Heyho, as promised it’s Imperial Guard today! This force is a little lighter on troops but has some more fun stuff and variation in it. Let’s see what we got here: …
There are three stands of infantry (with a Lascannon each even) plus a base of leaders that could double as an objective marker, POWs, Artillery Spotters and so on featuing a Commissar and a colour officer with a standard. The bigger things on their stand are imperial robots.
The “egg-on-legs” design Sentinel will be familiar to many of you and of course there are three of the mandatory Rhinos. The Thudd Guns are from the Epic Squats box. I might be adding some more Squats from that box lateron to my collection of painted Epic forces at a later point. The models – except for the Rhinos and Thudd Guns – are from the old Imperial Guard Army box. Clearly my favorite box of Epic Models I have (would love to have the Orks boxes too as well though) because it’s got so much stuff in it: Beastmen, Ogryns, Robots, Sentinels, Ratlings, Bikes, Assault Squads with jump packs, a bunch of regular grunts of course, officers and probably some more stuff I forgot about at the moment. But it really is good stuff.
Anyways, that concludes my handful of small-scale forces of Epic models in which I put my small collection of 6mm figures to good use (finally) and it’s always nice to manage to do that. One of the motivations behind getting these forces done was so it would be easier to get people drawn into playing Tomorrow’s War with me. Let’s hope it works out as planned! 😉
Sigur
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So far I only played scenarios straight from the book (the "learn how to do stuff" scenarios really) and it went well with 40k and the game feeling like 40k. During games I have to look up stuff in the TW rulebook a lot and I only played solo so far so during the games it felt less like 40k but mostly because I had to spend quite a bit of time with these rules instead of "getting into" what's actually on the table but when writing up the battle reports it very quickly feels completely like 40k.
Hope that's of help. 😉 I'm currently really fascinated with TW and you can just do SO much with it. Imagine a two or three players co-operative game with each of the players having a squad of Guardsmen or something who have to fend of a horde of Nurgle zombies and then get to a randomly determined extraction point ("Get to da choppa!"). The system just lets you do so, so much.
(and sorry for the WAY too long write-up 😀 )
Hi Kai,
thanks and good question. First off, I wrote a review of the ruleset along with two battle reports to be found here:
http://sigur.tabletopgeeks.com/lets-play-a-game-of-tomorrows-war/
http://sigur.tabletopgeeks.com/lets-have-another-game-of-tomorrows-war-battle-report/
Both scenarios are taken straight from the book with no changes to the units' rules what so ever.
As for your question if it still felt like the 40k universe – the game feels completely different to 40k as a game and the events that take place are completely different because Tomorrow's War is designed as "hard Sci-Fi" or more or less as a continuation of warfare as it happens now. Which of course 40k is absolutely not. It's a fantasy wargame with guns. Stuff happens during the game that is untinkable in (today's) 40k. Tending after wounded, other objectives than eradicating the enemy, hardly any close combat (or close assault in TW's terms which is more spraying at the enemy with SMGs and pistols but can without any problems be played as chainsword duels as well) and all of that.
On the other hand, it can feel very, very much like the 40k universe in ways that are not possible with today's 40k ruleset as long as the levels of power are alright. As I wrote in my first battle report, I chose Chaos Space Marines and Space Marines Scouts as opposing parties because it fit with the relative strength of the units used by the scenario.
On top of that, one of the major strengths of TW is how much the rules and units can be taylored to fit your needs/background universe. There are tons of rules for power armour of all kinds, there are all kinds of robots and even suggestions for how to do aliens PLUS unit assets which are like special rules that make the respective unit faster, stronger in close combat, tougher or specialized in any sort of way. I like to keep things simple but as soon as you got something like a guardsman or cultist on the table along with a Space Marine you may want to make use of special power armour rules and make them much stronger.
I have to admit that I'm not all out for playing 40k with tormorrow's war rules but more playing tomorrow's war rules with 40k models (or epic models) if that makes any sense. I don't have any other Sci-Fi models that would be suited for such a game (only Infinity and with that each model is very individual) and I didn't want to buy a bunch of other models to play TW (albeit the temptation is huge of course as you can imagine 😀 ).
Man, you're really churning them out… Impressive! Look very nice. Ididn't even remember that "Mad Cat"-style Sentinel until you brought him up again.
I'd be very interested in your experiences with 40k models in combination with Tomorrow's War and if it still feels like the 40k universe.