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Sci-fi Troopers from Heresy and Hasslefree

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Been a few weeks last my last update, I've been very busy with holidays and other things - more on some of this next week.  For now, here's an update on my Rainbow (Grey) Knights as I've painted up a number of henchmen recently and another ABC warrior, enough to field a small force now and try them out with the 6th ed rules hopefully.

I really liked the idea of an inquisitor commandeering troops from all over the place as and when he needed them, especially if they were good at their job.  This was totally inspired by Dan Abnett's Eisenhorn and Ravenor series and offered my a really good opportunity to use figures from outside of GW's range.  Initially I was just going to supplement GW guardsmen and other henchmen with a few extras, but as time as gone on I have found so many excellent sci-fi figs out there, there's very little GW in my army yet and this may continue as there's been someamazing things  released I still don't have and think would be fun to paint and use.

There's a female trooper in this squad, can you spot her?
First port of call was Heresy.  Andy has made some really great sci-fi troopers that I've bulked out 2 squads of henchmen using.  The helmets really made me think of Halo so I've gone for Red vs Blue squads.

Follow me boys!
Painting these figures was pretty easy, they've been sculpted with this in mind I think!  To start with I painted the guns, boots and jump suits dark grey.  This was then washed with black ink (the new GW Nuln Oil is excellent with a couple of coats) to darken this down and the effect is good enough that no highlighting was required.  The boots get an extra couple of coats to really darken their colour.  After that its pouches, a mid brown with a brown wash over is good enough.  The armour plates are easy to pick out and each is a three stage (base, thick highlights, edging) process.  The visors are GW shining gold with GW Devlan mud to create the contrast.  The guns are based coated over the dark washed grey with GW codex grey to a mod grey and then edged with GW astronomicon grey.  Spot of GW blood red for laser sights and we're done.


Adding unique style to my squads
I am also a fan of Hasslefree miniatures and while I only have a few troopers from Kev (there are more you'll find) I do have plenty of his pulp, sci-fi and fantasy adventurers to use as other things in my army I'll hopefully show off in future.  These 4 ladies were actually from the Mantic special box set, I think one of them is exclusive to that set.  They were painted much the same as above, only these have skin! 

The lighter tones are GW tallarn flesh highlighted to GW elf flesh.  The darker tone was Coat d'arms Chestnut highlighted a blend of GW tallarn.

The final showcase this post is Joe Pineapples.  Another ABC warrior I've based very closely on the colours and art of Kev Walker.  Joe has looked different in many of the comics, the figure has all the details Kev added, but is posed based on Simon Bisley's work (see both pictures below).






Vindicare Assassin anyone?
My Joe is slightly converted to make his sniper rifle closer to the first art work pose and suggest the sniper role more obviously, using a spare Space Marine sniper rifle barrel I had.  Painting was a mixture of the techniques above for the leather jacket and a lot of blues and blending for the armour plates and goggles.  The base isn't quite finished and I may yet highlight the gun a bit more.

Warhammer Campaign - retrospective

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Over the last couple of months I've managed to fit a series of games in a light hearted Warhammer campaign.    This series has come to a close, but I'd like to reflect on what I've learnt and what this might mean next for my Warhammer interests.


I've been using (as you may figure from various previous posts on this blog) my Vampire Counts for this campaign and had some fun and mixed success with it.  The rules for the campaign was that we had to take a special characters of approx 500 points, plus 2000 points of regular army.  I toyed between Vlad and Mannfred and in the end went for the spell caster supreme over the melee master - I'll comment on how well this went in each game!  The special character was fixed throughout the series of games, potentially gaining bonuses or penalties depending on how well they performed.  The rest of the army would be changed as you wished from game to game, but if you stuck with a list, you could again potentially gain some bonuses - but also suffer casualties as hang overs from previous fights.

Game 1 vs. Tomb Kings

Ok so it wasn't quite as bad as this picture looks, but it felt like it!  I have to hold my hand up here and say that I've not played with more than 1500 points for a very long time, nor special characters so I was headed into this campaign with no real idea what to expect.  A few weeks prior to this game, I had played Pharoh Rob, resident Tomb Prince at 1500 points and done quite well so I foolishly felt confident and comfortable with what the dry cousins to my army could do.  How wrong was I.?

Turns out very.  Rob elected to take Settra as his general which with some clever positioning meant that all but one of his units was either using the massive WS7 Settra has, or WS5 from the Tomb Princes scattered about.  For a largely WS2 army this was a bit of a problem!  In addition, despite some really favourable charges, Settra and his chariots refused to die (even with multiple killing blows landing) and Mannfred's magic and melee efforts were somewhat lacking.  In the end between Settra and a Sphinx I failed to contain it all looked very grim by the end of the game.

Poor things never stood a chance
What did I learn?  2500 is very different to 1500.  My magic was more opposed/contained than I expected - my low level mages not really getting chance to cast in the face of a level 3 mage on the other side.  Also my many small units approach suffers without the magic tricks I'm used to pulling so I need to think about hordes more.  A reshuffle for match 2 then I think...

Game 2 vs. Bretonnians

Nice axe?

Before this game, I decide to lose some smaller units, make a horde out of my ghouls and skeleton spearmen and give my lesser Vampire a nice choppy axe.  Feeling these minor improvements were enough, onwards.
Another army I've not played in an age is Bretonnians.  Poor Dan suffered a barrage of questions before the game started as to what on earth his various knights did these days and how lance formation worked.  With this roughly worked out in my head I set up with various shenanigans planned for my spirit swarms, bats and so on to mess with the Knights movement.  Dan had 3 large Knight formations, a small questing knight line and King Louen - surely I could contain this!  Alas turn one Mannfred disappeared into a vortex of chaos having cast but a single spell (I can't even remember which).  Punching a huge hole in my plans to bolster my own forces and hinder the foe, I attempted to make the best of things and get ready for the inevitable charges.  Sadly my lesser Vampire failed to take control of my horde and very quickly my force was falling to bits.  My small units evaporated in the blink of an eye (have you ever looked at their leadership?  Its really, really bad) and even the Varghulf wasn't long for the world.  Long and painful combats developed across the board but fairly quickly I was losing far more undead than I could possibly replace with a lowly Vampire and necromancer.  In the end I lost my entire force, to around half the Knights (plus memorably the Hippogriff).  

