Author Topic: A Call to War: 21st Centauri Lancers  (Read 16189 times)

nckestrel

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A Call to War: 21st Centauri Lancers
« on: 31 August 2015, 09:36:35 »
Welcome to A Call to War update thread for the 21st Centauri Lancers.



I choose the 21st Centauri Lancers after making a short list of what I was looking for.  With the Combat Manuals: Mercenaries listed as the first Combat Manual upcoming, I wanted to do a merc force.  The Combat Manuals are going to be set in the late Succession Wars and early Clan Invasion, and I wanted to use my Introductory Box Set and Alpha Strike Lance Pack plastic miniatures, so the Succession Wars seemed an obvious choice.  So I started browsing mercenary commands at Camo Specs Online (www.camospecs.com).

I haven’t painted in..years. And I was never an expert. So I was looking for a simple scheme.  The 21st Centauri Lancers were listed as simply “Royal Blue”, and were a command I’d heard often about, but never played personally.  So I had a regiment.

In researching their history, I used the Field Manual Mercenaries, House Marik, and even Technical Readout 3025, Revised.  Due to TR3025 Revised mentioning the first use of the Grasshopper by the 21st Centauri Lancers, I started my Lancers with a Grasshopper.  As a Succession Wars era heavy with jump jets, it’s labeled as a Skirmisher.  It’s a little slower than I would like for a Striker Lance, even a Heavy Striker, and I decide I’d rather have an Assault Lance.  It’s got the armor, and the preference for shorter ranges, and the jump jets can help it work on shots to the rear or even just survive longer at short range.

To provide covering fire for the Assault Lance, I want a Fire Lance.  They can sit at long range and snipe.  This will also give me an “initiative sink.”  My Fire Lance can move first and find a good sniping nest, or sit still if they are already there.  They’re not going to scare anybody with their speed anyway.

Finally, I want one lance with some speed.  In case I have an objective I need to reach quickly, or just to harass their Strikers and Skirmishers.  My first preference for dealing with speedy opponents would be Artillery, but restricting myself to Intro Box Set and Lance Pack minis means ‘mechs only, and there are no ‘mechs with Artillery in this era.  Striker and Pursuit Lances would be the standard choice, but I had another idea.  The Assault Lance’s Demoralizer Special Pilot Ability can reduce the movement of a target within short range.  Maybe I could use that on my fast lance, with the Demoralized target then being a nearly sitting duck for my Assault and/or Fire Lances.  I can do that by making my third Lance a Support Lance, allowing them to use SPAs from another Lance.  Assault Lances have to be three Size 3 (Heavy) or 4 (Assault) units.  That tends to limit their speed, especially in the Succession Wars era.  And thus limited the speed of the Demoralizer.  But my Support Lance has no such restriction.  Though I do want to keep the option to switch this lance to another formation type if the Support Lance/Demoralizer doesn’t work out as well as I hope…

Next update I will go in to detail on the Assault Lance, and the beginnings of painting.

Updates
1. Assault Lance and Painting part One
2. Fire Lance and Painting part Two
3. Support Lance and Painting part Three
4. Making a Custom Unit Card
« Last Edit: 08 September 2015, 15:45:03 by nckestrel »
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nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #1 on: 31 August 2015, 11:44:50 »
Assault Lance Alpha Strike Cards




FireLance Alpha Strike Cards




Support Lance Alpha Strike Cards


« Last Edit: 08 September 2015, 12:05:12 by nckestrel »
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Scotty

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Re: A Call to War: 21st Centauri Lancers
« Reply #2 on: 31 August 2015, 12:31:36 »
Using the finished miniatures on the cards is brilliant, and I wish I had a way to crop them out to do that myself.
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ColBosch

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Re: A Call to War: 21st Centauri Lancers
« Reply #3 on: 31 August 2015, 12:57:40 »
Oh yeah, that's a great idea. I'll have to take some shots against a white background. When they're painted, of course.

