Heretical Traitor!Somewhere on my workbench hides a small band of Black Templar Space Marines, standing silent vigil over my projects to protect from xenos threats. In my storage case, rests an Imperial Guard Commissar, awaiting the Emperor's call to sally forth once more into the breach. If you look carefully in my long lost Photobucket, you may even find a proud, battle-hardened Tallarn commander. I'm probably not suppossed to admit this. I probably shouldn't be typing this. But what I'm about to say will label me as a heretic and a traitor. And I'm not the only one. As much as we line up on opposite sides of the game room and leer at each other across tables while checking line of sight, Battletech Alpha Strike and Warhammer 40K players have a lot more in common than we may admit. Both groups share a passion for science fiction wargaming, an interest in painting and modeling armies of miniatures as a cash-vacuum hobby, and the gratification of playing these games with a community. What's more, even though we may not admit it, we share players, too. Many of the most reknowned painters and artists in the Battletech community have painted or still do modify, paint, and play Warhammer 40K. With the development of Alpha Strike, even more players can begin to reach out across multi-universe battlefields and join hands for what we all really enjoy--making "PEW! PEW!" noises as "little, plastic army men" fight each other with dice! Ways of WarBattletech Alpha Strike and Warhammer 40K seem to be far seperate systems with little in common-it's like comparing Orks and Atlases. Page after page of tables and book after book of recordsheets make Battletech seem more like math than a game. Book after book, codex after codex, edition after edition of rules always seeming in flux for Warhammer 40K give the impression its a lawyer's game. Instead, its a game of tactics and strategy, movement, attack, and defense. Careful thought and research goes into the construction of a force, designed to meet a certain play style, mission objective, or artistic aesthetic. Players take turns creating and adapting to ever-changing battlefield situations seeking to dominate the opposition. Dice rolls represent resolutions of actions with modifiers to factor in the increased or decreased likelihood these actions will succeed. Ultimately, one player will earn the greater victory points and control the field! This description, however, applies to both games. The general structure and play of Alpha Strike and Warhammer 40K are very similar.
EVEN THE NAMES OF THE TURN PHASES ARE NEARLY IDENTICAL! The major differences are that in Alpha Strike are the roll of initiative and damage resolution. At the beginning of each turn, players roll for initiative instead of establishing a turn order at the start of the game. This does add a bit of time to play, but also allows for interesting and creative adaptions to the dynamics of play. To make up for this a bit, when units resolve damage, they only roll to hit. If a to hit roll is successful, then the targeted unit takes all of the appropriate damage. No to hit and to wound rolls. Rules and SupplementsSimilar to Warhammer 40K, Alpha Strike as a core rule book, Alpha Strike, a book of optional rules, Alpha Strike Companion, and a series of army-specific guides known as Combat Manuals that serve a purpose similar to the Codexes. In addition to this, Alpha Strike players can use the Battletech Master Unit List (MUL) to access record sheets for nearly all published units available for free--you don't need to purchase a Combat Manual to build a force for play! In addition to these, there is a wealth of Scenario Books and fiction to suplmement your play. If you'd like to build your own pilots and play them both inside and outside of a 'Mech, then check out the Battletech RPG. The core Alpha Strike rule book is available in a simplified version for free! Battletech has a reputation of requiring many volumes of data, databases of spreadsheets, and advanced degrees in calculus to complete. Fortunately, many of the rules related to these matters are optional. In the case of Alpha Strike, this is even more so. Overall, the sequence of play and rules for Alpha Strike lend it to short-to-moderate length games of 20 minutes to 2 hours or so. It is a quick to learn game that won't require exceptional investments of time or expanses of libraries to become a competitive player. Comparing Orks to AtlasesIf you're a player who prefers a particular flavor to their faction, there are many similarities between the forces of Alpha Strike and Warhammer 40K. Space Marines = Clans (Warden Clans: Wolf, Ghost Bear, etc.) and Wolf's Dragoons These are the no-nonsense, genetically modified, warrior societies. Bent on redeeming manking through superior breeding and firepower, the Warden Clans seek to restore the human race to a long lost golden era. The heroes