What did I learn?  Quite honestly I'm not sure I could have done much more with losing my general like that.  Mannfred is key to my army's performance, with the campaign's focus on the special characters and the extra burden a Vampire general must carry so without him from such an early point it was only a matter of time.  Overall I was quite happy with how I did things given what I had, but it was like trying to hold grains of sand.

Game 3 vs. Empire

Feeling luck was against me last game, not my choices I stuck with exactly the same army list and moved on to a new foe.
I'll take em all on
Howard is fairly new to Warhammer and suffering a terrible losing streak at the moment.  With this being my first game against him I wasn't sure whether this meant if I lost I should hang my dice up for good or it was some sort of initiation ceremony.  I've played Empire a LOT over the last, ooo, 14 years but haven't faced the new book before.  Howard had opted largely for a gun line so I new it would be a magic vs shooting game.  Some early over committed cavalry from Howard saw some quick losses for him.  I tempted fate with my dire wolves to see what a hellblaster was like (and if I could fluke a misfire from it).  Turns out hellblasters got good again - I avoided it from then on.  Howard attempted to blast my ghouls from the table with pretty much every gun he could bring to bear and I countered with summoning spells at every turn.  In the end I destroyed his army utterly with only very minor losses (thanks for a blinding game from Mannfred this time).  

What did I learn?  When things go well with magic, my army hits like a landslide.  To be fair there wasn't a lot of elite melee troops in this army, the few knights I faced were hit by the sort of combined charge you only see as an example in a rule to explain how different unit types work...

Game 4 vs. Chaos Daemons

After the success against Empire, I stuck once again to the winning list and marched into a Storm of Chaos battle vs. Will.  My extra 500 points went towards a pair of dragons, a little one and its slightly larger cousin.
Rainbow warriors
So Daemon are, wait for it, an army I haven't faced in an age.  In fact I have never played them as their own army list, only as part of the oh-so-ancient Chaos army (which included beastmen, warriors of chaos and daemons in one huge, all powerful melting pot).  As you might expect, Will was faced with a deluge of questions as to what on earth was on the table, let alone what it did.  On top of this, although I had read the rules this was my first Storm of Magic game so I really didn't know what was going to happen.

Will had a Slannesh/Tzeentch army which with cataclysm spells topped out at 32 different cards - plus the Blue Scribes tricks to boot!  I managed a mere 23 (Mannfred bringing the lion's share) and wondered if we'd ever get our of the magic phase.

As it turned out, my Vampire counts were more than a match for the Daemons in close combat and the multiple monstrous threats I had at my disposal more than outclassed the magic advantage Will hoped to use.  The dragons burned, trampled and ate many a demon.  My ghouls obliterated flamers and horrors.  Even humble skeletons outfought demonettes (with some support from my new favourite thing in the game, Vargheists).  A convincing victory for me, especially once a dragon ate the Blue Scribes and Will couldn't regain a fulcrum or find a way to knock Mannfred or his apprentice necromancer of their own.

What did I learn?  Even in Storm of Magic you can have too many spells.  The monster/pact/magic item bonus points were key for me and next to useless for Will (he took some Vampires and Ghouls) so spending them wisely is important.  The fulcrums are at the end of the game, the only thing that matters, so big undead blocking units are great for this.

In summary.

An epic post there!  I'm learning a lot about Warhammer 8th at the moment, especially at the higher points values.  I'm looking forward to more games, but still a bit stuck as to how to beat the Tomb Kings with my current choices - I may have to look into mixing up my characters and considering the other new book additions.  I am keen to avoid too much power gaming so don't want to build death star units which means clever play and favourable match ups.  I just need to work out what they might be!

My final list was something like:

Mannfred Von Carstein
Vampire Count with Enchanted Shield and Ogre Blade
Necromancer (Level 2) with Master of the Dead

40 Skeletons with spears
20 Skeletons with spears
40 Ghouls
27 Grave Guard
20 Zombies
3 Vargheists
1 Varghulf
5 Dire Wolves
2 Fellbats
1 Spirit Swarm

Privateer Press: Journeyman League

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Big catch up blog alert!

5 weeks ago or so I signed up to a local Journeyman league.  There's quite a few local players of Privateer Press's Warmachine and Hordes games and this league is designed to introduce new players, encourage players to start new forces, play games and paint.

Its a standard format that Privateer support, not sure if there's any prizes, but we do get little icons and stars and stuff as we achieve various goals throughout the league.  I'm only a week away from the end now but thought I'd show some minis and reflect on how things have gone (plus I have a different blog post in mind for next week).

My Wrastler - first PP mini I built and painted

The first thing I had to do was decide which of the many forces in the game I wanted to play.  Warmachine and Hordes are set in the same world and share a set of common rules.  Warmachine deals largely with human factions of Warcasters and their Warjacks (magical steampunk mechs).  Hordes deals with a more varied set of races focused around Warlocks and their Warbeasts (giant animals and monsters).  I had a long and hard look at at everything both games had to offer and narrowed the choice down to about 3.  I may come back to these other close run forces in future, but for now I went with the Hordes based Minions faction.