...also, I chose former FedCom Corps because they usually are in blue, too. :))
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nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #4 on: 31 August 2015, 13:07:39 »
Yeah, I got the Assault Lance cards done, and I'm trying to convince myself to retake the pictures with a white background.
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cavingjan

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Re: A Call to War: 21st Centauri Lancers
« Reply #5 on: 31 August 2015, 14:16:50 »
I'm in a similar boat. I wish we had a button on the MUL to allow the use of a custom image for any card to help with this. (granted it also requires a color printer to really pull off.)

Kudos for doing that, Josh.

wantec

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Re: A Call to War: 21st Centauri Lancers
« Reply #6 on: 31 August 2015, 14:26:38 »
Using the finished miniatures on the cards is brilliant, and I wish I had a way to crop them out to do that myself.
At the most basic level, it should be possible with a digital camera and something like MS Paint. Just put a white block over the existing image, then copy & paste the one of the mini. It won't look great, but it'll work and I was planning on doing that for mine.
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Scotty

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Re: A Call to War: 21st Centauri Lancers
« Reply #7 on: 31 August 2015, 14:28:12 »
I'd much rather use the custom AS card generator and upload my image there. ^-^

The problem then is getting it to print in neat rows.
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wantec

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Re: A Call to War: 21st Centauri Lancers
« Reply #8 on: 31 August 2015, 15:02:19 »
I'd much rather use the custom AS card generator and upload my image there. ^-^

The problem then is getting it to print in neat rows.
Haven't played with that yet, but doesn't it require you to punch in the AS stats?
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ColBosch

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Re: A Call to War: 21st Centauri Lancers
« Reply #9 on: 31 August 2015, 15:09:04 »
Haven't played with that yet, but doesn't it require you to punch in the AS stats?

Sure, but you can just copy them from the existing card. Computers are really good now, you can have more than one browser window open! ;)
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Re: A Call to War: 21st Centauri Lancers
« Reply #10 on: 31 August 2015, 20:06:10 »
GIMP software you can do this kind of thing easily.

nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #11 on: 01 September 2015, 08:42:34 »
Assault Lance

The 21st Centauri Lancers were a St. Ives Lancers regiment from the Capellan Confederation. They’re now (in the late Succession Wars through early Clan Invasion) employed by the Free Worlds League.  So in addition to just ‘mechs common to the entire Inner Sphere, older Capellan and newer Free Worlds League units would be good, and even some salvage from Steiner.  I want to consider at least some units highlighting those connections.



Unit Selection
I started my Assault Lance with a Grasshopper.  Tough armor, jump jets, and great short/medium range damage.  I choose a Guillotine as a “modern” (relative to late Succession Wars) twin of the Grasshopper, manufactured in the Free Worlds League.  As the 21st Centauri’s Grasshoppers succumbed to battle, I figured they’d pick up some Guillotine’s to replace them.  I then wanted ‘mechs that wouldn’t slow down the Lance (at least for non-jump movement).  The Hunchback (HBK-4G) is a common Inner Sphere ‘mech, but also one even more common in FWL space.  And it fit in with the movement (8”) and blasting away at short range.  Finally, after some adjustments to make PVs fit, I selected a Banshee.  I opted for the BNC-3M for more short range damage (via overheat), than the 3E.  The 3S’s firepower was tempting, but I don’t want to slow my Assault Lance.

Formation Requirements
The Hunchback fulfilled my need for a Juggernaut in the Lance, and was my only Size 2 Lance member.  The Banshee is my only unit with less than 3 damage at medium range.  With both the Size and damage requirement, I get one exception so I'm good there. All have 5+, the Hunchback pretty much defining the minimum requirements for the Assault Lance.   

Other Possible Formation Types
The Assault Lance also qualifies as a Battle Lance, Heavy Striker or Command Lance.  The Command Lance is probably the most interesting of those, with the Tactical Genius SPA, but my Support Lance is counting on this Lance being an Assault Lance, so if this Lance changes formation type, I'd likely change the Support Lance as well.