of Mechwarrior 2 and Ghost Bear's Legacy, many recieved their firt introduction to Battletech through their initial experiences piloting Clan Wolf and Clan Ghost Bear 'Mechs. Imperial Guard = Inner Sphere and Mercenary Not as advanced, without the beefy men and machines of the Clans, the Great Houses of the Innersphere can hold their own against the onslaught of the Clans, Pirates, Word of Blake, and rival houses through their grit and tenacity. If you're familiar with Mechwarrior 2: Mercenaries, Mechwarrior 3, Mechwarrior 4, or Mechwarrior Online, then you've tested your mettle with, and against, the armies of the Inner Sphere. Eldar and Tau = Comstar If you like to play a faction with a mysterious past and endless supply of advanced technology, the Comstar is the faction for you. Highly secretive masters of LosTech, Comstar is a quasi-religious faction responsible for preserving what remains of man's advancements made before and lost in the fires of the Succession Wars. Orks = Periphery and Pirates On the outskirts of civilization, in the pleasure circuses of Circinus or lurking in the shadows of uncharted asteriod fields, Periphery and Pirate factions offer players a chance to create unique forces with scapped and cobbled-together aesthetics. Chaos = Word of Blake and Clans (Crusader Clans: Jade Falcon, Smoke Jaguar, etc.) Both the Word of Blake and the Crusader Clans represent the default "bad guys" of Alpha Strike. In the names of their leaders and long-deceassed heroes, these groups have attempted to force their views upon the rest of the Inner Sphere through violence. If you're looking for the facton that does whatever it takes to win, doesn't mind installing cybernetic implants to improve combat performance at a loss of self, and generally want to be "that guy," then you will fit right in with the Word of Blake and Crusader Clans. "Aye Commissar!"The range of possibilities for Alpha Strike armies is endless--from Succession Wars salvage look to new, pristine, and clean killing machines. Collecting, modifying, and painting a force for Alpha Strike is relatively easy. The Alpha Strike Lance Packs provide players with four plastic miniatures designed to work in conjunction as a unit. These Lance Packs also contain the stat cards for two varaints of each model to add some variety to your play experience! In addition to Lance Packs, Alpha Strike has a wide range of metal miniatures produced by Iron Wind Metals for both the Alpha Strike and Battletech lines. One of the most important differences between Alpha Strike and Warhammer 40K is Alpha Strike does not use WYSIWYG ("what you see is what you get"). In Alpha Strike, you are welcome to substitute miniatures and variants with other pieces--just exercise good sportsmanship and make sure your opponent is aware of the substitution from the start. Some of us have become accustomed to WYSIWYG, and have made great strides to create new, interesting, and dynamic Alpha Strike models. Games of Alpha Strike normally pit players forces of one lance of 4 models to a company of 12 models against another with a PV between 100 and 450 points. The PV system, much like similar force-balancing systes in Warhammer 40K, is used to ensure some level of parity between forces, thereby making victory based on force design and tactics more than a question of "who has the best model?" Like in Warhammer 40K, you may come across an exceptional character or iconic machine; while these are definetly attention-getting pieces, they are not the single determining factor in the outcome of a battle. Because of this design, it is possible to collect and paint a competitive and pleasing force for standard games in a relatively short period of time. What's more, using the Lance Packs and metal models from Iron Wind Metals, this means a player can purchase and field an average size force for less than $50.00! Weapons On-Line//All Systems nominalThe best places to start for all things Alpha Strike is the Battletech website. This has primers on the universe, factions and armies, and a forum to meet other players. When you're ready to build your force, use the tools available on the Battletech MUL to research, compare, and build and print unit cards for free! The Catalyst Game Labs Shop has all your Alpha Strike rules, compendiums, and Lance Pack needs! If you're looking to add some heavy metal to your force, check out Iron Wind Metals for a full line of Alpha Strike miniatures. Camospecs Online is full of great modifications and fantastic paint schemes of miniatures from all factions and periods of the game. It is under construction at this time, so some features may not be active. BE SURE TO CHECK OUT THE HPG UPLINK (LINKS) PAGE FOR MORE GREAT RESOURCES! ARE YOU A TRAITOR TO THE ARCHON? A HERETIC OF THE EMPIRE? POST YOUR EXPERIENCES CROSSING THROUGH THE WARP AND INTO THE CHAOS MARCH AND BACK IN THE COMMENTS SECTION BELOW!