My Ironback Spitter, a grumpy old turtle
Minions are an interesting choice.  They are largely ally units that other Horde (and to a more limited degree Warmachine) forces can draw upon to increase the variety in their units.  Within the book however is the option to base a force entirely on Minion units, with certain limitations, and go to war in their own right.  The two flavours of Minions are Gators and Pigs - and generally never the two shall mix.  I loved the look of the Gators and, PP claim you should play the figures you like, so my choice was made.

The Tango-ghost!  My feralgeist isn't the typical green colour...
So having made a choice I needed to understand how to play, what I needed to buy to join the league and how things would progress.  For most forces in the game there is a starter battle box, a nice £30ish get you up and running set made of plastic.  Typically this contains a Warcaster or Warlock and 2-3 Warjacks or Warbeasts.  There's 3 forces in the game that this isn't an option for, I picked one of them, typical!

My Gatorman Posse, possibly the best thing in my force

So talking to my local store owner Rob and looking over the league rules, despite there not being a box, there was a recommended starting force I should pick up.  This consists of Bloody Barnabas a fairly solid melee Warlock, a Wrastler (Mexican luchador inspired giant alligator) and an Ironback Spitter (giant spitting turtle).  A bit of online research on PP's own forums confirmed this was a good start so off I went.

The terrible trio
Now the plan with the league is that as the weeks progress so does the size of your force.  To start with things are a little unbalanced as the battle boxes aren't 100% the same points value or balanced, but they are pretty close (certainly better than a few other companies I could think of).  It also means that the core of your force is likely to be with you the entire length of the league unless you've already got a large selection of stuff sitting at home (in which case the league isn't really for you some would say).  For minions especially the battle box is a very solid start, there's a good chance at least 2 out of the 3 figures would be in any game I ever play.

With my little warband I played my first two games, a loss and a win in short order.  Very quickly it became apparent that Warmachine forces could not be dealt with on equal terms, my minions would have to use all of the dirty fighting tricks I could 'wrastle' up.

15 points of meanness
So after week 1 we moved to 15 points.  My battlebox came in at 11 points (each warlock and warcaster grants bonus points that can only be spent on warbeasts and warjacks to encourage more big nasties on the field) so I had 4 extra points of stuff to find.  Again internet research tempted by local experts (Mark, Pat and Bryan) suggested that a Bullsnapper (another alligator yay) was a good choice having a key ability that would improve my force.  Sadly 5 weeks in my Bullsnapper model still hasn't arrived so I am using my Bushidodragon (its the right base size) to fill in for now.

This left me with enough room to squeeze something small in.  I went for a feralgeist, it can bring my dead warbeasts back to unlife briefly to give something a good kick and has one or two other possible uses as well.  I only managed one game at this points level and it was a convincing defeat - again warmachine forces proving a real challenge to me.

25 points, even more gators
The next level of escalation was 25 points and this would last 2 weeks.  The second week would allow you to swap more things around should I wish to, but I was happy to stick with what I had to try and get to grips with it more.  I added a Gatorman Posse to my force, a really hard hitting infantry unit.  I dropped the feralgeist (yes he snuck in the photo but I didn't use him) and took a Croak Hunter too (little frog dude fits in nicely with all the other swampy creatures I feel).  At this level I had more success, beating both a hordes and a warmachine player.  In both cases the Gatormen were really stars and I am pleased they work so well, are nice models and one of the key reasons I chose Minions.

The whole gang at 35 points
The final level of the league is 35 points so to round things off I added Wrong Eye and Snapjaw.  This pair are a mini warlock and his pet warbeast and great figures to boot.  I also get to sneak the feralgeist back into the force legally now!  My first game at this level didn't go great, some mistakes with Snapjaw and once again the fires of Pat's Menoth causing me no end of trouble.  I have one more game to go so I'll see if I can put in a decent final performance.

I hate these things
Overall I feel I am very much still learning the game.  Like Malifaux there's a huge amount of active decisions in any turn and the warlocks and warcasters each player brings really changes how an otherwise identical force plays.  This can mean there's a lot of questions at the start of a game - I've seen a few cases of "I didn't know that was even possible" followed by horrible losses so I prefer to know what's coming even if I can't figure out how to get around it yet!

The end of the league means I get time to finish painting what I have and think about how I might expand my choices further.  I haven't actually finished any bases yet (I'm playing with swampy effects) and have only used Barnabas, there's 2 other legal warlocks I could use without really needing to change the rest of my force so they would be easy ways to get a lot more variety into my games without having to paint or pay for lots more.

Making your own fantasy scenery - Wizard's tower

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Despite having a Blue Peter project box that's slowly taking over my entire gaming room, I rarely make scenery from scratch.  There's a lot of companies out there producing excellent stuff at good prices and I also have my Hirst mold that I've covered previously.  However over Easter 2011 my mad scientist friend Steve was visiting and after polishing off a tube of Pringles we came up with a 'make a wizards tower in a weekend' challenge.

The finished article
Well the photo above shows what we managed to make during that weekend.  Pretty pleased with it we were too as it was very much spur of the moment, no planning and frankly Steve is 97% enthusiasm and 3% skill I'm sure he wont mind admitting.  

So after selecting a couple of Pringles tubes as the basis we had to work out what we would do with the general look of the thing.  I have a lot of cardboard lying around so that allowed Steve to get cracking on the shingles for what inevitably had to be a conical roof.  This took a long time to make but looks great now its done.  Each roof is capped with a bit of baking foil.  I liked the idea of some bracing sections to break up the large wall surfaces so some thin card strips were added.

I also have some sheets of plasti-card for occasional conversion and basing jobs on miniatures so this allowed us to come up with the bridge, doors and windows for the double tower construction.  The window and door frames are deliberately wonky and a-symmetric - Steve was in an arty mood!

