Archive for June 2014
Modelling: Making new bases
By : LeonDelgado
Wizkids
miniatures (both Actionclix and Heroclix) use 40 mm bases for ALL their minis.
You can work with this in your games (in my first test games I play with the minis
like that without problem), but having different sizes for the bases will
improve the game in many ways, the first is that the miniatures will reflect
more their size and control area, helping to improve the tactical aspects of
the game.
Now
that I have my Halo Actionclix miniatures to use in my Halo Tactics games is
time for convert the minis to a proper base, for this I want to use a technique
that I saw in the Bell of the lost souls. Using cork I give texture to the
bases to make them interesting and looking like concrete (for a urban conflict
in my halo games).
Step
1) Materials and first steps
For
this I use 2 mm cork sheets
Step
2) Preparing the bases
After
cutting a square from the cork sheet I glue it to the base
Step
3) Given texture
Each
square was then cut and given a proper appearance, to look like broken
concrete.
Step
4) Painting
After
a layer of base black paint (in this case I use chaos black spray from
citadel), I paint each base with dark grey, follow of a dry brush of grey and
final lights with a little of white paint.
The
result!
As
you can see now the Spartan stand in a more acurate base for him, I did this
for all my miniatures following this idea:
20
mm bases: Marines, ODST, Spartan, Drones, Grounts, Jackals.
40
mm Bases: Elite, Brutes.
60
mm Bases: Hunters.
Tag :
Modeling,
Modelling: How to get your minis
By : LeonDelgado
Ok,
we have the rules and character cards, now we need the models to play Halo
Tactics. In this article I will discuss the options to make your own halo
miniatures so you can play your Halo games in your game group.
"Oficial" Halo Miniatures
The
first option is just to pick one of the two options for halo miniatures in the
market: Halo Heroclix (or ActionClix) or Halo Micro Ops.
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Make your own
You
can build your own Halo Miniatures. This is the most gratification option in
the sense that you make this game your own and will bring you many hours of modelling.
You can find in the web many examples of people that make their own models and
vehicles.
Examples:
From Commander Vyper (http://www.lead-adventure.de/index.php?topic=6732.210) he made his own models and game using models from different ranges and sculpting his own Covenant.
And from Todeswind (http://warhammer.org.uk/phpBB/viewtopic.php?f=4&t=35605) he made his own UNSC with warhammer parts and papercraft.
I hope this would inspire to make Halo Tactics your game and start making your own force.
Tag :
Modeling,
Updated rules: Hail to the hammer!
By : LeonDelgado
Some minor fixes to the Halo
rulebook and some gear:
Rulebook
- Knockback rules is more
clear now.
- Aim to the ground rule is
now in the book
- Gravity hammers now do
+1D3 damage (instead of 1D6) but now have Knock back (and the user is NOT affected
by this knock back).
- Minor fixes.
Character Cards
- Gravity hammers fixed.
- Elite rangers now have the
infiltration special rule and shields.
-Master chief weapons names
fixed.
All this rules and updates
are part of the rules and cards, you can download the new version on the
"Rules and cards" tap of the blog.
Rules Update: Missions
By : LeonDelgado
After another season of play testing was clear that missions
had to be worked and tuned a little, so I made some minor changes in the
missions.
Hardpoint
Each team must fight over the control of three tactical
objectives on the map, those represent data cores, injured teammates, lost
weapons caches, etc. Take and hold these "hardpoints" to earn
VP.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Hardpoint uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place an objective in the middle of the board
(Alpha target), then each player must place 2 tactical objectives in thier own
deployment zone at 12" (or more) from the table edge and all must be
12" apart of each other.
Deployment: After
positioning the objectives, you deploy your squat. Hardpoint uses the standard
Deployment procedure (see “Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Killing
the Team Leader: Each player must select one non-vehicle character from their
squat, that is the squat leader. If you manage to kill the squat leader from
the enemy squat you score 20 victory points (in a quick match), or 40 victory
points (for standard matches), or 60 victory points (for epic games).
Controlling
objectives: At the end of a round, for each objective that you control you
score 15 victory points (in a quick match), or 30 victory points (for standard
matches), or 45 victory points (for epic games). You control an objective if
there is at least one of your characters, and no enemy characters, within
3" of it.
As
different objectives vary in shape and size, it is important to agree at the
beginning of the game exactly where this distance will be measured from. You
can use counters or designed a terrain piece in the battlefield as objective,
in that case the control area is measured from the base or hull of the terrain.
Ending the game: This mission last a random number of
game turns. At the end of game turn 5, a player must roll a dice. On a 1-3 the
game ends immediately, on a 4+ a new game turn is played. If this is the case,
a player will roll another dice at the end of each turn after the 5th, until 1,
2 or 3 is rolled, in that moment the
game ends automatically.
