This army has been one of the most fun wargaming projects I have worked on; I have taken the time to personalise and create custom scenic bases for every miniature, bought third-party conversion parts to add to the kits to ensure none are completely stock constructions and come up with a backstory for every unit. I have tied the backstory into my other armies for the game where possible, thus the Three-Ones and the Salamandine Incident turn up…
It is also only eight models, a truly elite force!
Warlord Games’ Test of Honour is best described as a pseudo-historical or pop-history wargame, a kind of midpoint between “serious” historical wargaming (focused strongly on accuracy over balance, and often breaking rules of what is considered “fun” in traditional miniatures gaming senses) and pure fantasy or speculation. Its mission statement, according to a Wargames Illustrated article was to “evoke samurai movies rather than a slavishly historical view of feudal Japan” (Graham Davey, quoted in WI354) and in this respect it achieves its aim. The rulebook is wholly free of historical context, the painting guides are genericised and do not even provide a list of historical coats of arms to imitate for historically-minded players.
Writing the background for this army took significantly longer than the more comparatively cursory unit descriptions my Northern forces received. I came into possession of the Duellist’s Handbook, Southern Republic Army List and Southern Field Guide before writing this and so decided, as is my way, that if I was going to do this it was going to be done properly.
The immediate problem came from the fact I had just bought two Fer de Lances, and the Southern Republic Army List claimed on page 146 that only “a few dozen” of these Gears were in service, and “it is a capital offence for it to be used by any other Republican unit”. Thus I had to make a few adjustments to the background and came up with the Fer de Lance Beta (which is probably not strictly fluff-accurate, but sidesteps more awkward questions).
The only other major background howler I can think of is the move away from strict 5-Gear Cadres (something that the newest edition of the game rules and my choice of unit loadouts does not make particularly easy to do thematically).
As I mentioned in my previous post, my current miniatures wargaming project is nearing completion but still has several models unfinished. As I finished a key part of the army, the Kodiak Gear pictured above, I decided it was good material for a little longer piece of backstory, detailing exactly how awkward a malfunctioning and uncalibrated mech could be for a unit…
While not all of this army is currently built, I have taken the opportunity of using a new lightbox to get some photographs of what is currently finished, and write a little background for it. As it is a significantly larger force than would ordinarily be fielded, I decided to group the models into sample units and come up with background for the pilots within to try and give a picture of how the army might function as a whole.
A Northern elite Gear, a testbed for a new loadout of the Grizzly chassis assigned to a notable Duellist and test pilot, had been shot down in the small town of Astragius. Both sides immediately diverted nearby patrols to recover the wreck, a Southen Jager unit racing to reach it before a Northern reinforced patrol of Hunters and Jaguars reached it. On the way, both commanders decided to call for reinforcements – Southern units were first to the fight, as Astragius was close to a nearby base. By the time combat was joined only a single Northern unit had arrived as backup, a heavy unit of large Gears intending to carve a path through the numerous Southern units and recover the wreck. The North, however, had another advantage – the patrol had been joined by Oliver Arseid, an ace pilot with a sterling record and highly-customised urban warfare Grizzly.
This was the first time my CEF army had been used, and only the second my Southern forces had seen the battlefield. Now better-equipped with the rules, battle was joined between the ill-fated Southern forces and the untested CEF:
Before reading up on the background for the Caprice faction I wasn’t sure if I would find them interesting – afterwards, I found their background appealed very much, as I am a huge fan of the mecha series Fang of the Sun Dougram.
The idea of being able to play either the collaborating forces of a colonised planet or the resistance working against them seemed very interesting, and as I worked on building this army I realised it would have to be a Militia or Resistance list all the way…
After playing a couple of demonstration games of the new edition of Heavy Gear Blitz, and having painted two full 150-point armies, I had a go at playing a full-sized game – a rematch between my North (played this time by my friend Phillip Preece) and my South army (played this time by me). In a previous solitaire game to learn the rules, the South heavy units had dealt horrible damage to a Northern patrol – in this larger game, the tables would be turned!
Objectives: North: Assassinate (Shou Kyao, Hooded King Cobra), South: Wipe Out (Fire Support Unit, Quincy Piloledge et al)
As much as Battlefleet Gothic was an often entertaining game, it suffered from a number of issues that I feel show its age, and show how wargame design has developed; while its factions have numerous flavourful rules and are very distinct, most of these rules do not work particularly well to create a fun game. There is absolutely a place for a game which focuses on flavour and narrative over strict statistical balance, but BFG never, I felt, committed enough to doing this and what was left was a game with two well-thought-out factions balanced against each other and a number of strange, often very thematic but not fun to play or face factions. There were numerous other mechanical idiosyncrasies that got in the way of it being a good game; small ships were unviably weaker than large ones and the special order system added far too much unnecessary variation to games by requiring a leadership test on often randomly-generated leadership.