I had some spare bits from my Hirst molds that were put into use as jutting joists under the roofs and as abutments (I think that's what they are) on the bridge.  We also used a couple of wooden coffee stirrers as braces on the bridge as these are a bit thicker than card and there was no need to bend them.

The towers are mounted on a double layer of packing polystyrene I'd been saving.  Using a hot wire cutter Steve created the rough shapes you see and I then hot glue gunned the two sections together and to a mounting card base.  

My dog photo bombed the original shot, so here he is in full, glorious fluff-o-vision
The hill base also had some slots cut into it to allow some steps to be forced in, leading up to the front door - you'll see them more clearly further down.  Once the main sections were arranged, the entire thing was glued together with a combination of hot glue, PVA and when all else failed cello-tape!  Some loose sand and gravel was added in places to add further variety to the hill.

The hill section was coated in artex to give it texture and hide the polystyrene - this also meant it wouldn't melt when I under-coated it!  Just to be extra sure I also painted this section with my latex primer to give it even more of a sealed coating and further texture.  finally the joins between the tower and the base were hidden using wood filler.  This stuff is great and I have more things I want to show where I've used this in future.

Its black, BLACK!
A quick spray undercoat of black and we are ready to paint.  It could have been white, but black allowed me to be a little slapdash and not worry about every spot.  This is gaming scenery so its going to take knocks  so it only needed to look effective not win any awards.

A front view
So here it is 'completed'.  Well the painting is anyway.  This is going to live in my local gaming store so I am going to let Rob flock it to suit his boards, so some of the brown areas will have a nice green fuzz effect on them shortly.  I'll snap a shot of this once he's sorted that out.

Rear view
As you can see I've picked a slightly strange colour scheme, something Steve and I discussed and agreed on was that this tower belongs to a fairly eccentric mage so purple and light bluey-white it is.


Main door
Here's the front door.  All made out of plasti-card apart from the door knocker which is a spare bit from another kit I'll show at some point in the future.  Wood effect was simply scored into the plastic with a sharp craft knife.

Stairs
Here's the stairs, I can't actually remember what they are made of, but being quite thick its probably balsa or foam card.  Artex provided some texture but they are a bit slap dash!
Walkway between towers
Last shot, so you can see the bridge section has somewhere to place miniatures and Steve even went to the effort to make a pair of wonky doors too.  The gantry has wood effect scored into it too.

Privateer Press: Journeyman League - The Conclusion

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So the Warmahordes Journeyman League came to an end a few weeks ago but I've not had time to post on how things went, so here's my round up post.  I've been fiddling with photography again this post and given up trying to lay the pictures out better on Blogger for the time being so excuse the rather scattered look!

So after my last post on the subject I had one round left to play before the league finished.  I was also trying to get some more bits painted before it all ended.  At the end of the league, games played, games won and figures painted all counted for points!

My final game was 35 points again Brian, using his Khador.  Brian is the very model of the best sporting attitude and he pointed out a number of things I was about to do wrong (turn order and so on) which meant I was able to play my force to their very best.  I did manage to win as a result, but Brian was very generous to allow me to do so!




I managed to get one of my favourite gators painted up in time - Snapjaw.  This guy is a character warbeast who hangs around with a mini-warlock called Wrong Eye.  The pair of them make a reasonably effective team and look great on the table.  I think I especially like Snapjaw because he reminds me of Godzilla - look at the profile in the first picture above to see what I mean.

The final scores for the league meant that thanks to me persistently turning up and playing (8 games), sometimes winning (4 games) and painting a fair old amount (3 large warbeasts, 5 medium infantry and 1 small solo) I collected piles of hobby points. It turns out I received the largest amount of painting points and came top overall as a result!








After the league finished, finally my Bullsnapper came into stock.  I love this little guy so have painted him up to near completion quickly.  This dude is much brighter than my other gators as I seem him being quite a different species and also rather nippy.  The colour scheme I think works nicely.

5" template for the Swampy Pit spell Barnabas uses to great effect
Part of the way of gators play allows me to set up swamps on the tables before the games starts and also create temporary pits throughout the game.  I decided to make some scenery to represent these rather than just use templates.  I've not completed all of them yet and intend to do a post showing how I went about it, but for now here's one of the big pits I've made complete with tree stump, fetid pools, grass clumps and little mushrooms!  This is also the reason my painted gators aren't based yet, I am still figuring out the best way of achieving a decent water effect.


Finally for this post, a shot of Steve the Mad Wizard's tower from last time.  Now completed with flock to match Rob's modular table in 7th Heaven, looking good!


Sci-Fi Troopers from Mantic and some 40k action

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Some weeks a lot of projects come together all at once - its one of those this post.  I've been playing some bits of the new edition of 40k and with so many space marine armies around in our local group I was keen to bring something not in powered armour to the table.  As I've posted previously I'm collecting a Grey Knights army based around Inquisition troops and various other sci-fi miniatures I am interested in.

Very recently I got a copy of Mantic's Project Pandora as I was keen to try the game as I had heard good things from Frontline Gamer and the designer himself.  My ulterior motive was to get some of Mantic's Corporation figures to see if they would be another good source of troopers for my slowly growing force.

The Status Quo guitar swing in full motion
So what do I make of these guys?  They are roughly the right size to go with my Heresy and Hasslefree troops, although somewhat more spindly (possibly more realistic but less fun!).  The figures come with very limited options - a few alternate heads and a few special weapons (which I elected not to use).  Not the end of the world in my experience, but even the repeated 3 fixed pose bodies are very similar meaning the overall look of the squad is very repetitive.

My favourite kind of trooper, one with no face
The figures arrived already removed from sprues so I'm not quite sure whether what comes in the game box is the same as what's in the squad box if you buy them separately.  I also discovered the plastic is somewhat different to the previous plastic Mantic used, superglue being a better choice with this stuff than liquid poly.