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A preview of one piece of an upcoming, multi-unit and across eras project!
Be sure to check out the last Alpha Strike multi-era build at www.capneds.weebly.com! Welcome to Mod Monday! One of the best ways to make your force stand apart from the rank and file and attract new players to the table is with creative and unique game pieces. While Battletech and Alpha Strike aren't WYSIWYG (wee-see-wig, "What you see is what you get") like other games, modifications, reposes, and creative construction enhance the gaming experience. In Mod Mondays, we look at cool modifications and tutorials to build dynamic and different models. For this initial post, I'm sharing some of my favorite bitz that I keep stocked in the box. These are my go-to for their flexibility with sizes, aesthetics, and ease of use. We'll look at common pieces, their use, and finally how to order these from Iron Wind Metals. Missile Bitz
Not Pictured Primitive Thunderbolt Missile Pod (from IWM 20-5076 Thunderbolt TDR-1C) Thunderbolt TDR-10M Missile Pod (from IWM 20-5032 Thunderbolt TDR-10M) Primitive Griffin Missile Pod (from IWM BT-346 Griffin GRF-1A) Reseen Griffin Missile Pod (IWM 20-200 D Griffin Gun/Missile Pod) Primitive Shadow Hawk Missile Pod (from IWM CE-001 Shadow Hawk SHD-1R) Missile pod upgrades and modifications are one of the easiest to make. Whether it's customizing your merc company's fire support lance or adding a bit of lrmageddon from MWO to your table top, these long-range death-dealers and short-range cris-seekers make for interesting modifications. Missile boxes come in a variety of shapes and sizes to meet your individual needs. The Viking missile boxes, for example, are a great addition to make a long-range, indirect fire beast variant of the Legacy, like this example from Camospecs Online artist, DAK, or this up-gunned Jagermech by B1BFlyer. Cannons, PPCs, Etc.
Other Useful Bitz
One modification sitting on my workbench to be completed is upgrading a standard Kintaro to the jump-capable KTO-K. By adding the jump jets from a reseen Ostscout onto the back of the Kintaro, you have a quick switch to make a dangerous C3 spotter. If you're into using magnets to make easily-changable variants, you can have two mods for one model by magnetizing the jump jets and the miniature. Although it makes the miniature a magnet for incoming fire, adding pitz and pieces to show a C3 Master piece is one of my favorite mods. This is also one of the most challenging--how do you show on the outside of a piece equipment mounted on the inside? One of the easiest methods to do this is add extra antenna or a satellite dish from the Crab or Mobile HQ models. If you're wanting a more robust bit, then use the top turret from an Owens to represent the computer suite. Being harassed by lrmageddon from the first bitz picture? Then strip a handfull of Fenrir turrets to use for antimissile systems! These little bitz are just the right size to mount on nearly any miniature to swat down incoming fire! This piece by Master Gunz is a great example of using these turrets as AMS and other added pieces to make a dynamic, interesting, and unique piece (I know, it's Jade Falcon, but otherwise, it's an awesome model). Ordering Bitz from Iron Wind MetalsMost of the bitz here, and many others, are available directly from the Scrapyard at Iron Wind Metals online store. If you're a clan player and want to make sure that your Thor Prime and your Thor D are clearly different, the use the Onmi Mech Parts page to order variant pieces to make nearly all of the 3050 omnis. If you love omnis and Jerone Blake and his writings, and think that the rest of the Inner Sphere needs to love Blake or suffer their transgressions in nuclear fire, then be sure to outfight your rightesous army with Word of Blake Omni Mech Parts. There is also a small selection of very special variant parts for the Koschi and Hammerhands located in the Mech Variant Parts section. If you can't find the part you're looking for, use the Iron Wind Metals Contact Us page to ask, very nicely if they can spin it up for you. This is a great company, and they are always happy to work with Battletech fans and the community. With the infinite possibilities of customizations, salvage, and field repair in both Battletech and Alpha Strike, you'll never be without an opportunity to build unique, new, and interesting models. Want to see more great modifications, reposes, and custom work? Check out Camospecs Online for amazing work!