Special Pilot Abilities
An Assault Lance gets to choose between two SPAs at the beginning of the game: Multi-tasker and Demoralizer.   Multi-tasker is great for high damage units that want to deal with swarms.  If a target only has 2 structure left, you can have a 4 damage unit split its fire and not waste the extra 2 damage.  But I really want to play with Demoralizer.  It’s short range only, and doesn’t always work.  And the +1 to-hit modifier the enemy receives isn’t that worthwhile at short range (they’re likely to hit anyway).  The real draw (hopefully) is the halving of movement.  That’s going to lower target movement modifiers.  And not just for the Demoralizer, but anybody firing on it.  It’s like a giant target sign to place on enemies.  So my Assault Lance wants to get up close, get somebody to fail the Demoralizer check, then watch that enemy be blown apart.
A great benefit of Assault Lance bonus abilities versus most is that the Assault Lance SPAs can be moved every turn.  That means I can move them to a unit most likely to make use of it that turn, and it also means that I won’t lose an SPA if the Lance loses a unit.  I will just assign that SPA to a different unit next turn.
 
Painting
With Introductory Box Set and Alpha Strike Lance Pack miniatures, they’re all one piece so there was no assembly. They also come on bases.  So I could get straight to priming.  I spray primed them all white, from a random spray primer from Lowes.  I’m cheap (recurring theme warning).  I like to prime white.  My early painting always came out much darker than I intended.  I like brighter colors, and switching to white primer has helped that a lot.  I’m also going to do a black wash, which is going to darken the base coat, so I want to counteract that.
Royal Blue seems to have both dark blue and light blue “versions”.  I want a slightly lighter/medium blue.  I have an old Anita’s (from A.C. Moore) Medium Blue that seemed to fit the bill.  I wouldn’t recommend Anita’s though. Even for cheap acrylic craft paint, I’ve since preferred FolkArt paints.  I just had this old one around so I did a test and it was good enough for the base coat.
After base coating the entire ‘mech, I then did a black wash over the entire ‘mech as well.  I had some Citadel Badab Black ink wash.  I believe they’ve renamed this Nuln Oil? 

Here’s a photo of the priming, base coat and wash.


Next update, Fire Lance and details on the ‘mechs.
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Vash The Stampede

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Re: A Call to War: 21st Centauri Lancers
« Reply #12 on: 01 September 2015, 09:04:11 »
The 21st Centauri I've always liked, even if affiliated with the Cappies. The mechs they use, the attitude, and the neat color scheme are things I dig with a merc group.
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ColBosch

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Re: A Call to War: 21st Centauri Lancers
« Reply #13 on: 01 September 2015, 09:09:17 »
I can't wait to compare how your blue comes out next to mine.
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cavingjan

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Re: A Call to War: 21st Centauri Lancers
« Reply #14 on: 01 September 2015, 10:28:33 »
Looking good. AppleBarrel is another good cheap paint option. Wide variety of colors and I know michaels and walmart both carry it. I think AC Moore does too.

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Re: A Call to War: 21st Centauri Lancers
« Reply #15 on: 01 September 2015, 10:37:57 »
coming along nicely. 

nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #16 on: 01 September 2015, 11:42:37 »
Alpha Strike card updates in the second post.  Think these have a little more "Pop" to the 'mech pictures.
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Re: A Call to War: 21st Centauri Lancers
« Reply #17 on: 01 September 2015, 12:27:18 »
The color/live action pic to makes the AS cards stand out. 

How to you save the picture without a background?

Thanks


nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #18 on: 01 September 2015, 12:44:35 »
I use paint.net, it has an eraser that I use to remove the background from the picture.
I then take the card generated by the MUL Custom Alpha Strike Card generator (without an image), open it in paint.net, create a new layer and copy/paste the 'mech image in to it.  Then resize, move and/or cut from the 'mech image to fit.