The guns I found really hard to paint for some reason, especially given the industrial polymer (or 'grey') look I am using on my guys.  They also look slightly bent to me - see the blue dude above.

One of these things is not like the others...
Like the rest of the troopers so far, I'm continuing the red and blue squad split.  I was originally planning to make each squad a different colour, but this limits the intermixing I can do - especially as I don't know what figures I will eventually put in the army overall.  Inquisition henchmen squads have a lot of options.

The powerfist equivalent thingy is pretty nice actually
Overall I didn't much enjoy painting this squad, the model's details are quite shallow which means most of the detail is sort of hinted at rather than nicely raised and accessible to paint - especially for rank and file troops (potentially as cheap as 3 points each) I'm not willing to spend a lot of time teasing out subtle details!  The guys do fit into the rest of my troopers reasonably well, especially when mixed in.  I don't think I'll be getting any more of these to increase my army size and I fear these chaps will long be the first casualties from a squad (which in the new rules means putting them in front...)

So moving on, and to prove I'm not unfairly judging these guys, its time to show off some other figures from my growing force.  I'm still experimenting with the best way to get photos of my figs (I will give up and get a lightbox at some point) so excuse the spam here!

First up and key to the selections I am making is Inquisitor Coteaz.  By taking this dude as my HQ I get to take henchmen as troops rather than elites, allowing me up to 6 squads!


This is the first Finecast figure I got from GW and despite a few issues (I had to sculpt a new finger, fix a toecap and a few bubbles) the detail is exceptional on this thing.  I've since varnished it, but for the first few games he was unprotected and no paint rubbed away so the material seems to be pretty good if you can get a good casting.  My Mannfred Von Carstein on foot is story for another day...


In contrast to my issues with the Mantic guys, this figure was sculpted to be painted.  Despite the density of the detail in places I had no trouble going to town on him and am very pleased with the final result.  I also changed the skin tone as a nice reference to Samuel L. Jackson in Star Wars - you'll notice the hammer has a purple (s)haft.


Next up is another Hasslefree figure, the Smudgester.  Despite being tiny (that's a 25mm base he's on) he's full of character and perfect for use as a Jokaero in my henchmen.  I quite like the orang-outangs of 40k but this guy is even cooler if you ask me.  He also reminds me a man-hound character from the Ravenor series of novels called Fyflank - we'll come back to his owner in future.  The Jokaero are also quite small and have some unique abilities in game, the key one illustrated by this figure is being able to fire one of a variety of very heavy weapons each turn so I am very happy with this proxy.  I've named him Frank in reference to Men In Black's little alien talking Pug dog.

Next up are a couple more ABC warriors (from Foundry) - I'm getting close to having them all done now.  This is Deadlock who despite being generally a nice model has a pretty awful sword blade - I might replace it at some point.  So aside from being armed with a spatula like weapon this is another figure I like a lot with a lot of cape to go to town painting.  In game so far I've used him as a lone Paladin - yes I've actually got a Grey Knight (proxy) in my Grey Knight army, don't worry there wont be many!  Turns out having a unit of one is quite a lot of fun and the rules aren't a bad match for Deadlock's character.

Here's Ro-Jaws.  He's a toilet cleaning bot in the stories, so I use him as a servitor, it sort of fits.  I've upgraded the heating unit in his head to a multi-melta so he can do more than just fling poop at my opponent.

Finally (usually for me) some sneak previews of future bits for this force.
First up is a Knight Paladin figure.  Based on a design a friend of mine came up with using pieces from all sorts of GW kits, this huge figure (that's a Dreadnought base) is a reference to the Epic games of yesteryear. I've decided to use this as a Dreadknight - if I ever get my Mongrol built I'll have 2 then!

To finish here's my first Chimera proxy.  Its a land train/ bull dozer thing from Ramshackle games. This was a bit of a pain to build but it looks great (and check out the prices) so I may just get several more when they reopen their store.  They are roughly the right size and again fit in with another character theme I am working towards in this force.

Making your own wargames scenery - swamps

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So as promised previously, here's a post on making some swamps.

I've made these specifically for my Hordes Minion force, but the bigger templates and the technique can definitely be used for other games.  I am working on a bigger swamp for Malifaux and we'll see if that's a good size for games like Warhammer and 40k too.

After the jump you'll get to see, in best Blue Peter style, a step by step of one I made earlier.






Excuse some of the photography here, most were taken with my phone as I did the work.

So to start with I have been making my bases for most of my scenery out of mounting card.  I am fortunate to have a huge supply of this stuff from a friend of my parents.

For circular bases I've treated myself to a compass cutter which makes the job of cutting these out a doddle.  It does limit the size you can make so for my planned bigger swamps I'll have to come up with a different plan.
Next step is a recent discovery (thanks to Rob Hawkins from his work on various scenery projects).

Wood filler is used to roughly sculpt out the shape you want your swamp to take.  Rather than a simple circular pool a number of broken watery areas looks good, especially on the bigger templates.  I've found using a sculpting tool and a lot of water you can move the filler around easily and get a nice goopy finish.
The filler takes a while to dry, make sure it is thoroughly set before starting the next steps, especially if you've made the stuff quite thick.

The next couple of steps can done in either order, depending on how you want the details to rest relative to the sand.

Here I've used green stuff to make some interesting features on the swamp.  There's no need but I think it adds something to the terrain.  Also there's plenty of sculpting materials out there, I just happened to have some greenstuff nearby.

Lilly pads are very easy.  Roll a ball and squash in place,  Then using the tool, make a small slit on one edge.  Mushrooms are also easy, roll a ball then pinch the top, then squish into the base.

The tree stump was more fun.  This was a fairly big blob of green stuff that I slowly teased into a sort of volcano shape using the sculpting tool, making bark like lines down the sides over and over.  The top was then smoothed flat (using lots of water).