Have your own go-to bitz, favorite pieces, or boss mods? Share them below in the comments! Welcome to the first in the Long Live! series. This series is designed to help players design multi-era lances for use with Battletech and Alpha Strike. Each entry will attempt to build a functional lance with faction-flavor for the Succession Wars, Clan Invasion, FedCom Civil War, and Word of Blake Jihad. In some cases, an entry will have substitute options to add some variety. If you have your own substitutions or suggestions, post them below in the comments! objectiveBuild a DCMS lance that can be played across eras, from the Succession Wars through the Jihad. Restrictions (completely arbitrary)
ModelsClick the image to purchase these models from Ironwind Metals! (Miniatures supplied unassembled and unpainted.) backgroundThis lance was inspired by a unit that I used in Northwind Highlander colors while playtesting the rules that eventually became Alpha Strike with Charlie Tango and Savage Coyote. I designed the original lance to be a relatively mobile, heavy/assault lance designed to take a beating and outlast the opposition. Consisting of a Highlander HGN-732, Victor VTR-9K, Gallowglas GAL-1GLS, and Thunderbolt TDR-7SE, the green-colored, plaid covered, bagpipe whaling zombies did a bonnie job of just that. The game took place in a relatively open space, with a small city or campus like area in the center. Throughout the game, I discovered that the maneuverability of the jump-capable 'Mechs put me in a favorable position and the ability to attack at all ranges allowed for a fluid, adaptability to the changing table. This was a great lance--I lasted to the end not because of my playing ability, but the lance's playability. Early Succession Wars (154-174 PV)In order to qualify for a Fast Assault Lance (Alpha Strike Companion, p. 153), and with the units available to the DCMS in the Early Succession Wars, I had to choose either a unit with one juggernaut or a unit with two snipers. I chose the two snipers option for (funny enough) two reasons. First, the juggernaut model of the Crockett, CRK-5003-0, has significantly less damage potential (3/3/0 v. 4/4/3). Second, because the inspiration lance had a Highlander amongst its ranks, it was necessary to have the Highlander HGN-732 as an option. With three sniper options, this lance could easily substitute as a Fire Lance instead (Alpha Strike Companion, p. 154). The high PV of this lance will make adding perks and adjusting pilot skills a challenge. It does, however, serve its intended purpose: a big, jump-capable wall of zombie 'Mech metal. Late Succession Wars - Lostech (152 PV)The LosTech era iteration of this unit sees the loss of the Crockett and replacement of the Highlander with a downgraded model. Replacing the Highlander HGN-732 with the Highlander HGN-733 loses some of unit's overall punch (3/4/4 and IF2 reduced to 3/3/2 and IF1). This isn't too much of a concern--infact, it sits well with the Succession Wars LosTech fluff. What's more, this change saves the unit 4 PV and fulfills the requirement for a juggernaut in the Fast Assault lance. These changes prevent this lance from switching between Fast Assault and Fire Support lances. With the diverse unit roles this era adds, however, it can now become either a Fast Assault or a Command Lance (Alpha Strike Companion, p. 155) if a Striker makes its way into the mix. Surprisingly, the LosTech era doesn't damage the original design of this lance significantly. It remains a survivable, mobile unit. Late Succession Wars - Renaissance (146-159 PV)The Succession Wars - Renaissance allows for the cheapest PV option in this lance. In this era, the Crockett returns as the Katana CRK-5003-2. The two points less armor and 0/-1/-2 points difference in damage brackets sacrificed in the conversion save this unit 8 PV. The Katana remains a respectable foe. Coupled with the return of the Highlander HGN-732, the combinations of this lance are formidable. The ultimate unit choices depend on the role this lance will play: Fast Assault or Fire Support (or Command with a Striker). With these options, however, this era provides the most flexibility of roles for this unit to fulfill--perfect for the War of 3039! Clan Invasion through FedCom Civil War (169 PV)The Clan Invasion and FedCom Civil War create a lance that seems a bit different from the predecessors in both form and function. To keep the multi-era functionality with as few models as possible and to keep preserve the inspiration of the unit, this iteration continues to