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Found 22 results

  1. 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....
  2. +++ 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.
  3. So rather than just continuing to drop into people's threads, and posting sundry other non-pictorial goodies - I actually did start on some tiny planes! Apologies for the super-potato quality pic; the photographer of the family is tied up with endless Zoom meetings.
  4. So I knew there was going to be a battle report in this months White Dwarf (October 2019) but it turns out there is also 5 mission mini campaign set during the 3rd war for Armageddon. FYI you need the Rynns World book to use it properly. 'Judgement Squadron', formed of other squadron remnants, fights an increasingly desperate series of engagements to defend Hive Volcanus from the Ork Air Waaargh and ground forces. The rules are similar to the standard campaign rules except you fight the 5 missions in order, and the Imperial player can't replace aircraft lost from their squadron list. They either use the historical composition + 40pts of upgrades or 300pts of other aircraft. Missions 1-4 are from the Rynns world book but have extra suggested rules. Mission 5 is a new one called 'Last Flight' where the remaining Imperials have to destroy 3 partially completed Gargants to save the hive. The Ork war machines are altitude 3 terrain and do take damage from suicidal or accidental aircraft collisions. There are also rules for 2 unique aces 'Leoz Answith' for the Navy, and 'Da Skymuncha' for the Orks, leaders of the respective forces. There is about 6 pages of content including the background, and 12 overall including the battle report, so a reasonable effort from GW. I hope to see more to come!
  5. 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
  6. As the title says, i'll be sharing all my works in progress of my Flyers & bases from Aeronautica Imperialis (AI from now on, i can't be bothered typing that all out everytime ) here's a WiP of my next Dakkajet - DeffSkullz !! Cheers, Mithril
  7. While I'm not holding out hope for an exhaustive look at the technical details of Imperial armaments, does either 'Wings of Vengeance' or the Rynn's World campaign book expound on Skystrike (and Hellstrike) missiles at any length?
  8. 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.
  9. GW has put the exclusive cards from the preorder offers up for download so you can print your own: https://www.warhammer-community.com/downloads/ under WH40k -> aeronautica ace pilot cards
  10. Hello folks! I'm going from memory for the Wings of Vengeance part but I seem to remember that the Kustom Big Shootas upgrade for Ork aircraft in that book are described as changing the profile of the main gun (Quad Big Shootas) from FPR 8-4-0 to FPR 10-5-0. However, I was looking through the Rynn's World rules and saw that in this book it states that the Kustom Big Shootas are an additional primary weapon with FPR 2-2-0 which, combined with the FPR of the Quad Big Shootas as they have the same profile otherwise, gives the QBS a FPR of 10-6-0. Am I perhaps misremembering what is written in the WoV rules or is it actually a disrepancy? And if so, which rules take priority over the other?
  11. Given the vast array of missiles, bombs, pods, and other exotic options available to modern combat aircraft; I felt the offerings in A.I. was in need of some expansion. Eventually, I plan to include sketches and line-drawings (inspired by Iron Hands Fanatic's Heresy work). *Fair warning, nothing has been playtested yet. Mars-Pattern "Misericord" Short Range Air-to-Air Missile Colloquially named after the dagger/badge-of-office carried by the Emperor's Custodes, the Mars-Pattern SRAAM was presented to the Imperial Navy's Admiralty in response to their (repeated) petitions to the Fabricator-General for improved close-range ordnance. Recovered from a previously over-locked data tomb in the Hellas Basin, the STC for the 'Misericord' was blessed and canonized in a remarkably short period of time, taking only 50 years from discovery to production. The 'Misericord' combines a broad-angle thermal-seeker, an exceptionally cunning and bellicose cogitator, and improved connections to the standard Imperial Navy fighter fire control systems (particularly helmet sights) to offer exceptional high-off-boresite capability. Additionally, such is the wrath of the missiles' machine-spirit that it denies all but the most devious of enemy countermeasures. Thrust-vectoring, and a highly-aggressive propulsion system, allow the missile to rapidly accelerate and manuever, even to intercept targets almost directly behind the launch platform. Unfortunately, this leads to tradeoffs in the form of reduced flight time, as the rocket motor greatly favors the initial boost over sustained acceleration. Additionally, the large explosive warhead favored by Imperial pilots is replaced by a much more modest fragmentation system. System Name Arc FPR DMG Ammo Special Pair of 'Misericord' SRAAMs Any except Rear 3-0-0 5+ 1 Aerial Attack, Extra Damage (6+) Points Cost: 8 per pair, only available to Imperial Thunderbolt air-frames (at this time). Designers Notes: established points cost; reduced Ammo and Damage stats; limited availability, though not currently limited to only once per a/c <Originally proposed profile> System Name Arc FPR DMG Ammo Special Pair of 'Misericord' SRAAMs Any except Rear 3-0-0 4+ 2 Aerial Attack, Extra Damage (6+)