The stump was sculpted in place so no glue needed, the others I used some PVA to make sure they didn't fall off.  Make sure this is dry before moving on to the sanding step.

To sand the swamp, dilute some PVA about 50/50 with water and then coat the areas you want to be sandy in the mix. I like to leave the smooth edges leading to the pools clear and some random other bits too.  The pools I avoid completely, which is why if you are gluing interesting features to the swamp you must wait for those to try before moving on to this step else you'll get sand on those (voice of experience here...).

Simply dunk the entire swamp into a box filled with a mixture of sands and stones and you're done. Once dry I paint all the sandy areas with a top coat of PVA mix to make sure that sand doesn't come off.

When this is all dry for the final time I move on to painting.  Rather than spray undercoating I use Gesso Primer to add a bit of texture and protection to the swamp.  Key here is the water effect I have doesn't play well with PVA so a nice thick coat of primer avoids this problem.

The base coat I have used is a GW 'base' paint called Dryad Bark.  Any dark brown will do, but I find the base paints are especially good at covering in relatively few coats.
After the base coat I move through a number of brighter browns using a thick brush and the 'wet brushing' technique.  This is where rather than diligently painting every nook and cranny you paint a little slapdash over the texture of the model, leaving some areas with the darker colours exposed.  Unlike dry brushing this technique requires you have a fair amount of paint loaded on the brush.  For a swamp this effect works well I find.  I've used GW's old Scorched Brown (I'm sure there's a new equivalent) and the new Mournfang Brown to get progressively brighter.


The last stage on this step is properly dry brushing the sand.  I've used the old Tausept Ochre, again I'm sure a new version exists.  This is a light browny-orange colour and its important to dry brush this carefully otherwise its a bit of a colour jump from the darker browns.

Moving on to greens, I've used a variety of different shades to wet and dry brush colour in places that feel right and all over the pond/ water areas.  I also shade the sandy areas the GW's Anthonian Camoshade (this stuff is amazing for anything organically brown or green ).
Nearly done now.  The penultimate step is painting any details you may have added.  Here I've painted up some cute mushrooms and the tree stump is quite cartoony and bright ways to add some splashes of different colour to the swamp.

Once everything is dried I have been adding GW's water effect to the pools.  I am not sure I like this product so I wont link it!  I'm pretty sure that a clear gloss would achieve the same effect as the GW stuff dries to a molecule thick coating despite going on pretty thick.  This is disappointing because while it is wet the thick coating looks really good!  I am tempted to try some other water effect products to see if the final look of the water can be improved.
So here's the 4 swamps I have finished to various effects - now destined for battlefields many and varied hopefully.

This first swamp is the one shown in most of the WIP shots, now with added water effect.  Oooo shiny.

Here's another big one, here I used an old GW tree stump rather than sculpt it and there's lots of little pools of water rather than a couple of big ones.  I've also added some grass tufts.
This is a smaller pool and I've used a skeleton casualty marker as a bit of interest here (from a Mantic skeleton kit).
The final small pool I've made is a bit different.  Here I embedded half of an undead horse into the swamp at quite an early stage so I could partially submerge it and add some sand to areas too.  The water here is actually lots of layers of PVA so its a bit milky but I rather like the unpleasant effect it gives to this particular piece.



Return to Malifaux : Starting Zoraida crew

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My ongoing enjoyment of Malifaux has gone up a notch the last couple of weeks.  My local gaming shop has kicked off a slow grow hobby league and I was keen to take part.  Stealing a bunch of ideas from the Warmachine slow grow league, Rob the shop owner, Matthew the local Wyrd henchman and I (the local OCD organiser and planner) came up with a hobby focused set of league rules.

The key driver behind the league is getting people to play lots of games of Malifaux, ideally with painted figures.  The format allows for an unlimited number of games to be played, by only 12 scores will count.  There's lots of fun achievements to earn points for which again focus on trying new things out rather than playing all out to win.  Avatars are encouraged, with bonus points for painting them and managing to manifest them.

Relegated to the shelf for the time being, they'll be back!
So with all these incentives floating about, I looked at my Kirai crew and decided to put her on hold for now.  I'm waiting for the new Storm of Shadows Ressers to be released to expand my undead, there's only one or two other figures I really want for Kirai.  This means from a hobby point of view there wasn't a lot to inspire me.  So it was time to pick another crew.

Zoraida the Hag, WIP, mostly just base and voodoo dolls to complete
I've picked up a Spawn Mother figure as I think the idea of a giant murloc is funny and I really like the miniature.  I also like the Silurid figures, so I guess a crew of fishmen was the next logical step.  Reading around on the Wyrd forums and PullmyFinger wiki it seemed that I could either go Marcus (and focus on beasts) or Zoraida the Hag.  My friend Carl was toying with Marcus, so that left me with the Swamp Witch.  As it turns out, I am the only Neverborn player representing so I am pleased I chose this crew.

Larry, Moe and Curly - the Silurids
As the league progresses I will able to change master, but I am not sure I will go that way, there's so many choices the Hag opens up that I am keen to stick with her and also try out the Avatar version.

My little voodoo doll
 The first two weeks of play are based on the starter boxes, with a 20 soul stone limit.  Some aren't great selections so we've allowed some changes, but for Zoraida its not a bad start at all.  I've used Bad Juju and 2 Silurids consistently - with the boxset coming with 25 SS of men, it was the only sensible choice really.  Zoraida can summon a voodoo doll totem for free during the game so that helps a bit.

Bad Juju WIP, with a bit of green stuff work to make him look a bit swampy thingy...

I've squeezed in a lot of games these two weeks while the crews are small to get a feel for my crew and give me some leeway if I can't make any of the later weeks.