emphasize survivability and mobility. This era witnesses the retirement and replacement of the Shadow Hawk SHD-2K with the Kintaro KTO-K. This iconic Kurita 'Mech is both strikingly ugly and a hard-hitter. Because the previous era's models lacked jump jets these did not qualify for addition in the earlier builds. The Kintaro KTO-K, however, fulfills that need and brings with it a helluva punch (4/4/0). What's more, the addition of C3 demands a capable, mobile, and survivable spotter. (While there are some i would gladly take over this one, the Kintaro has a wider range of era-playability.) The DCMS is one of the first factions to implement C3. Even though it inflates PV, it provides numerous benefits to improve to-hit numbers. With the addition of C3, and the move into this era, allows the Shadow Hawk to swap out for another iconic Kurita unit: the Kintaro. Strikingly ugly but a hard-hitter, I avoided putting the prvious era's models in the lance because of the lack of jump jets. The Kintaro KTO-K, however, fulfills that need and brings with it a helluva punch (4/4/0). It does lack the long range attack of the Shadow Hawk, but both the Victor VTR-C and the Grasshopper GHR-C have long range attacks that their previous models lacked. Comparatively between the three (SHD-2K, VTR-9B, and GHR-5H v. KTO-K, VTR-C, and GHR-C), the damage brackets rise from 8/10/2 to 11/11/3. With the combined-fire nature of C3, this is a substantial gain! Even with the usual PV inflation of C3, this lance remains less costly than its Early Succession War counterpart full of LosTech (though not by much). To maintain the C3 network, the Katana upgrades to a Katana CRK-5003-CM. The performance of the units is negligably different; the CRK-5003-CM loses one point of short range attack to gain the C3M ability. It is slightly more expensive than the CRK-5003-2, but well worth the investment for the C3 network. What's more, if playing with MHQ rules, this unit has an MHQ rating of eight. Unfortunately, this lance looses some of the role flexibility of previous eras. This unit will find it hard pressed to fulfill any roles beyond Fast Assault. Jihad through Early Republic (160-178 PV)...I may have broken the swap restriction here, but, I mean, look at the era! In tune with the eras of play, this lance carries more than a touch of munch. C3, improved jump jets, and experimental tech, this unit exemplifies the idea of a mobile assault lance. To maintain the C3 network requires the carryover of the Katana CRK-5003-CM. To make things interesting, the lance can take the Katana CRK-5003-CJ. Because these are two different versions of the same 'Mech, it won't cost any FP (faction points) as a duplicate unit! The performance of this unit is akin to that of the Highlander HGN-732. Making this switch is like adding a HGN-732 with improved jump jets and C3--a tough and highly mobile unit that can deal respectable damage. In can act as an anchor for the unit, a body guard for the C3M, or a Gojira-sized C3 spotter in a pinch. The Shadow Hawk makes a return as the Shadow Hawk SHD-3K. An classic chasis style with upgraded weapons, this machine is a slightly up-gunned versin of the SHD-2K. The damage brackets improve to 2/3/2 from 1/2/2 and the movement moves to 10"j from 10"/6"j, gaining 4" to make that nice, rounded, and complete 10" jump (instead of the bizarre fraction). With all this and a bag of C3 chips, this sniper returns to be able to maneuver and harass enemy units better than before. Like the Clan Invasion and FedCom Civil War units, this lance also benefits from MHQ8. What's more, with the diverse unit role options, this lance would be a great option to assume the Command Lance formation and really put the MHQ to good use with an appropriate Striker unit. If nothing else, it can maintain its inspiration's role as a Fast Assault lance. Long Live the Dragon!With only six models, this lance can span seven eras that comprise some of the most pivitol events in Battletech fiction. Throughout that span, it retains many of the same defining characteristics: mobility through, jump capability and survivability with no fewer than five points of armor per unit. These qualities, and the low number of models required, make it an ideal lance for new players. Sure, not all of the models his as hard as other 'Mechs that come in and out of the timeline, but this unit will allow players to field a force throughout the major eras of play. Notes
HAVE YOUR OWN MULTI-ERA LANCE YOU'D LIKE TO SHARE OR SWAPS TO THIS ONE YOU'D MAKE? SHARE THEM IN THE COMMENTS BELOW!
