Sickness spreading through the camp has once again delayed the start of the campaigning season in the Peninsular with Mr T this time succumbing to a case of the chills, hopefully the plague will have left camp by next week.
I have however been making good progress with the Forge Fathers for Firefight with lots more short angry Dwarfs joining the ranks.
Leaders are crucial in Firefight for generating command dice and also giving special abilities to spend those command points on. This is a mechanic used both in Deadzone and Vanguard so it's one Mantic like to use. As well as having generic and faction specific abilities you can spend the CP's on each leader also adds its own ability on as well. Generally speaking you need to be in range of the leader to receive an order so you probably want a few of these dotted about.
The Steel Warrior Huscarl improves the shooting of nearby units which is handy in a shooting army. All leaders can also come with a small bodyguard to take some hits so they don't die straight away, in this case I've painted up a couple of spare Steel Warriors to go along with the Huscarls.
The Forge Guard are heavily armed and armoured specialists who can come bristling with heavy weapons. The Forge Guard Huscarl's order gives him and nearby Forge Guard units the opportunity to regain lost wounds, which could make them a pain to shift. They already have Armour 7+, so the enemy needs to roll 7+ to cause a wound, which puts them amongst the most heavily armoured infantry in the game. I'd already painted up six of these for the Deadzone strike team so twelve of these could take the field.
We already had five Brokkr so I did another five out of the spares pile and added on the spare weapons for the Steel Warrior kits to make up some more of the melee focussed little chaps. The Brokkr leader increases the charge/sprint range of nearby Brokkr and could help them get into cover or combat more quickly. It would have been nice to paint up some more of these classic metal models but the only ones I now have left are meant to carry heavy weapons.
The starter box come with an Iron Ancestor but only had the part for the standard hammer & dual cannon configuration. As I wanted to make up a different one from the one we already had I raided my bits box and stuck a second cannon onto the model to make the dual cannon variant. It feels likely that lots of bullets is going to be the way to deal with the ratty hordes these Forge Fathers are likely to face.
Carrying on in that vein we have the last two units of Steel Warriors, this time with two autocannon carrying Dwarfs. I also changed up the unit leader to use a Hailstorm Rifle rather than the pistol & hammer of the default version. This means he can add a bit more to the long range shooting but isn't so handy in a fight.
And this is what I've done so far, with plenty of options and probably around 1500-2000 points worth of Forge Fathers completed. I'm currently working on the tank with it's many configuration options and I'm waiting on the field artillery kits to be delivered. Once all those are completed then the Forge Fathers should have well over 2000 points worth of options. From reading reports it looks that around 1500 points is the game size to play to get a battle completed in an evening.
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