Sunday, August 17, 2014

New Acquisition: J-Type 327 Nubian Royal Starship


The J-Type 327 Nubian Royal Starship you see zooming through space in the above image is part of the Star Wars Titanium Series I purchased several years ago.  This is the model I used to illustrate the pirate attack against the Tarsan ambassador, while on board the Tangletree Envoy.

Since then, I've felt I a growing need for a larger version of this vessel to use with my 34mm Star Wars Miniatures.  I already have a Millennium Falcon playset on long-term loan from my friend Joe.  This has been used as the player character's (PC's) transport, Gadnek Survivor, earlier in this campaign. 

Back in January, while looking for the The Panzer Depot, I stumbled across Amazing Heroes next door.  Venturing inside, I discovered they had a Star Wars Episode 1 Electronic Naboo Royal Starship Blockade Cruiser Playset. 

I didn't buy it then, because I had my doubts:  Do I really need such a ship?  Where will I store it?  Is it worth spending nearly $100 on? 

Over the past several months, I thought about the Nubian Royal Starship--a lot. 

Then a few weeks ago, I happened to be in the Kirkland area, so I swung by Amazing Heroes, hoping they'd still have the playset.  They had two.  One brand new, still sealed in the box, and one used with no box (and $50 cheaper).

I decided to go with the used ship for a couple of reasons.  One, was to save money.  But more importantly, I'm not planning on using the original action figures at any time during this campaign, so I didn't want to deny a true collector the chance of owning an unopened version.

An inspection of the Nubian Royal Starship

Look at the size of that thing!:


 
Yup.  As advertised, it's over 3 feet long.  (By comparison, my micro-machine version is just over 3.5 inches in length). 
 
The ship's size, however, is a proverbial double-edged light saber.
 
On the dark-side, the ship is technically much too big for my 34mm Star Wars Miniatures...
 

...seen to the right of the standard (3.75 inch) action figures the playset comes with.  I may even have trouble taking pictures of the entire ship, while still maintaining scene integrity.
 
This is fine by me.  I'll merely make this a J-Type 327 "Super Deluxe Model."  Starships are suppose to be big anyway.  Right?
 
Which means there's some light-side aspect of the ship's size. Looking "under the hood," there's ample space for the lots of 34mm figures.

 
Here's an image of Ambassador Heraud (a Mon Mothma figure), standing next to one of the original seats:
 

With all the seats removed, there's enough room to place several bridge crew figures, and the control panels still look relatively normal.  I'll just have to use some judicious photo-editing to block out the seat tabs.

 
Not only is there a large "hatch" to expose the bridge, but the ship slides apart to reveal the lower deck. 

 
 
Plenty of room to stage boarding actions, like this: 

 
There are three entry points on the Naboo Royal Cruiser.  The first two through what's normally the Astromech Elevator.  Crewmembers can go up topside...

 
...or down dirtside.


Then there's the Grand Boarding Ramp...


No mention is made anywhere within Star Wars canon of the Royal Naboo Cruiser carrying other vehicles. 


However, this didn't stop the folks at Hasbro from including one.
 

Originally made for a humanoid pilot and astro-mech action figure, it makes a passable shuttle craft for my 25-34mm figures.
 
 
Provided, that is, I figure out a way to plug the giant astro-mech hole.
 
Since this is an electronic toy, the Naboo Royal Cruiser Playset also comes with a droid fighter mounted on a pistol grip.  Once the batteries are inserted, both ship and fighter emit all sorts of sound effects, which I haven't gotten around to...playing with...testing.

 
Some panels also come off as battle damage and exposes portions of the ship's circuitry. 
 
New or Used?

If you're interested in acquiring such a beauty, new and used models can still be found, even though the playset has been long out of production.

There's pros and cons to both.

Buying one new, still in the unopened box, it should be guaranteed that all the pieces are included, they fit, and aren't broken.  During my research for this post, I discovered my set is missing all but two of the action figures, a throne and a hyperdrive block (which is placed along the right-side of the lower corridor). 

Fortunately, I don't have any plans for most of the pieces.  Other than the hyperdrive block, I won't miss them.  If I ever sell this, I'll be sure to inform any perspective buyers of the set's shortcomings.

A new set is also likely to have an owner's manual.  ("Congratulations on your new purchase....").
Mine was lost in space somewhere, so it took me several days to figure out how to discombobulate the ship--without breaking it. 

While I might miss having an owner's manual, what I won't miss is having to apply all the stickers the ship needs.

