Progress Report: follow up to BATTLESUIT in 15mm
I now have a sizable force of the Red Attack Force in 15mm, based, painted and just about good to go. I was going to go with a straight interpretation of the counter set but as I started discovering some of the excellent options available in 15mm SF, well, it became easy to acquire more troops of a varied nature. So that means what I end up with will not be an exact interpretation of Battlesuit in miniature, but something more generic with Battlesuit trappings.
Here’s where there will be some differences.
There are three basic suit types in the printed game, as described by this text:
3.01 Infantry. Ten different kinds of infantry units are supplied.
Four represent different models of armor, four represent
armor that has suffered various degrees of damage, and two
represent infantrymen without powered armor.
The front of each armored infantry counter shows that man
in “normal” status; the back of the counter shows the same
man in a state of shock (see Section 6.042).
3.011 Standard suit. This is the basic type of powered
armor. It has an attack value of 8, an ECM (electronic countermeasure)
value of 2, and a move of 5.
3.012 Assault suit. This is an improved model suit, more
effective but more costly. It has an attack value of 10, an ECM
value of 3, and a move of 6.
3.013 Command suit. This type is identical to the assault
suit except in its increased communications ability (not directly
shown in the game) and better ECM value. It has a combat
value of 10, an ECM value of 4, and a move of 6. Infantry
officers at and above platoon level use these suits.
3.014 Ranger suit. Another costly improvement on the
standard suit, the ranger has improved myoelectric “muscles”
and better jets, as well as extra “stealth” electronics; it is
designed for raiding and reconnaissance. It has a combat value
of 8, an ECM value of 5, and a move of 7.
Those suit types are here in this miniature version too, but I am also adding Specialist and Crew. Specialists are specialty drone and robot operators that operate equipment that either recons the extends the commander’s command space or attacks the op-for side. Crew man static support weapons
I was seriously contemplating printing stats for each soldier in BattleSuit format, see below:
This would entail using the stats: Attack strength / ECM / movement, printed on labels on the stand. Since I started working on this project I’ve gotten away from that view and will go with a more generic approach of three colors that could mean almost anything I want to plug in and a rank insignia. Thus I can swap out stats for the three boxes if I find a rules set I like better than Battlesuit in the future.
I’m adding drones, just like the original BATTLESUIT game. These will come in a variety of sizes and are roughly in three types: recon, bomb and gun drones. My thought is to add one per base but I might turn it into a swarm of drones. I think there should be a handler or operator in the battlespace, so I’ve added Specialist figures.
I’ve also added a few robots, because, well, it’s science-fictional to do so. I found some nice ground based recon robots from GZG in 15mm, as well as a couple of autonomous gunbots on treads I’m classifying as “Boundry Security Droids”, whose job is to provide picket duty for a Company’s flanks. Just because I had one in inventory, I added a cool retro robot figure scaled to 28mm which looks good as a giant walking robot figure in 15mm.
So with that said, where are we?
There will be two forces of about company size in a science fictional universe. One will be predominately red and the other black. The red company will be more agile and mobile, the black will have higher numbers and hard hitting power.
Red is just about done, as you can see:
There are support weapons in battlesuit that look more like a Squad Automatic Weapon (SAW) than a larger bore sighted piece of bona fide artillery. So I picked up some more mortars and a field piece.
So far? I’m pretty enthused about the project. Terrain will remain a challenge, but I have some ideas about how to make that happen when I get round to it. I’m loving this project so far.