Getting Started

In an effort to introduce more people to the hobbies that I enjoy, particularly wargames, I will be offering a series of articles on how to get started. I have wasted an awful lot of time and energy over the years collecting things I didn't need or were of no particular use. Hopefully these articles will help the budding hobbyist in avoiding some of the pitfalls I encountered lo those many moons ago.


Purchasing Your Supplies

The first hurdle to cross in starting any new hobby are your start-up costs. There will likely be initial expenditures that cause the hobby to appear more pricey than it really is. However, most of your initial supplies will last a long time and provide you with a constant source of enjoyment. Here are the starters:

The rulebook for the game and the army book for your faction. Most game systems have a core rulebook that explains how the game itself is played. It will likely include "fluff" or background to the setting, lots of pictures of the models, and guides to getting started. Beyond this, there will likely be an army book that details your individual force with in-depth rules and tactica for playing them. Some companies, like Privateer Press, include basic army rules in the core book. I love collecting army books and rulebooks since they look great on my shelf and provide many hours of reading enjoyment.

The paints come next. I recommend buying high guality paints and brushes. You don't want to spend a lot of money on your models only to ruin them with a bottle of nasty, grainy paint. Spend a few extra bucks and buy Games Workshop, Privateer Press Paint, Vallejo, or Reaper. They are worth it. Also invest in a good quality can of spray primer. Make sure it is formulated for miniatures and use it properly. Again, undercoating your models on a windy, rainy day will ruin the work you put into assembling them. For brushes, buy them long and pointy.

Hobby tools are also important. For working with plastic models you will need to purchase what are called "sprue cutters." They are metal clippers that help you remove the models from their frame in order to put them together. I also use a razor blade to remove any molding lines. The one I prefer is a simple box cutter with snap-off blades. An Exacto knife is useful for getting into hard to reach places. A set of small files is also handy, particularly for metal models. You will also need a nice halogen desk lamp to illuminate your painting area. I like the goose neck variety.

Finally, you are ready for the models themselves. This is where most people take a step back and go no further. The price tag can seem a bit daunting as these will be a lot more expensive than the toys you remember as a kid. The problem is that wargames miniatures are made of two of the most expensive and volatile commodities in the world: oil and metal. Further, each model was designed and sculpted by hand or over a three year process on a computer. These are not easy products to fashion. However, once you have them, they are yours forever. I keep my models in a display case in my living room and they give me great joy whenever I walk past them. The difference between these models and a movie ticket or other transitory entertainment experience is that you are left with something substantial- something real that you can hold on to or even sell for more than what you initially paid for. Go on ebay sometime and see what a pro-painted army can bring in.

How to Purchase

You have several options for purchasing your supplies:

The Friendly Local Game Store: This should be your first stop. A local store provides a place to play and meet other hobbyists. The owner can suggest which products you might need, and it is the best place to browse for that model you didn't know you wanted. You will likely pay full price here, but supporting the FLGS is worth it.

The Company Web Store: I only use this option when no other supplier has what I am looking for. Some websites have exclusives that can't be found anywhere else. The problem with this is that you are paying a premium and do little to support your local community

The Independent web store: There are many great companies that provide discounts on a wide variety of products. If you are on a tight budget, this is the place to go. You can usually find a 20% discount pretty easily in order to maximise your savings. Some websites also provide a "bits" service which means that they will sell you only the parts you need from a bigger kit. For instance, the $20 Commander kit from GW has a ton of options you don't really need. You can get a stripped down version without the options for a good deal less.

Ebay: For some super deals, this is the place to go. Buyer beware, however. I have purchased some items here that were not quite as advertised. For hard to find items or out of print stuff, this may be your only option.

Final Thoughts

Watch your budget! Chances are that you won't be able to paint more than about one unit a month anyway, so don't go crazy buying tons of models you don't need right away. I am currently working through my backlog and it will likely take me three months to do so. In the meantime I am on a purchasing embargo. Paint what you have first! Once you have your initial purchases out of the way you can budget about $50 a month for new stuff and still have plenty to work on.