Remember the interior shots I included in this post?

Take a look again.  See all the nifty deck and bulkhead colors, along with the control panels? 

Yup.  Those are all stickers.  The ship has lots and lots of them.  Over 90. 
The previous owner did a great job of applying them on my model.  There's only a couple of spots where the adhesive has worn off.  Hopefully some glue will remedy that.

Unlike my small die-cast model, or the Millennium Falcon Playset, the landing gears on this super-sized version don't retract.  Since I plan on using this for interior shots, and or planetary landings, this should only be a minor inconvenience.

From what I've seen, prices vary between $75--250.  A "bargain" compared to the playset for the "fastest hunk of junk in the galaxy" is going for twice as much--or more.

Ratings

Since the Naboo Royal Cruiser Playset came out, reviews range from 3 to 5 stars.  One of the most common complaints is that the panels are thin, don't close all the way, or are too loose.  From what I've seen so far, the reviewers are correct on this score.  But I'm not planning on rough-housing with it the way a kid (the playset's original demographic) would.

Despite the, semi-flimsy panels, missing action figures and equipment; I'm happy with my purchase, and give it a 4-star rating.  If I bought a new set, I'd probably rate it 5-stars.

If you're interested in what a still-in-the-box version looks like, here's a YouTube video, which displays a complete set.

Tuesday, June 24, 2014

Webcomic Status Update

(Image:  Raw footage of palace cantina reshoot scene)

Hey folks!  I know it's been a while, but I haven't forsaken this blog, or my Star Wars campaign and webcomic:  Breakout from Bongolaan.

The past few months have been busy for me: Family members and friends moving to & fro, car issues (which cost money), spouse's new job (earning less money), daughter's new job (earning more money), room re-renovations, and an enormous tax bill (costing even more money).

And then there was last month's Enfilade! convention.  Which despite the frantic call-to-arms for game masters and volunteers prior to the event, managed to go well.  (This year we had record-breaking attendance).

As a result of our annual gathering of gamers, I wanted to clear The Studio decks of the post-convention projects before resuming work on Breakout from Bongolaan.

So far I finished Two convention game reports, a SAGA Tournament report and an 19 page webcomic based on the tournament.  Now, the only non-Bongolaan project remaining is my "Enfilade--The Movie" for YouTube.

Despite having all these irons in the fire, I still managed to conduct a large photo re-shoot three weeks ago, taking over 500 raw photos.  I'm now at the point of story that's actually based on a session of the Star Wars Role Playing Game (SWRPG) I hosted a few years back. 

Even though I have hundreds of photos, even ones I already worked on, I'm not all that crazy about many of the original photos, because of too much game-table clutter and off-table backgrounds.

(Image:  Original palace cantina scene)

So what I'm doing now is retaking photos in a manner that hides all the junk.  To "hide the puppet strings" so to speak.  To help create a semblance of "reality" I've been trolling the internet for images that make for suitable backdrops.  Sometimes, this process alone has absorbed the time I had originally planned for picture taking.

But for now, I have more than enough to get started on Chapter 9, maybe even Chapter 10.  I'm also working on advancing the Redshift campaign as well.

Thank you for your patience and support.

Wednesday, April 9, 2014

Situation Report (Sitrep) # 3: Strategic Withdrawal


Stardate: Wonday, 107-130 ABY/TAg Market Island Security Forces

Subsector: Shannekam

Planet: Zenya

Region: The Tau-Tau Autonomous District

Situation Report:  Evacuation of Vandalla Island and Re-disposition of TAg Market Island Security Forces

Mid-day, Local Time 


Since the Ooverton Constabulary Battalion suffered fewer casualties than the Vianda Constabulary did, it was redeployed to Kulovaan Island to bolster the defenses there.  Meanwhile, the civilians and the survivors of the Vianda Constabulary were brought to Pierson Station.  Two days after the Battle of Vianda, the civilian population of Kulovaan Island was also evacuated to Pierson Station, but without incident.


The 599th DIL task force currently remains on Vandalla Island.  Since battledroids can be repaired in the field, it is not known how many of the droids were actually destroyed during the Battle of Vianda.  Other than aggressive off-shore patrols, the battledroid invasion force has not advanced beyond Vandalla Island.

This situation could change within the next day or so.

Reinforcements from Bongolaan (and Tarsus) are estimated to arrive within one to three days.  During this time the Zenyan Planetary Assembly has been called to debate and possibly vote on a course of action regarding these islands.  An Imperial ambassador is reported to have arrived at the capital of Kairobi.  How his presence will affect any vote is unknown at this time.