Game 1 verses Arcanists (Marcus and Carl)

Carl's WIP crew - big and beastie!
This first game was my second ever with Zoraida and Carl's first with Marcus.  There was quite a lot of head scratching as we figured out what on earth we were doing.  The story behind the game seemed to be that Marcus had been encroaching onto the Bayou and Zoraida was going to claim it back.  Marcus had left all sorts of valuable things in the areas, some of which I wanted and others he needed to destroy.

The early game was dominated by bouncing silurids tagging every piece of terrain on the board and a devastatingly effective attack from Bad Juju dealing with Carl's Razorspiner Rattler.  I got over confident and left Zoraida somewhat in the open.  After Myranda turned into a huge bear, I obeyed her into charging Marcus thinking I had the game sewn up.  Turns out Marcus is more wily than that - deftly dodging the bear he covered a huge distance and took a lump out of the Hag.  This was followed up by a Waldgiest uprooting what seemed like half the table and attacking Zoraida with an entire forest.  Down to 3 wounds the Hag looked even worse than normal.

Fortunately I got the initiative on a pivotal turn and managed to repulse everything with the Hag, turn into a Raven and get out of dodge.  By now Myranda was dying from poison thanks to the voodoo doll and an obeyed Waldgiest charging her giant bear form.  The Silurids had finished their tour of the entire table and Bad Juju finally caught up with the Waldgeist.

End of the game result was a victory for me, but Marcus is a much more powerful master than I think most people think, now Carl knows he's going to be a lot more aggressive and the mistakes I made won't fly next time.

Game 2 verses Resurrectionists (Nicodeem and Matthew)

Dem Bones - Nicodeem pimped out
Matthew is the local henchman and crazed Nicodeem collector - he's got all 3 versions of him, 2 Mortimers and a whole mardi-gras of punk zombies.  For the hobby league Matthew started painting a new version of this crew with a Southern/Voodoo theme, so Nicodeem is Baron Samedi, Mortimer is Uncle Reemus (zip-a-dee-do-dah) and the punks are all kinds of day glow.

This game really worried me as Matthew could summon a lot of punk zombies if the cards were nice to him and I was unlucky enough to get Slaughter as the strategy.  On the plus side there was a fair amount of water on the table so my Silurids would be a bit more free to move than normal.  Matthew had destroy evidence, so yet again it looked like Zoraida's territory was being invaded and she was having none of it.

Fortunately between voodoo doll poison and the punk zombie ability 'self mutilate' the undead were falling over themselves time and again, so I was racking up a fair number of kills.  Towards the end of the game Matthew picked up the pace, paralysing Zoraida for a turn (even with will power 10!) and killing bad Juju.  Finding a nice safe high spot as a Raven, the Hag held on for the last couple of turns, about facing the nearest punks with obey spells and mugging poor Mortimer with both Silurids (zip-a-dee-do-ARGH).

End result was a solid victory for the Hag, but if the game had gone on much longer attrition would have seen off the Silurids and Matthew would have gained the last piece of evidence he needed to destroy.  A very different crew will be needed if I get slaughter again, maybe I should reflip the strategy if I get it, even at the cost of a soul stone to do so.

Game 3 verses Guild (Perdita and Andy)

(No picture yet!)

Andy has a number of Guild crews and is using the Ortegas for this league.  Again the Hag's territory was being disputed, this time I needed to claim the centre of the table.  Knowing how tough Perdita was I had to tread carefully here as I could lose any of my models in a single turn if I got into her sights.

Andy was unfortunate not to bring Francisco with him meaning he had to take Papa Loco.  Papa Loco has one of the lowest willpowers in the game which made the voodoo doll and my obey spell all too easy to use and he blew himself up almost immediately.   Already on the back foot, Andy struggled to get my men into his sights, using cover and movement tricks to their fullest I was able to avoid almost all of the pain he was threatening.  Poor Nino was eaten by fishmen, Santiago ran around confused by obey spells and Perdita was trying to get a bead on Zoraida.  Bad Juju appeared on Andy's board edge, claiming a scheme for me.  In the dying moments, the fishmen and Zoraid as a raven all flew right up to Perdita to contest the claim.

Andy had a tough game here and I really started appreciating just how good Silurids can be in this game.  I did however get a tough lesson in crews with high willpowers - once Papa Loco was dead it was close to impossible to tell any of the other Ortegas what to do.  I need to think about including minions of my own worth obeying, especially with the voodoo doll.  Hmm, what to take?

Game 4 verses Outcasts (Henchman Ophelia and Si)

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Right on the heels of seeing off the Ortegas, the gremlin versions of the family turned up in my Bayou.  This was a smack down challenge Si and I were looking forward too.  Much like Papa Loco, Pere Ravage was an obvious voodoo doll target for me, so I was interested to see how this would go.

Si wrote the battle up already so here's the brilliantly composed report from Ophelia's perspective...

Ophelia LaCroix put her back up against the tree and stared about at the swirling mists of the swamp. This one, she'd admit, had not gone to plan. The swamp witch had been sending her scaly critters further into LaCroix territory and Ophelia had figgered this place was as good as any to send the message that she wasn't going to stand for it. The humans had tried to put up one of their stone buildings here and would you lookit, the thing had fallen down. What kind of idiot put a stone building in a swamp anyways? So this was where Ophelia decided to tell the old human woman where the line was. It was, whatsit, a cymbal.

Well, old Pere went racing off as soon as he caught sight of the witch and it sounded like he blew hisself up even faster'n usual. Ophelia had been pushing the boys forward to cover as much ground as possible when the fishy bastits appeared out of nowhere and that was enough to set everyone to shootin'. So much for the plan.

The swamp man about did it.

