can only shoot one weapon to intercept, I believe its per model. So if they did half and half AT and AA missiles, each one could fire off their AA missiles on intercept and still be able to fire them again in the next phase. But also, if you just double up on AT, yes your missiles are less effective, but the fire power can still be really high on account of you can have up to 4 lightnings in a detachment. I actually built two of my lightnings with all AA missiles, nothing wrong there, if they live to the shooting phase they're still very scary at downing planes, but at the same time, had they just had all AT missiles, they're still pretty scary to just about any high armour target on account of armourbane. Like the story of the game in general seems to be, for all the detail and crunch, it can quickly just cynically be rendered less than crucial or important to even know because there are very few hard no's, everything is a bit too dithered.



Marine and aux rapiers all done







This message was edited 1 time. Last update was at 2024/02/20 20:05:10


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Ride of the valkyries begins to play




Marine and solar aux sair support all done.


Spoiler:








This message was edited 1 time. Last update was at 2024/02/25 16:35:06


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Nice airforces!

Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Malika2 wrote:
Nice airforces!


Thanks guy

I spent the better part of a couple hours generating, curating and editing a bunch of campaign maps using bing's ai image generator. The new book will have rules for running map based campaigns so hupefully these are useful to people.

https://www.reddit.com/r/LegionsImperialis/comments/1ayhsuv/campaign_map_ideas_for_legions_imperialis_map/

A lot of redditors took personal offense because AI was used, thus putting mom and pop bespoke digital campaign map services out of business, or something, always an odd hill to die on for reddit
Spoiler:



Example here I quickly put together, so quick I misspelled manufactorum.



This message was edited 1 time. Last update was at 2024/02/24 05:02:39


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

I photoshopped some pics of my flyers into screenshots from the show masters of the air.






Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

New wasteland board





Spoiler:



















This message was edited 2 times. Last update was at 2024/03/06 20:37:45


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada


Army 1:
Spoiler:


Army 2:
Spoiler:




Spoiler:



























This message was edited 1 time. Last update was at 2024/03/20 17:53:29


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in es
Regular Dakkanaut




That's so so cool.
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

SU-152 wrote:
That's so so cool.


It was a great game, very close, 10vp to 8vp. I held 3 objectives and destroyed 1 of his HQ models and he killed both of mine and held 2 objectives.






Whipped up some home made rules for knight drop pods for legions imperialis.




Spoiler:

This message was edited 1 time. Last update was at 2024/03/10 02:31:23


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Thoughts on titan death "expansion" in the great slaughter.


I like most of the core changes to the rules, like changing how the order of weapons is fired for titans so its no longer as punitive for shield stripping.

I like the change to voidshields, where each shield instead of just being an ablative wound that can regenerate is also a 5+ "save", so shield don't just drop per hit, good rolling can see voidshields be more robust now.

The only core changes I don't like is the weird math formula for paying extra points for ranged weapons with engine killer and split fire. The weird math formula seems like a love letter to titanicus players but they could have just made a list with point costs, it just seems lazy. My solution would be instead of paying extra points to just limit the amount of ranged engine killer weapons each side can field indexed to point level or per titan. As for split fire, it's a bit arbitrary with how it works with knights but not other targets, an easier fix would be just to only allow maximum two targets other than point defense.


Other than that, 6000pts is a bit aspirational, but I think 2-2.5k points worth of titans could be interesting. I think though a core problem is, titans are priced on a curve, the difference between a warmaster and warlord in point cost is far too minimal, not to mention the mere 75pts separating a warlord and a psi titan. Because there are no formations, in addition to not paying points for weapons, balance is totally nutty in terms of army composition and activations. I don't love the idea of 3 warlords, or multiple warmasters, or really any psi titans, but that's a different story lol.

My thought was more mirror match, at least in terms of titans, weapons would still be up to players but an example would be

2 warhounds, 2 reavers, 1 warlord per side is 2090pts

Assuming a gentlemans agreement to both run that composition, and some sort of limit on ranged engine killer weapons, both side could then take a 1k list of LI stuff or an agreed upon amount of knights.

The titans would deploy, the 1k list of LI stuff (marines, solar aux) or knights would all start in reserve and enter play from turn 2 onward.

As for mission, likely just the usual multiple objectives with end game scoring, 5 turns ect.

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Working on campaign maps stuff, working off of PeterHolland1's 30k galaxy map https://www.reddit.com/r/ImaginaryWarhammer/comments/175t8jm/30k_galaxy_map_wip/ I have an area in the galactic south I'm calling the cygnus cluster. 7 systems in relatively close proximity to one another. I'm gonna have fairly boilerplate background on each system, which focusses on the most important planet in said system. One of the systems/planets is the home planet for my solar aux, the 317th sathanas hoplites. Some of the planets were sampled from the original dune.



Spoiler:


The background for each main planet in contention is basically just give some inspiration for board/terrain setups. I don't know if I'm feeling ambitious enough to have a different battle mat for each planet but I'll see what comes to pass. The names are mostly inspired by video games/movies/what sounded good. I spent a lot of time generating art/story boards for each planet using bing AI image generator, which reddit seems to dislike quite a bit. Doing 30k blank slate sorta fluff isn't easy

If I had to give every planet/system a theme/vibe I'd say:

Rolk's Drift: A very alien looking blue planet with pink and purple foliage and strange alien ruins, there are settlements but many are in a state of war with one another, but several exist in open trade and with well kept road networks. Its primary industry is the mining and export of precious gems. The system operates entirely outside of imperial control and is largely ignored in exchange for access to sites of alien ruins and trade in xenos artifacts. Large pools of brightly colored unknown chemicals dot the land in areas with heavy mining.