Meanwhile, the Tau-Tau defense force is in the final stage of mobilizing against the Sith Mutant infestation on Gadnek Island to the south.

GM Notes:

The actual battle discussed in the previous posts was played-out solitaire using the rules Future War Commander.  I made a small modification to the rules in order to adapt them for boardgame play.  The Battle of Vianda was fought using Squad Leader boards.  Since each hex in Squad Leader represented about 40 meters (m) and one centimeter (cm) in Future War Commander (FWC) represents 20 m, I simply reduced the weapon ranges and movement rates by one-half.

The rules themselves are based on Warmaster and is more of a game than a simulation.  This fit the bill and was fairly easy to play, even solitaire.  The game can be somewhat frustrating because you have to roll two six-sided dice (2d6) against a headquater's command rating in order to successfully activate a unit.  That is, get a unit to move and/or shoot.  Units can be activated more than once per turn, provided their commander makes his command roll against worsening modifiers.

During the Battle of Vianda, the 1st Maniple (Company) of the 7th Cohort was suppose to quickly seize Vianda Mountain.  Instead, thanks to my bad die rolls, the unit stood in place for several turns.  This also happened to me during a Korean War scenario of CWC during a convention.  My friend Adrian ran a CWC game for a convention a couple years ago.  One player consistently blew his activation die rolls, so his forces remained stationary for most of the period.  Towards the end, Adrian finally let him start moving his forces just once if the player failed his activation rolls.  (He suggested doing this after three unsuccessful activation roles during a convention game).

An even bigger issue I have with FWC and it's cousins Blitzkrieg and Cold War Commander (BWC & CWC, respectively) is the way it handles commanders.  According to the rules, commanders, or any command group is immune to direct fire, but can be subjected to indirect fire (artillery and airstrikes).  Also, the command radius (the ability to control combat units) is based on the distance between the commander and the farthest combat unit within the group.

I think both of aspects of these rules is outright silly, especially when you have situations of headquarter units far in front of their combat units.  So several months ago I wrote a two-page set of house rules modifications to change this.  In short, command units can be attacked directly, if there are no combat units closer to the attacking unit.  In a sense, combat units screen their headquarters from direct fire.  I also changed the command radius measurement from the farthest unit to the closest.  I figure with even World War II-level communications, combat units can effectively relay orders from their headquarters.

Despite these issues, FWC is an easy enough set of rules to host mass sci-fi battles.

Tuesday, April 8, 2014

After Action Review (AAR) #8: The Battle of Vianda--Final Phase


Stardate: Fiday, 104-130 ABY/TAg Market Island Security Forces

Subsector: Shannekam

Planet: Zenya

Region: The Tau-Tau Autonomous District

Situation Report:  Opening Phase of the Battle of Vianda

Late-Morning, Local Time 


The two Constabulary squads remaining in Vianda come under heavy fire.  


Outnumbered 8-to-1, the Constabulary squad holding-out in City Hall was soon overwhelmed in an assault.


As the three Maniples of the 7th Cohort converged on the southern edge of Vianda, the entrenched Constabulary squads on Ooverton Ridge open fire.  Two battledroid squads were cut down in the crossfire. 


As the constables were being pushed out of Vianda, the 3rd Maniple/8th Cohort attempted a rapid flanking march along the Vianda Jungle Road. Instead of turning the constables' east flank, the lead battledroid squads blunder into an ambush laid by elements of Bravo Company/Ooverton Constabulary.  


Battledroids and constables exchange fire along the north face of Ooverton Ridge.  


Two battledroid squads are cut down by constables' defensive fire, while another two squads were pinned down in the buildings they recently cleared and occupied. 


Apparently, the battledroid commander of the 3rd Maniple/8th Cohort underestimated the size and disposition of the Constabulary flank guard.  Another battledroid squad was shot up as it advanced along the Vianda Jungle Road. 


Sergeant Duroy attempted to save the remains of his squad before it came under a mass assault by battledroids.  His constables left their shattered strongpoint and attempted to slip through the droid lines individually, or in pairs.  


Despite the high casualties, the battledroids continued to advance.  Unlike sentient beings, battledroids don't retreat.  Three battledroid squads assaulted the west flank of the Constabulary position on Ooverton Ridge.  


One battledroid squad was cut down, but the remain two drove the constables from their entrenchments. 


Seeing his flank turned, the Constabulary Task Force Commander, Colonel Suller, ordered a general retreat.  