  12. I got to play a demo game of Aeronautica Imperialis at the local GW today. (unfortunably, they didn't have any AI stocked.) The maneuvre mechanic is quite interesting - trying to get into position to shoot at the enemy while not getting shot makes it really feel like a dogfight. What I took away from the demo game is: Swoop is really usefull for curves and circling around the enemy. Stall turn is good when the enemy is coming from straight ahead - if you're lucky (e.g. they keep going straight ahead), you can overshoot the enemy and end up behind them. If you're unlucky, they stall turn too and you either end up facing each other or facing away from each other in opposite directions. Ork dakkajets are really squishy - but also really fast. Hitting stuff is hard with altitude modifiers & stuff. Having no move/los-blocking terrain felt a bit weird at first. (note to self: maybe use AT 'spires' as houseruled obstacles later) We played one Thunderbolt vs. one Dakkajet - as we kept ending up moving away from each other and had problems to get each other into our firing arcs, I'd definately second the recommendation of playing with at least 2 planes on each side. So, what's everyone elses experience playing Aeronautica? Anything usefull you could learn so far? (Got any tips for getting enemies into firing arcs?)
  13. Hi, can someone please tell me the dimensions of the model of WoV? I just need the wing spans Thank you so much!
  14. 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?)
  15. Friend of mine who didn’t get the starter got his separate tokens from GW. Unlike the ones in the starter (which are thick board game style punch card stock), the ones direct from GW are just on semi gloss ‘thinner than business card’ stock. Pretty crap really. So I’d recommend waiting for some 3rd party ones (acrylic or something would be good). Sorry if this is old news, but I hadn’t read it anywhere.
  16. To avoid using the cardboard tokens I bought I 3D printed a dial and indicator with a spot for magnets. The magnet has enough friction to keep it in place and the raised lip lets you turn it upside to put next to planes. Next up? Make it a lot smaller than 40mm on a side.
  17. In an attempt to get miniatures (and terrain!) assembled, painted, and onto the table here's what will hopefully be one big thread with lots of different stuff in it. First post will be largely empty until I fill it up with a table of contents. Thank you very much for taking the time to have a look and don't hesitate to share your thoughts and suggestions! Table of contents: Shattered Skies, Part 1 - Dosjetka delves into Aeronautica Imperialis with the Imperial Navy (p.1)
  18. So it turns out I've never played a hex based tabletop game before, and the rulebook seems to assume you know what you are doing. Movement seems straightforward but I'm wondering about measuring shooting distances. Measuring straight ahead or in a 60 degree direction seems intuitive but what if the target is somewhere in between? Do I choose the shortest route to the target hopping via hexes? Trying this out it appears that you can get the same value for distance even if you pick a slightly different route, so I'm guessing this is an intuitive part of hex games Am I right?
  19. I've assembled the contents of the Wings of Vengeance yesterday and now I'm facing the hardest part: picking a color scheme. I'm currently looking for inspiration on https://commons.wikimedia.org/wiki/Category:Aircraft_camouflage How did you pick a color scheme for your aeronautica imperialis models?
  20. Well, I didn't see this coming.... ... but I'm as happy as a Hell Talon on the tail of a one-winged Marauder! Assuming this will be a miniatures game (as opposed to computer or card, which are possibilities, I guess), I'm thinking this will be to scale with AT18, and there will be an initial plastics release. (I think a new A.I. would fall in a flaming spiral if it were all-resin miniatures, although Shapeways stores, et al, would rejoice...) Imperial and either Chaos or Ork seem very likely candidates for launch plastics. Personally hoping this isn't 'Aeronautica Imperialis: The Horus Heresy' ! Air fleets of identical aircraft seems a bad choice. (Titanicus got away with it because the background and original AT completely justifies that decision.) Does anyone have more info yet? What do you hope to see in new A.I?
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