The list of artists who set the tone of the Battletech universe is relatively short. There are only a scant few pieces that we see and see again, across websites, blogs, and publications. These works inspired countless artists and players across the globe. On many occasions, these pieces both inspire and frustrate me, jumping from "I want to be like that" to "!@#! IT! I'M DONE!" When it comes to many of the most iconic images of Battletech created in the last decade, the artist of note is Adrian Gideon. Whether miniatures or illustrations, his work has been features across the gamut of publications ranging from the Battletech Boxed Set releases, to Total Warfare and Alpha Strike. Adrian Gideon's style is characterized by rich contrast, bold colors, and dynamic, evocative poses. Renowned for his jeweling and reflective cockpits, each piece is carefully constructed with highlights and spot colors that compliment and "pop" with the rest of the piece. Whether it is his rich blues and reds or his hallmark black, his pieces always demonstrate rich variation of color without showing where the mixing or transition occurs. Whether a still and imposing Battlemaster or a leaping Mad Cat, each piece Adrian Gideon creates tells a story; each miniature construct a tiny narrative of the Battletech universe in itself. Though his portfolio contains models and schemes from across the Battletech universe, he has a clear favorite faction. Long-time followers of his work will likely be unsurprised to learn that Adrian Gideon's preferred schemes hail from the Federated Suns. Many of his most viewed and frequently published pieces bear the colors of the Davion Bridage of Guards or Crucis Lancers as well as their FedCom Civil War allies, the 10th Lyran Guard. His preference for AFFS-aligned models is apparent in his collected works as well, with many--even in other faction schemes--using the blues and greens of the Federated Suns. When asked what his favorite miniature is, he replied: Marauder MAD-3R. "The unseen or the classic?" you may ask. His favorite is in fact, both the unseen and the classic redesign by Anthony Scroggins. "It stood out of 3025 as something alien and predatory like a shark, and its name perfectly matched," said the artist. More than his artistic contributions, Adrian Gideon has worked tirelessly to ensure that the production of quality miniature art of the Battletech universe continues. As the stable master of the Catalyst Game Labs Camospecs painters, Adrian Gideon has worked uncountable hours behind the scenes to coordinate this team of volunteer artists to produce amazing content for publications, websites, dioramas, and events. The success of Battletech miniatures in product and art would not be what it is today without the immense contributions of Adrian Gideon. Below is a selection of the outstanding work produced by Adrian Gideon over the last decade. These works range from diorama's to publications and contests. More than any other artist, he has set the bar in our world and brought the Battletech universe to life. These are not just miniatures--these are in the truest sense of the phrase game pieces elevated to art. In that, Adrian Gideon achieved one of his major goals--to turn "unpainted minis [that were] pretty ugly that way" into things "at the top end, treated as works of art," (Adrian Gideon on why he began painting Battletech miniatures, December 2016). |
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