I looked at these and went - could do better. Old painting, more experience and better paints, so these need a touch-up.
I've included shed loads of stuff from which I made my final selection. Aiming at a good mix rather than anything else. Both have specialist urban forces not covered here.
https://www.youtube.com/watch?v=-wSWFRWvAME

You don't get "much for yer bucks" at this level-Crusties
2 medium walkers
4 Protected warriors, 1 Blaster 832 1066
6 warriors + officer
Total 1,694 (I was aiming for 1,400)
Corporate JapanesePower Armour Leader with Flamer Sniper with flamer + sniper
Gatling
Squad APC with launcher.
4 troopers, Sergeant, Gatling gunner
C&C vehicle. 1 officer, 1 sniper team.
1,697
https://www.youtube.com/watch?v=y3TQmCTWFbg&t=10s
Crusty Medium Walker/Heavy Power Armour Total 266. |
Points 144 | Quality 3+ | Combat 5 |
| Ablative Armor, Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle |

Assault Weapon Points:49
Auto Fire, Combat +3, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable
Gravity Bomb Launcher Points:40
Anti-Tank 2, Grenade Combat 4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable
Shoulder Mortar Points:33
Anti-Tank 2, Grenade Combat 3, Lethal vs. Soft Targets, Move & Shoot, One Use Thrown, Range: Long, Stable
Heavy Walker MBT analogue. This is a bigger version of the Power Armour Points 174
Quality 3+ Combat 6 Ablative Armor, Armored +5 (Thick), Gyro Stabilization,
Long Move, Off-Road Vehicle. Total 497
Left Hand Assault Points:66
Anti-Tank 3, Armor Piercing, Auto Fire, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable
Right Hand Gravity Bomb Launcher Points:61
Anti-Tank 6, Armor Piercing, Grenade Combat 5, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Stable
Shoulder Mortar Launcher X 2 Points:49 each = 98
Anti-Tank 4, Armor Piercing, Grenade Combat 5, Lethal vs. Soft Targets, Move & Shoot, One Use Thrown, Range: Long, Stable.
Crusty Protected Warriors |
148 | Quality 3+ | Combat 3 |
| -Drum Fed Light Machine Gun, Body Armor, Dashing, Hatred, Long Move, Personal Communication Device, Sprinter, Stealth, Strong |
Heavy Weapon Crusty Protected Warrior |
82 | Quality 3+ | Combat 2 |
| Body Armor, Dashing, Hatred, Long Move, Personal Communication Device, Sprinter, Stealth, Strong |
Heavy Machine Gun Points:38 Combat +2, Lethal vs. Soft Targets,
Move & Shoot, Range: Long, Spread, Stable
Anti Armour Blaster Points:38 Anti-Tank 4, Grenade Combat 3,
Lethal vs. Soft Targets, Range: Long, Stable
Crusty Warrior Officer |
114 | Quality 4+ | Combat 2 |
| -Assault Rifle, Dashing, Hatred, Leader, Long Move, Personal Communication Device, Sprinter, Stealth |
Crusty Warrior |
Points 92 | Quality 4+ | Combat 2 |
| -Assault Rifle, Dashing, Hatred, Long Move, Personal Communication Device, Sprinter, Stealth |
Japanese Corporate Heavy Power Armour Points 118 Quality 3+Combat 3
Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Vehicle
Flamer Points:31 Flamethrower Pack, Move & Shoot, Range: Medium, Stable
Gatling Points:54
Anti-Tank 2, Combat +4, Lethal vs. Soft Targets, Move & Shoot, Range: Long, Spread, Stable
Sniper gun Points:23 Lethal vs. Soft Targets, Range: Long, Sniper Scope, Stable
Power Armour Command Section 3 Power Armour @ 118 = 354
+ 1 Leader with Flamer 46. Sniper with flamer + sniper 54. Gatling 54
Assault Squad 4 Power Armour 472 + 3 Flamers 93. Gatling 54 Total
APC |
Points 75 | Quality 4+ | Combat 2 |
| Armored +3 (Medium), Long Move, Off-Road, Personnel Carrier 6 passengers, Vehicle |
Machine gun Points:33 Combat +4, Range: Long, Spread, Stable
Buzz bomb launcher Points:31 Anti-Tank 4, Grenade Combat 4, Range: Long, Stable
Squad 1) APC with launcher. 4 troopers, Sergeant, Gatling gunner 670
Squad 2) APC with launcher. 5 troopers, Buzzbomb. 86+ 567
Command & Control/Antibattery |
Points 120 | Quality 3+ | Combat 3 |
Special Rules | Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Personnel Carrier 3 passengers, Vehicle |
Light Rocket Points:37
Anti-Tank 3, Armor Piercing, Grenade Combat 4, Lethal vs. Soft Targets, Sniper Scope, Stable
Normal load is 1 officer + 1 sniper team. 137 +164 + 218 =
IFV |
Points 93 | Quality 4+ | Combat 3 |
Special Rules | Armored +3 (Medium), Gyro Stabilization, Long Move, Off-Road, Personnel Carrier 9 passengers, Vehicle |
Rail gun Points:41
Anti-Tank 5, Armor Piercing, Range: Long, vs. Soft Targets, Sniper Scope, Stable
Machine gun Points:33 Combat +4, Range: Long, Spread, Stable
Rapid fire gun Points:40 Anti-Tank 3, Armor Piercing, Combat +3, Range: Long, Spread, Stable
|
Buzz bomb launcher Points:31 Anti-Tank 4, Grenade Combat 4, Range: Long, Stable
Japanese Corporate Trooper |
Points 74 | Quality 4+ | Combat 2 |
Special Rules | -Assault Rifle, Body Armor, Personal Communication Device, Steady Under Fire |