Victory
Conditions: When
the game ends (see ending the game, above) the player with the higher number of
victory points wins the battle.
In a Hardpoint game, at the end of any phase victory goes to
the 1rst player to score victory points equal to point cost limit used in
squats construction; for example, 400 points in a 400-point battle.
Assault
This
scenario, the standard, rewards combat effectiveness and clever manoeuvring.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Assault uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place 3 tactical objectives. Each player setup
one objective in their own deployment zone at 12" from the table edge and
the final objective are placed in the middle of the board (alpha objective).
Deployment: After positioning the objectives,
you deploy your squat. Assault uses the standard Deployment procedure (see
“Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Destroying
enemy Characters: You score victory points equal to the cost of each destroyed
enemy characters. If the character has any items assigned to it when it is
destroyed, you score victory points equal to the cost of those items as well.
Controlling
objectives: At the end of each round, if any of your characters control the
objective set in your deployment zone, you score 10 (quick), or 15 (standard),
or 20 (epic) victory points. If Any of your characters control the objective in
the middle of the board you score 20 (quick), or 40 (standard), or 60 (epic)
additional victory points. And finally
if you control the objective set in your opponent deployment zone you score 30
(quick), or 60 (standard), or 90 (epic) additional victory points.
You
control an objective if there is at least one of your characters, and no enemy
characters, within 3" of it. As different objectives vary in shape and
size, it is important to agree at the beginning of the game exactly where this
distance will be measured from. The number of victory points granted by this
objective depend of the size of the game (quick/ standard/ epic).
Victory
Conditions: Victory
goes to the 1rst player to score victory points equal to point cost limit used
in squats construction; for example, 400 points in a 400-point battle.
Slayer
This
scenario represents a quick clash between small groups of skirmishers.
Number
of Players: Two.
Squats: Build a squat with 200- (quick),
400- (standard), or 600-point cost limits (epic) using the standard squat
construction rules (see “Building a squat”, p. X).
Setup: Slayer uses the standard set-up
procedure for terrain (see “Preparing the battlefield”, p. 42). After placing and
defining the terrain, you must place 1 tactical objective in the middle of the
board.
Deployment: After positioning the objectives,
you deploy your squat. Slayer uses the standard Deployment procedure (see
“Deployment”, p. 44).
Scoring
Victory Points:
There are two ways to score victory points.
Destroying
enemy Characters: You score victory points equal to the cost of each destroyed
enemy characters. If the character has any items assigned to it when it is
destroyed, you score victory points equal to the cost of those items as well.
Priority
target: At the beginning of the game, each player must select one enemy
character between the 3 enemy character with higher point cost in the enemy
squat. From now on that is the priority target and destroying it will reward
you with his point cost in VP plus 25 VP in a 200-point battle, 50 VP in a
400-point battle, and 80 VP in a 600-point battle.
Controlling
objectives: At the end of each round, if any of your characters control the
objective set in the middle of the board you score 20 (quick), or 40
(standard), or 60 (epic) additional victory points.
You
control an objective if there is at least one of your characters, and no enemy
characters, within 3" of it. As different objectives vary in shape and
size, it is important to agree at the beginning of the game exactly where this
distance will be measured from. The number of victory points granted by this
objective depend of the size of the game (quick/ standard/ epic).
Victory
Conditions: Victory
goes to the 1rst player to score victory points equal to point cost limit used
in squats construction; for example, 400 points in a 400-point battle.
Factions on Halo Tactics: The Covenant
By : LeonDelgado
The Covenant Empire, also referred to as the Covenant,
was a theocratic hegemony made up of multiple alien species that maintain
control over a large portion of the Orion Arm in the Milky
Way galaxy.
The Covenant waged a genocidal
campaign against humanity, declaring that humans are n affront to
their gods. The Covenant was a political, military, and religious affiliation,
originally a mutual alliance between the San 'Shyuum and Sangheili following a
brutal conflict between the two warring races. Its expansion to include at
least six other races united in the worship of the Forerunners and the Halo
Array soon began after the original formation.
Covenant Empire: Characters with the Covenant Empire team
ability may replace their attack value with the unmodified attack value of an
adjacent friendly character with the Covenant Empire team ability
Characters in a Covenant Squat
San 'Shyuum (Prophets)
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In your Squat: In halo Tactics exist in this
moment 1 character from the San 'Shyuum species, and that is the Prophet of regret.
This is a good buster for you team and can be used smartly to nerf some UNSC
heroes or characters. His cannon is good for destroying powerfull characters
but is weak in close combat, so is good to protect him with some Elite honor
guards or Brute honor guards.