-Maniple

Wednesday, June 29, 2011

Unit Descriptions

How Units Work:
Leaders
  • Can attack with listed weapon
  • Give Command Effects as free actions.
  • Commanders give 3 orders, Lieutenants give 2 orders, Sergeants give 1 order.
  • Leaders must be part of a squad
Squads
  • Can attack with listed weapons
  • Receive Command Effects
  • Examples: Combat Squad, Scouts, Snipers, MPs, Intelligence, Medics
  • May perform two actions when activated: move, shoot. Some have passive abilities
Vehicles
  • Can attack with listed weapons
  • May receive Command Effects
  • Examples: Tanks, Transports
  • May perform four actions: move, shoot. Vehicles fire all weapons when they fire and may split their shooting among different targets.
Airplanes
  • Must receive an order to activate
  • All movement is free. May only attack up to range band 1
  • May only attack once at the end of their activation and must return to the airbase on their next activation.
Artillery
  • Must receive an order to activate
  • May move once or fire twice
  • May draw line of sight from a spotting team
Navy
  • Must receive an order from commander to activate
  • Does not need line of sight, but may only attack terrain features.
  • Each ship activates once
  • Enemy activates twice after Navy activates
Weapons:
Type                          Range          POW              Special
Knife                          Close           1                             
Training                     Close           2
Grenade                     Close/1        3                    -2 Cover/ AP at Close Range, +2 Blast
Pistol                         Close/1        1
Shotgun                      Close/1        1                    -1 Cover
Flame Thrower          Close/1        4                     Ignore Cover, +4 Blast
Rifle                           1/2               1
Sniper Rifle                1/2/3           1                     Ignore Cover, +2 Blast, Pick Target 
Heavy Rifle                1/2/3           3                     AA Mount
Bazooka                     1/2/3            5                     Armor Piercing, +1 Blast
Missile                       2/3/4/5        6                     +2 Blast
Shell                           2/3/4/5        10                   Armor Piercing, +3 Blast

Eample Stats:
Type                          Wounds      AV                Arms              
20x Combat Unit (73) 20               1                    Rifle, may add 1 heavy weapon per 20
May throw a grenade once per game. May have a Sergeant

10x Marines (53)        10               1                    Training, Rifle, may add 1 heavy weapon
May throw a grenade once per game. May have a Sergeant

10x Airborne (50)       10               1                    Training, Rifle or Shotgun
May be fired by an airplane instead of its weapons, landing within 1 range band.
May have a Sergeant

2x Sniper Team (16)   2                 1+4Cover      Training, Sniper Rifle or heavy AA rifle
May deploy in enemy area

1x Medic (3)               1                 1                    Pistol
May not be targeted directly. Must be deployed with a unit.

5x Command Unit (40) 5                 2                    Pistol, Rifle
Must include Lieutenant or Commander(+10)

Vehicles
Transport (38)              5                 3                    Heavy Rifle
May carry an infantry unit, which may freely embark or disembark at the beginning of its turn

Artillery  (55 or 51)     5/5 (crew)  3/1               2x Heavy AA Rifle or Shell
Mixed unit

Light Tank (76 or 75)   10                6                   2x Heavy Rifles and/or Bazooka
Ignores weapons without AP
May include a sergeant (+10)

Heavy Tank (131)         15                10                2x Heavy Rifles and Shell
Ignores weapons without AP
May include a sergeant (+10) or a Lieutenant (+20)

Airplane (47)                5                  3                   Missile and 2x Heavy AA Rifles
Ignores weapons without AA

Boat  (47)                      5                  3                   4x Heavy Rifles
Transport, may have sergeant (+10)

Light Ship (290)          100              15                 2x Missile, 2x Shell, 6x Heavy AA Rifles
Ignores weapons without AP
May have sergeant (+10) or Lieutenant (+20)

Heavy Ship (420)        200            15                4x Missile, 4x Shell, 10x Heavy AA Rifles
May have Lieutenant (+20) or Commander (+30)

  • The points cost of each unit is calculated by adding up all of its stats, POW (of best basic weapon), wounds, and armor.
  • Leaders add points equal to their number of orders x10.
  • Vehicles add points equal to their wounds, plus armor x10, plus POW of all weapons.
  • The combat squad listed above would cost 73 points (20 wounds, 20 armor, 20 POW for Rifles, 3 POW for heavy weapon, 10 for sergeant). The marine unit would cost 43 (10 wounds, 10 armor, 20 Training, 3 heavy weapon).

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