Japanese Corporate Officer/NCO - Personality |
Points 164 | Quality 3+ | Combat 3 |
Special Rules | -Assault Rifle, Body Armor, CQB Specialist, Fear, Leader, Personal Communication Device, Steady Under Fire |
Squad buzzbomb launcher - Personality |
Points 80 | Quality 4+ | Combat 1 |
Special Rules | -Assault Rifle, Body Armor, Personal Communication Device, Specialist, Steady Under Fire |
Buzz bomb launcher Points:31 Anti-Tank 4, Grenade Combat 4, Range: Long, Stable
Team Buzzbomb gunner + no.2 |
Points 48 | Quality 3+ | Combat 1 |
Special Rules | Body Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong |
Squad Gatling gunner |
Points 116 | Quality 4+ | Combat 2 |
Special Rules | -Heavy Machine Gun, Body Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong |
Team Gatling gunner + no.2 |
Points 154 | Quality 3+ | Combat 2 |
Special Rules | -Heavy Machine Gun, Body Armor, Personal Communication Device, Specialist, Steady Under Fire, Strong |
Squad sniper - |
Points 108 | Quality 4+ | Combat 2 |
| -Semi-auto Rifle w/ Scope, Body Armor, Crack Shot/Marksman, Personal Communication Device, Sniper, Specialist, Steady Under Fire |
Team sniper + no.2 - Personality |
Points 144 | Quality 3+ | Combat 2 |
| -Semi-auto Rifle w/ Scope, Body Armor, Crack Shot/Marksman, Personal Communication Device, Sniper, Specialist, Steady Under Fire |
Heavy Weapons Section. 2 APC's with MG's @ 108 = 216
2 mortars & 4 crew = 60+ 148 = 208
2 gatlings & 2 crew = 100+ 48 = 208
Total 632
Mortar crew 2+ takes up 3 vehicle slots Points:30
3 Action Set Up, Anti-Tank 4, Armor Piercing, Grenade Combat 4, Range: Long
Infantry Gatling crew 2+ takes up 3 vehicle slots Points:50
3 Action Set Up, Anti-Tank 3, Armor Piercing, Auto Fire, Combat +4, Range: Long, Spread, Stable
I'm giving you lots of bumpth, all infantry & Crusty walkers are from Ground Zero Games. Japanese vehicles are from Brigade models as they were the closest to the infamous Toyota Land Cruiser so familiar from other, more modern, battlefields.
The Game. Tony took the Japanese and won the roll. As we talked a bit long, I deployed mine, a walker with infantry support as this was a simple "meet & greet" game.
Tony got a couple of reactions. He also came up with innovative idea of power armour piggy backing on the APC's. We'll use that again.
I too get reactions.
Then it's my turn, Tony's reactions.
Officer gets one group moving, others fail all 3. Watch this flank, it gets - frustrating.
That leaves me - as Tony zooms by.
I manage to move up the heavies There's no evident officer in this pack and we didn't letter bead them. Another upgrade job needing doing.
Target acquired! This one survives.
And here-. This one doesn't.
Tony's Power Armour in the distance. Officer to left, Gatling central and sniper getting the finger. My walker clobbers the APC, everyone fails bail test and debus's.
My (surviving) left hand walker is getting hemmed in by enemies, time to dash. With move & shoot it's good practice to do one action at a time:1st - shoots at CC vehicle, gets a stunned result. Runs at Power Armoured commander.
2nd shoots him dead then crouches by body.
Loss of leader causes morale check & the armour squad decide on a reconciliation in a retrograde direction.
Playing hide & seek, that's the anti armour chap.Over on this flank, do I go armour hunting with my walker? Great idea, but it's then surrounded by capable enemies. My infantry need to move up to deal with the debussed infantry to the centre.
Deep joy, officer gets 1 action then a 2 fail handover. He must use 1st one on himself, so cannot activate a group.
(In his first roll he got 2 activations, moved a group and himself forward)
Quick turnover so try no.2: 1 reaction & initiative swap.APC is remanned & rebooted. There's a walker down there--
"No problems, I got it" Gatling isn't the best anti-armour weapon, but it'll do.
Not to be outdone, other flames a Prawn who'd just shot at the Sergeant.
Now we have a traffic jam.
Attempt 3 - The Gods of Dice are having a giraffe.
The C&C vehicle wastes an expensive missile on infantry. It's got superior sighting to the buzzbomb launcher on the APC and gets dead on. It's lethal against light, so takes out all 3 in its blast radius and a 4th just makes it--.
Look! Only fail 1! Move it you bugs!
Another dead (from the Power Armour) sends my 2 remaining heavies back.
At last my infantry are moving up, gets one trooper.My remaining heavies make their way towards the other infantry.
But here comes My Gatling. Area effect weapons that spread - can hit any target within a Short. First target gets the full whack - +4 in this place, next gets +3 and so on.We play "What If's" - lots of choices for forces above. Now then - what if my left hand infantry had gotten of it's ass, stopped giving away the initiative and reactions?