Spoiler:









Sathanas: Former splinter colony recently brought back into the imperial fold, dark amber red sands and largely ruin covered wasteland, light vegetation. Primary industry imperial recruitment and rare salvage.

Spoiler:










Quinrox Sound: Largely tropical climate, several large oceans and seas with a lot rivers, mountainous in land terrain, countless islands and varied archipelago. Settlements are largely coastal, and shipping is primarily done by surface ship. Main industries are fisheries and cultivation and export of exotic fruit from highly secure plantations of predated by raiders and pirates as the black market value and trade in exotic fruit commands a considerable amount from Capella and other richer imperial systems.

Spoiler:











Atria IV: Slightly mountainous jungles and golden tall grass covered savannahs that give way to marshlands and small desert belt, Several oceans and seas, extensive rivers and lakes. Main industries are manufacturing of rejuvenate drugs, local largely tribal populace trade heavily in meat of scaled savannah-dwelling predators. There is heavy black market and smuggler presence as the system is lightly policed by imperial forces. Significant militia presence guard the rejuvenate manufacturing facilities located in largely ignored swampland.

Spoiler:
















Deneb: Fertile green farmland spanning the entire surface. The planet is in fact Deneb II however Deneb prime is a massive ringed planet rendered completely uninhabitable due to it's proximity to the system's star which renders it a radioactive wasteland. Deneb II is an agriworld and the bread basket that is critical to the survival of countless galactic neighbors. It's primary exports are fresh produce and meat as well as grain, it secondary industries involve tourism.

Spoiler:











Geist III: A charred black landscape dotted in occasional craters and a lot of heavy industry. The planet is volcanically active but rich in mineral deposits. It's fairly large moon is home to manufacturing and administration while Geist III itself is concerned mostly with extraction and refining.

Spoiler:










Capella: The wealthiest and most populace sector, looked on with envy by its galactic neighbors. Extensive orbital installations, platforms and shipyards immediately separate and signify Capella as the de-facto capital of this region of the void . Largely arid with some mountainous regions, surface is also dotted in oceans, the wealthy gamble in sea side casinos and abscond in red light districts, in land cities focusing largely on commerce and luxury goods. A highly segregated society, large worker habs fill out the inner continents. Some habs classified as slums, with heavy arbite presence. Main industry are military and weapons manufacturing and leisure and hospitality.

Spoiler:











This message was edited 16 times. Last update was at 2024/03/20 17:51:32


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Had a chance to try the scenario out last night, played a little above 1k, we both made 1k lists and had a gentleman's agreement to both take a questoris knight and 3 armigers.

Opponent didn't have any infiltrators, did have a thunderhawk that was delayed 1 turn by one of the scenario special rules, but it didn't seem to effect it much, my opponent needed that first turn to take out my AA tarantulas which he did in record time only for the thunderhawk to arrive in safer skies on turn 2, so thematically it worked pretty well. We saw one outflanking detachment in the form of my veletarii and commander sneaking up the left flank and occupying a structure, later charging out of it to fight some terminators the thunderhawk dropped off. We had 4 objectives and hammer and anvil deployment so short table edges, was very fun. We had made one additional change in that we agreed to disregard the independent rule for the armigers and allowed them and the questoris to simply operate as sperate detachments entirely. In the end my opponent managed to hold 3/4 objectives and kill all 3 of my leaders/tank commanders, I managed to take the center objective and kill the enemy's leader, final score was 12vp to 4vp for my opponent.

Scenario:

Spoiler:



Armies:

Iron Warriors


Solar Auxilia



















































This message was edited 3 times. Last update was at 2024/03/23 15:36:48


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

So the idea was to make a formation for knights that would allow armigers and moirax to operate as their own detachments. The original plan was to just re-name a marine command squad and call it a day for the HQ tax model, but I figured since nothing yet has battlesmith, may as well make the model a bit unique. It can't join another detachment so it operates on its own, not particularly hard to kill for artillery or flyers so the plan is mostly to have it a backfield support. The formation allows armiger and moirax to no longer have to be tethered to the knight that purchased them. The point cost for the Magos is a bit of a crapshoot as always, I wanted it to be a tax but not too burdensome as its not like this is a formation that's easy to spam.



Do you play 30k? It'd be a lot cooler if you did.  
   
Made in nl
Did Fulgrim Just Behead Ferrus?





The Netherlands

Nice gatling cannon!


Bits Blitz Designs - 3D printing a dark futuristic universe 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

 Malika2 wrote:
Nice gatling cannon!



Heh, thanks, it was a "rapid fire battle cannon"


Painted up a bunch of barricades, ZSTU's new barricade files are something that's really needed in terms of the meta. It's difficult to come by barricades in this scale and most boards are mostly structures. These are great in that they encourage maneuver, because most terrain function like area terrain meaning its rare for maneuver to be able to reward players more than an ap bump on rear amour, but if a vehicle was in area terrain there'd be no way outside of weapons with the no cover rule or flyers to get around the cover benefit, with the barricades any unit able to maneuver enough can circumvent the cover bonus.
















This message was edited 4 times. Last update was at 2024/03/28 20:42:04


Do you play 30k? It'd be a lot cooler if you did.  
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

Got the dollar store train conversion for legions finally painted, all aboard! Heresy incoming!













This message was edited 1 time. Last update was at 2024/03/28 20:42:26


Do you play 30k? It'd be a lot cooler if you did.  
   
 
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