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Showing results for tags 'Aeronautica Imperialis game'.
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Uploaded Nov 13, 2019 Having now acquired the full play-mat, rulebook and cards to complement our copy of Wings of Vengeance, Owen and I take to the skies once again to try out Aeronautica Imperialis 2nd Edition! Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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Uploaded Sep 5, 2019 It's time for another Let's Play! Today I'm breaking down the new 2-Player Starter Set 'Wings of Vengeance' for Games Workshop's 8mm Air Combat board game, released this Saturday. Check out the Ork Air Waaagh as they take on the Imperial Navy over Rynn's World! Watch the video and join the discussion with Guerrilla Miniature Games at the video's YouTube page.
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From the album: Icons
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Today I decided to run a little mini campaign using aeronautica imperialis and space Hulk. The great thing about specialist games is that they're so quick, so I was able to run through the campaign over the course of the morning. Can't wait to do more! Game 1 was aeronautica imperialis, decided to keep it pretty basic as I'm not very experienced with the game yet. Space marines v Eldar, the aim was to get the thunderhawk off the opposite board edge. It managed to do so pretty easily, only losing 1 structure point in the process. The fire raptors were the MVPs, their mega bolters absolutely tore through Eldar fliers. Game 2 saw a squad of terminators delve into an old imperial mining facility (space Hulk) to rescue Admiral Stavros who was imprisoned below. Not long after they entered, a troupe of harlequins ambushed them. This was a nail-biting game, but alas the terminator librarian escorting Stavros out of the mine fell just short of the final corridor. The Harlequins descended on the noble Admiral, ensnaring him again once more....
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Let's begin without preamble... I'm doing AI! I did have a few models for the original edition, but they are long gone, after all, what were the chances of AI ever coming back? Well I'm not too disappointed about the decision to sell (other than the original rulebook as that had some decent fluff and pictures). The models for the new edition are many times more detailed showing off all the glory of CAD production. The only thing I preferred about the originals were they came in fewer pieces so were easier to make (resin issues aside). I swapped Orks for Imperials from the Wings of Vengeance set with another local player so in theory I have 4 Thunderbolts and 4 Marauder Bombers, which is a pretty good wing already. Unfortunately one of the bombers was written off in a, 'refuelling incident' and will not be spoken of again The wing as it stands has the following squadrons and call-signs planet side, the rest are presumably still aboard the fleet: Blackheart Squadron: Blackheart One - Thunderbolt (Ace Markings) Blackheart Two - Thunderbolt Sol Squadron: Sol Four - Thunderbolt Fury Sol Nine - Thunderbolt Fury Danger Squadron: Danger Five - Marauder Bomber (traditionally Sqn. Leader call sign) Danger Six - Marauder Bomber Danger Seven - Marauder Bomber The call signs just follow the squadron names as I didn't fancy doing pilot or aircraft names. AI seems to be a game of high aircraft losses so it makes more sense that the same aircraft aren't being resurrected every new mission. The transfers are from the Human and Elf Blood Bowl teams. Blood Bowl does have some great transfers if you don't like the limited out of the box selection for AI. The only issue with BB is that you don't seem to get mirrored transfers, so if it bothers you an animal might be 'looking backwards' maybe steer clear or use symmetrical designs. Just a little real life background on this, the US air force seems to mirror badges and patches if the symbol would be 'looking' the wrong way, but the RAF often use heraldry which is bad form to mirror, as it could change the meaning, so don't change the way the animal is looking, so really just do what you like. In this case I decided to use my large (unused!) transfer selection to inspire the names, I thought there wasn't any point coming up with a cool name and then have to buy or print transfers for it. If you know what Danger Five is in reference to, obscure internet cookie for you! One issue I have found with GW's AI card system is that it's not necessarily straightforward to link each aircraft to it's card without clear numbering. Luckily Versatile Terrain has a solution! (Photo from Versatile Terrain FB, still waiting for them!) These 3D printed nameplates are pretty nifty and affordable for a skirmish type game. You can even get 'Ork' Scrap style ones. It's not that visible in my pic but Blackheart one has a