The erasing the background is by far the most work in the process.  And why I wished I had taken the pictures with a white background.  The mistakes woudn't show up as badly on the white card.
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Re: A Call to War: 21st Centauri Lancers
« Reply #19 on: 01 September 2015, 18:52:12 »
Thanks for the knowledge

nckestrel

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Re: A Call to War: 21st Centauri Lancers
« Reply #20 on: 02 September 2015, 08:47:08 »
Fire Lance

Choosing a variant of Fire Lance is perhaps the most interesting of variant choices in Alpha Strike Force Building.  Most variants are either more of the same with slightly different requirements, or are purely “better” if you can meet more exacting requirements. The Fire Lance variants can have some very different results, even though they all pretty much give a better chance to hit.  I was fairly certain I was going to have some direct fire units, so I ruled out Fire Support pretty quickly.  I’m not that big a fan of indirect fire anyway.  There aren’t any Artillery ‘mechs in this era, so I knew it wouldn’t be an Artillery Fire Lance, and Anti-Air Lance would be hard to qualify for in this era and I didn’t want to dedicate a third of my force to Anti-Air specialists.

So it really came down to a standard Fire Lance, or a Direct Fire Lance.  Eventually, I would end up not qualifying for Direct Fire anyway, the Orion doesn’t meet the long range damage requirement.  But I had chosen a standard Fire Lance already.  Sniper is just an awesome special pilot ability.



Unit Selection
I didn’t start with anything chosen for the Fire Lance, but I had a few general ideas.  First, the 21st Centauri Lancers are a heavy regiment (House Marik Sourcebook, Field Manual: Mercenaries).  My Assault Lance was a little heavy, but my last Lance is probably going to be more mediums.  So I want my Fire Lance to be fairly heavy.  And I don’t care how slow my Fire Lance will be.  They’re there to move first, not care too much about where they are going (or where the enemy might go).

The Awesome AWS-8Q is slow, heavily armored, and hits hard at long range. It’s common everywhere, but in the Free Worlds League in particular. It’s the perfect start for my Fire Lance.  The Zeus is also a great Sniper.  It’s usually a Steiner unit, but I wanted some Steiner salvage in the force anyway.  I chose the Stalker miniature more because I want to use my Stalker miniature than for it being a great fit.  It prefers medium range rather than long.  I do switch to an STK-3H for more LRMs and the Missile Boat role.  It’s adequate at long range, and it’s really scary if somebody decides to rush my Fire Lance.  It’s high priced (PV) for its 2 long range, but in this case I’m a little limited in options based on using Intro Box Set or Lance Pack minis only.  A Longbow might soon be added to my 21st CL .
Finally, I chose an Orion. This is almost entirely a sentimental decision.  I’m building a Marik (though mercenary) force, and I need an Orion.  It’s only 1 damage at long range, but it can pitch in and it’s a great bodyguard unit.  Along with the Stalker, my Fire Lance is not going to be scared if they are rushed.
Note that a Fire Lance only gets two Sniper SPAs.  So the fact that my Stalker and Orion aren’t pure Snipers/Missile Boats isn’t that bad a problem.  The Zeus and Awesome will have the Sniper SPAs the majority of the time.  If I lose one of those, the Stalker would likely be next.  By the time my Orion would have to get the SPA, I’d be losing the bonus abilities anyway (less than 3 formation members). 

Formation Requirements
Fire Lances have fairly simple requirements.  Three of the four must be Snipers and/or Missile Boats.  The Awesome and Zeus are Snipers.  I picked a variant of the Stalker to be a Missile Boat.  And that left my Orion as a requirement free choice.

Other Possible Formation Types
The Assault Lance also qualifies as a Battle Lance, Assault Lance or Command Lance.  The Orion actually is important to qualifying for the Battle and Command Lances.  I like the thought of those Sniper SPAs to consider switching this lance to any other formation type though. 

Special Pilot Abilities
Sniper, two of them.  Makes long range work like medium range, and medium range almost like short range.  Pretty simple concept.  Makes Long range damage really useful.  Like Assault Lance bonus abilities, you pick the two units to receive them every turn, so you can lose a formation member without losing an ability. 
 