Sangheili (Elites)
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Name: Elite
Speed: 8/7
Defence: 15/14
Attack: +9/8
Damage: 3/3
Health: 8/4
Special Abilities: Covenant Empire Team ability.
Ambidexterity.
Concentrated Fire: When Elite makes an attack, if the attack roll is doubles
and hits, after the attack resolves he may immediately make an attack against
the same target as a free action.
Shields (Def 1): Damage dealt to this character is reduced by 1.
In your Squat: Elite are one of the best options
for your squats, they can improve the combat effectiveness of your grunts and
jackals (with the use of the Covenant team ability) and be very effective in stopping
Spartans. Elite has two common shapes (Elite mayor and Minor) and access to
good weapons (Plasma rifles, Covenant carbine and energy sword).
A good Elite character is the Arbiter, he can hunt down
important characters in the enemy squat and give support to your team.
Jiralhanae (Brutes)
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Name: Brute
Faction: Covenant Empire
Cost: 35 (+13 stats+2 Dual weapon)
Speed: 6/8
Defence: 14/14
Attack: +8/+7
Damage: 3/3
Health: 7/3
Special Abilities: Covenant Empire Team ability. Inhuman
Strength, Ambidexterity.
Fury: Give this character a close combat
action. After the close combat attack resolves, it may make a second close
combat attack as a free action.
In your Squat: Brutes are powerful melee fighters,
if they reach a target they can destroyed easy with their attacks, but they
have low defence. Brutes also have access to nasty range weapons, like the
brute shot and even plasma cannons (thanks to their Inhuman Strength), and to
the mighty gravity hammer.
Mgalekgolo (Hunters)
Mgalekgolo, or Hunters as they are known by Humans, are
thought to be giant monsters, but they are actually an assemblage of worm-like
entities called "Lekgolo" that creates a communal, armor plated form.
In this form, they are known as "Mgalekgolo". They always fight and
travel in pairs known as "Bond Brothers" which technically means that
not all of the colonies of worms were able to fit within one set of armor, and
are the strongest of the Covenant fighting units. They wield powerful assault
cannons and a massive shield resistant to any small arms fire which may also be
used as a melee weapon due to its sharp sides and the Hunters' great strength.
They are usually used as weapons platforms, and are only deployed on the
battlefield when in need of a heavy force - they are used more like heavy duty
equipment than soldiers. Their political and religious motivations are
completely unknown.
Name: Hunter
Speed: 7/6
Defence: 14/13
Attack: +8/7
Damage: 3/3
Health: 10/5
Special Abilities: Covenant Empire Team ability.
Weapon Lock
(Fuel Rod Cannon).
Combat Shield: Modify this character’s defense value by +3 against ranged
combat attacks.
Smash: A
character hit by a close combat attack from this character takes +1d3
additional damage.
Massive:
This character cannot be push back.
In your Squat: Hunters can decimate the
battlefield with some shots of theur fuel rod cannon. This are the living
artillery of any Covenant squat and they are hard to kill. The nemesis of any
hunter are the Spartans.
Yanme'e (Drones)
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Name: Drone
Speed: 12/8
Defence: 15/ 14
Attack: +8/7
Damage: 3/2
Health: 6/3
Special Abilities: Covenant Empire Team ability.
Infiltration. Jump infantry.
In your Squat: Drones are the perfect scouts and
infiltrators, they can go to capture victory areas behind enemy lines and try
to outflank the enemy. Fragile but elective.
Kig-Yar (Jackals)
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Name: Jackal
Speed: 7/6
Defence: 14/ 13
Attack: +8/7
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Take Cover: If this character has cover, his
Defence improves in +2 instead of +1.
In your Squat: Good support characters, Jackals
are integral part of any covenant squat. With access to sniper weapons and
shields that allow them to advance the battlefield this are excellent skirmishers.
Unggoy (Grunts)
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Name: Grunt
Speed: 6/7
Defence: 13/ 14
Attack: +7/6
Damage: 3/2
Health: 5/2
Special Abilities: Covenant Empire Team ability.
Stand Together: Modify Grunt's attack value by +1 when he is adjacent to at
least one other friendly character named Grunt.
Quickfire: When Grunt misses with a ranged combat attack, roll a d6
after actions resolve. On a result of 6 he may make a ranged combat attack as a
free
action.
In your Squat: Grunts are the must cheap character
in the Covenant faction, and they are good (for their price). Grunts are good
in large numbers, able to capture objective or go as meat shields to rain fire
to the enemy, is common to see this little guys in a Covenant Squat.