Spade symbol on the plate to designate him an Ace. I did actually consider making him the Ace of Hearts, but for that to work it would need to be painted red, except he's meant to be Blackheart... You can see why it's taken me so long since release day to get this far. As visual shorthand the Ace of Spades just works better, even if it would also have been nice to have an Ace from each card suite. I'm 95% ready to get basecoating this week, so hopefully there will be reasonable progress. The scheme will be inspired by the RAF desert pink from operation Granby (Desert Storm). As for the bases, they will be painted too, but I think they will be more subdued than some of the radar examples I've seen. I want them to be quick and cheerful and not to distract from the aircraft. I'll need to think about painting the nameplates as well. DEADLINE: I have bought a ticket for what may be the first AI event in the UK, hosted by Attrition Gaming in late January, so I'll need 150pts ready for that. At the moment it will be 4 'The Dogfight' missions, so I may get some more T-bolts time permitting and won't need ground defences. My friend also bet me
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+++ Solar One, Temple; Two minutes to push, roll call +++ ++ Solar flight, as fragged ++ ++ Ferrum flight, as fragged ++ ++ Thud flight, as fragged minus one ++ +++ Solar One, Temple; package as fragged minus one, green east +++ ++ Temple, Solar One; pushing ++ BACKGROUND While a Bombing Run may suffice for many targets found on the battlefields of the 41st Millennium, there exist some targets that require more focused application of airpower. FORCES Players should agree on an appropriate force size, typically between 100 to 200 points. The attacker's force must include at least one aircraft armed with ground attack weapons. The defender's force must include at least one aircraft. For every 50 points available to the attacker, select one (1) objective. SETUP On a rectangular board, players should choose one short edge for the attacker, the other for the defender. The attacker then places one of the objectives anywhere inside the quarter of the board closest to the defender's edge - this is the Primary Target. The defender then places any remaining objectives anywhere within 9 hexes of the primary objective. The defender then places any ground defenses (or determines their location) within his half of the board. Following this, players alternate placing aircraft - attackers along her board edge, defenders within the closest board quarter to his edge. SPECIAL RULES Reserves - both sides may place up to 40% of their aircraft in reserve. Reserves enter from a board edge within their sides board half. Pop Up Threat - the defender may choose to conceal the position of one-third of their ground defenses, recording their position on the board instead of placing them during setup. These defenses are revealed when they fire, or when an attackers aircraft ends it's move in the same hex. VICTORY CONDITIONS The defender scores 2 points for each attacking aircraft destroyed, as well as 2 points for each surviving objective. The attacker scores 8 points for destroying their primary objective, and 2 points for each secondary objective. Additionally, the attacker scores 1 point for each destroyed ground defense. Posted from the phone, so formatting and such may be weird.
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Post any finished AI aircraft or ground defences here! No WIP in this thread, just your finished models. My first Marauder is still on the assembly line but it would be nice to see the efforts of more productive squadron leaders (Note to mods I'm assuming this is allowed here, but if not I guess move to hall of honour?)
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Finally made a decision about what ordnance to hang on my starter set aircraft (plus a box of Destroyers). For the Orks, I decided it was vital to ensure every wing station was full, to do it any other way was un-Orky. Orks Fighta-Bomber 1 (ground attack - da Orkhog) 1 set of big bombs and 2 sets of wing bombs Fighta-Bomber 2 (air superiority - da Raptork) 2 sets of rokkits and 1 set of extra shootas DakkaJet 1 (air superiority - da Vipork) 1 set of rokkits and 1 set of extra shootas DakkaJet 2 (air superiority - da Fantork) 2 sets of rokkits DakkaJet 3 (multi-role - da Orkvark) 1 set of rokkits and 1 set of wing bombs Imperial Thunderbolt (air superiority) nothing on wing stations Thunderbolt Fury (air superiority) 1 set of skystrike missiles Marauder 1 (bomber) 2 sets of hellstrike missiles Marauder 2 (bomber) 1 set of hellstrike missiles and 1 set of wing bombs Marauder Destroyer 1 (bomber) 2 sets of skystrike missiles Marauder Destroyer 2 (bomber) 1 set of skystrike missiles The rokkits are pretty damn small to attach! So now I can get them painted, so hopefully I get a decent break in the weather to do so in the next few days.