Painting, part Two
So with the Assault Lance I described the priming, base coat and wash.  Next I blacked out, with FolkArt Black Ink, cockpits and weapon ports.  This was intended as the start of jeweling those areas.  I also painted the bases brown, FolkArt Maple Syrup.



At this point, I was not impressed with my painting.  The Anita’s Medium Blue was a bit splotchy on coverage.  Most of the weapons ports were too small for me to consider jeweling.  Even some of the cockpits were too small to really consider a good effect (at least with my skill).  The minis were darker than I planned, though I knew I want to lighten them with highlighting, I wasn't sure if that would be enough. And I hadn’t even gotten to the step where I usually get frustrated with my painting.

Next update, Support Lance and highlighting saves my minis.
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cavingjan

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Re: A Call to War: 21st Centauri Lancers
« Reply #21 on: 02 September 2015, 11:07:31 »
Wouldn't you lose the lance ability as soon as one of your snipers or missile boats get eliminated? You only have three members but you no longer have the 75% role required? AKA the Orion is sacrificial but the other ones aren't. Or am I mis-applying the requirements for the individual lances?

Scotty

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Re: A Call to War: 21st Centauri Lancers
« Reply #22 on: 02 September 2015, 11:17:24 »
Initial requirements are not maintained in combat.  After the battle starts, add long as you have three units not routed or destroyed you keep the bonuses.
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Re: A Call to War: 21st Centauri Lancers
« Reply #23 on: 02 September 2015, 15:07:49 »
 O0

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Re: A Call to War: 21st Centauri Lancers
« Reply #24 on: 02 September 2015, 19:00:18 »
This is a tangent but I'm curious about this:

Quote
Choosing a variant of Fire Lance is perhaps the most interesting of variant choices in Alpha Strike Force Building.  Most variants are either more of the same with slightly different requirements, or are purely “better” if you can meet more exacting requirements.

I'm not picking up what you're putting down here.... The Sniper SPA for the vanilla Fire lance is flat out better than what you get out of the variant Fire Lances.. unless Artillery is a factor there's no reason to ever take a specialized Fire Lance, is there?

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Re: A Call to War: 21st Centauri Lancers
« Reply #25 on: 02 September 2015, 19:12:47 »
Sniper has been errated to not affect indirect fire, so if that's what you want to do then you may want Fire Support.
And I'm working on some errata for SPAs that aren't that great (looking at weapon specialist for example).
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Tai Dai Cultist

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Re: A Call to War: 21st Centauri Lancers
« Reply #26 on: 02 September 2015, 19:17:39 »
Sniper has been errated to not affect indirect fire, so if that's what you want to do then you may want Fire Support.

Yeah I'm aware of that.. but unless you have very gimmicky battle plan in mind you're still better off taking Sniper than Oblique Attacker.

Quote
And I'm working on some errata for SPAs that aren't that great (looking at weapon specialist for example).

That's exciting to hear. :)  Direct Fire Lances are Teh Suck because Weapon Specialist is Teh Suck.

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Re: A Call to War: 21st Centauri Lancers
« Reply #27 on: 03 September 2015, 07:30:11 »
Bravo on the hand-painted unit markings.
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Re: A Call to War: 21st Centauri Lancers
« Reply #28 on: 03 September 2015, 10:12:38 »
That's exciting to hear. :)  Direct Fire Lances are Teh Suck because Weapon Specialist is Teh Suck.

There are situations where Weapon Specialist is preferable. Unlike Sniper, it can be used at short range, so a player worried about his stuff getting ganked by fast backstabbers would use it to deter such close assaults.

NOTHING is purely suck. Some SPAs are just easier to use than others. Any doink can house down enemies from afar with Sniper, lemme see what you can do when faced with a challenge! >:D
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Re: A Call to War: 21st Centauri Lancers
« Reply #29 on: 03 September 2015, 10:15:32 »
You are really inspiring me to paint my plastics.

I see that the newer plastics work great.  What about the others?  I have the minis from the first 2 box set remakes.
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