Having detailed knowledge of the terrain, the constables were able to conduct an effective fighting withdrawal all the way to the evacuation site on the south side of  Vandalla Island. Grave Patrol Vessels (GPVs) 253 & 254 were also on hand to provide covering-fire with their heavy blasters.  (Neither vessel had any concussion missiles after the preemptive strike against the 599 DIL's air defense sites). 


The 599th DIL Task Force Commander had little choice but to consolidate his gains at Vianda and Ooverton. 

Sunday, April 6, 2014

After Action Review (AAR) # 7: Battle for Vianda Part 3


Stardate: Fiday, 104-130 ABY/TAg Market Island Security Forces

Subsector: Shannekam

Planet: Zenya

Region: The Tau-Tau Autonomous District

Situation Report:  Opening Phase of the Battle of Vianda

Mid-Morning, Local Time 


The first squad of battledroids that advanced to the southern outskirts of Vianda came under fire from elements of Bravo Company/Ooverton Constabulary, which was dug in along Ooverton Ridge.



Meanwhile, Charlie Company/Ooverton Constabulary alerted their comrades of a new threat--a maniple (the 3rd) from the 8th Cohort/599th DIL was attempting to outflank their entire position.


Once the debris, dust and smoke cleared, the 2nd Maniple/8th Cohort resumed it's march.



The few remaining Constabulary squads holding Vianda come under intense small arms fire.


The firefight on top of Vianda Peak reached a crescendo.  One battledroid squad sustained some casualties, but the remaining elements of 1st Maniple/7th Cohort charged the roadblock.


2nd Maniple/7th Cohort also launched a charge and managed to drive all but two Constabulary squads out of Vianda. 


Only one squad remained standing at the Vianda Ridge roadblock.  Rather than be overwhelmed by another battledroid charge, Sgt Vertrone ordered the squad to retreat along Vianda Pass Road.


The dug-in elements of Bravo Company/Ooverton Constabulary attempt to provide cover fire to keep the battledroids from overrunning the two Constabulary squads conducting a fighting withdrawal from Vianda.


By late morning, only one Constabulary squad remained on the outskirts of Vianda while another was trapped in City Hall. 

Saturday, April 5, 2014

After Action Review (AAR) #6: The Battle for Vianda, Part 2


Stardate: Fiday, 104-130 ABY/TAg Market Island Security Forces

Subsector: Shannekam

Planet: Zenya

Region: The Tau-Tau Autonomous District

Situation Report:  Opening Phase of the Battle of Vianda

Mid-Morning, Local Time 


The 1st Maniple/7th Cohort finally stirred and marched up the Vianda Pass Road.


Meanwhile, battledroids from the 2nd & 3rd Maniples attempted to concentrate their small arms fire against Constabulary positions. 


Back on Vianda Peak, two Constabulary squads opened fire as lead elements of the 1st Maniple approached their roadblock.  


Battledroids of the 3rd Maniple swept through the undefended portions of the town in an attempt to encircle the defenders. 


Constabulary squads returned fire, but only one battledroid squad appeared to take casualties and was pinned down.  


Several battledroid squads then launched an assault against three Constabulary-held structures; Vianda City Hall, the Radiant Star Hotel and the Trade & Commerce building.


The charge stalled as one battledroid squad was gunned down, one was pinned and another sustained some casualties.  


In retaliation, the battledroid squads supporting the failed charge opened fire against one Constabulary squad holding the Radiant Star Hotel.  The concentrated small arms fire killed, or incapacitated all the defenders.


Battledroids then launched a second assault, this time driving back the constables.  One squad entered the hotel occupied by Alpha Company's command post. 


While the battledroids searched the building, command post personnel hastily destroyed whatever classified material they had.


As the battledroids approached their end of the hotel, Alpha Company commander, Captain Clifton Verlaine, ordered everyone to evacuate.  The command post retreated under a hail of blaster fire and several constables fell.   One Constabulary squad prevented a flanking assault against the retreating company command post, but paid a high price for their actions.  Nearly everyone in the squad was killed or wounded.  The survivors continued their retreat and regrouped in the nearby jungle.  


The constables holding Vianda's City Hall building then came under renewed assault...


...and were slowly being driven back, fighting room by room.  


As the lead elements of the 1st Maniple/8th Cohort approached the eastern edge of Vianda, they ran into a nasty surprise:  A booby-trapped roadblock.  The explosion destroyed an entire squad of battledroids.