She'd been figgering once the fish-things keeled over - they got awful confused when you got 'em alone and just up and died half the time - she figgered then they'd be doing alright, but everyone hightails it when the swamp man shows up. She'd pumped a lot of lead at the thing from a ways off but once it came in close she knew she'd be hard pushed to do anything but run like a greased pig. That was when Rami blew the damn thing's head clean off, best shot she ever saw, 'course he went down pukin' after that but could have been the diet, there was some bad hog lately. 

Francois never had the sense to run so the fishman got riled up and beat him bloody, and Ophelia had had to shoot it to teach it a lesson. Then Raphael started runnin' at her with his gun up like he thought it was his time. Well, Ophelia wa'n't going to let Raphael run the family so when he stumbled to a stop a few yards off she just hollered at him to pack up his things and cool off, and off he stomped. Raphael could clear his head pretty well if he had some time to get his strength up, so she wasn't too worried 'bout that.

'Nother of those fish-beasts had come flyin' out of nowhere just now but he looked pretty damned sick and Ophelia reckoned he didn't have long to go. Ophelia was holding close to the tree for the time being and that was when the raven came cawin' down and settled on the one across the ways, and turned into the old crone. Who ever knew what humans were gonna do next?

Ophelia straightened her shoulders and pulled her hat down low. "This still ain't yer swamp, lady!" she yelled, "'cause this here is my damned tree!"

The mist closed in.

Si had only 2 gremlins left by the end and with the Reconnoitre strategy this just wasn't going to work.  We both picked stake a claim and eye for an eye which lead to some amusing calculations and bluffing as the game came to a close.  Although I only had the Hag left at the end of the game, it had very much gone my way.


In conclusion

The starter crew has been working far better for me than I had expected.  I am now looking forward to playing around with what's in my team, but Bad Juju feels like my lucky mascot at the moment.  Its up to 25 soul stones next couple of weeks and I can drop figures from the starter box.  I am tempted to just add another 5 point model for now and perhaps consider a bigger change at 30 stones - I need to get the Spawn Mother painted then I can consider an all fishman crew!

The invaded territory plot seems to be the theme of the league for me, being the only Neverborn player I am happy for the story to continue this way for now.  Perhaps I'll make her hut later for thematic effect!

Stitched Together

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Well its been a while since I updated my blog!  For 2013 I am going to try to post smaller updates more often rather than trying to save up for the perfect, but far too long (and daunting to type), posts.

Looking at my last post the Malifaux hobby league had just started and a lot of games and hobby effort has been and gone since then.  I really enjoyed the league and did far better than I had anticipated - I'll hopefully come back to that in another post.

For today, here's the Stitched Togethers I am now the proud owner of.


These little critters are some of the more unpleasant characters in my Zoraida crew.  Zoraida can create all manner of evil dolls and bestow a mockery of life into them.  Based on Oogie Boogie from the Nightmare Before Christmas (they have abilities such as "Gamble your life" and are clearly little burlap sacks filled full of nasty) I love these figures so its a bonus that they look great and work extremely well in the game too. On this first little figure I extended his head a bit, adding the "pony tail" with some green stuff to make him look even more like Oogie.


This first sack of unpleasantness is mounted on a raised base that supposed to be a sewer pipe outlet, leaking some nice green ooze.  The figures are quite small but in game they are "height 2" which is average so larger bases help remind me and my opponent of this during play.  The small die was added to the base to again emphasise the gambling aspect of these guys, plus again they are Oogie's favourite toy in the film.


This second little chap is again mounted to add to his height.  This time on a sewer grate, he's just rolled a pair of dice and (after a little bump) managed a double 6...little cheat!


Anyway, short post was the plan, so there we go.


Nightmare after Christmas

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So I made a snowman - well snow sculpture anyway.



The subject matter might be escaping you - answers after the jump along with the miniature related goodness that inspired this endeavour...




The character in question is Oogie Boogie from Tim Burton's "Nightmare Before Christmas".  The image below is the source of inspiration for the Snoogie Boogie-man (or Oog-loo?) I've made.
So why am I all about the Oogie at the moment?  Well if you read the last post you'll have seen I've been using some Stitched Togethers in my Zoraida crew for Malifaux.  I'm allowed to use 3 of the evil critters, however Wyrd have only made 2 unique figures.  This got me thinking, perhaps I could make my own Oogie?


I've not really done much sculpting before, but I felt big burlap sack monster wouldn't be quite as hard as some figures that exist out there!  After consulting my brother and the interwebs I got cracking.  Using paper-clips to make a rough skeleton to sculpt over, I used miliput to make the rough shape of Oogie first.


After lots of filing and hacking with a craft knife I had an outline I was happy with, so it was on to the detail.  Using Pro-create I worked on turning the outline into the character proper.  I also took the opportunity to make a themed base, there's a sort of fairground of doom motif in Oogie's lair.


Next it was on to painting - here's a work in progress shot as I argue with myself over detail I had sculpted and things I had painted for effect - some worked and some didn't make the final version.


So here he is finished, now holding the fateful die!  I didn't sculpt the stitches in the end as it wasn't going well, so I opted for simply painting them and I think it works well enough.  I also repainted the die, I got some feedback on my stitched that they were too shiny so I took note and fixed that here.


Rival crews

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I've been taking the odd snap of my opponent's crews as and when I remember to.  A couple of them I've shown before, but here's a collection of largely painted crews doing the rounds at the moment.  There are more crews in my local group so I'll try to remember to capture them as and when they appear.

First up is the Nicodeem crew from the local henchman Matthew.  These chaps were painted with a Mardi-Gras theme - Matthew has several versions of Nicodeem now.  Since this photo was taken Matthew has progressed his crew to include a totem, an avatar and several unpleasant minions I have yet to face, like Bette Noir.  I'll endeavour to get an updated shot once the show down is scheduled!

Next up is the Marcus crew belonging to Carl.  I'm facing this crew again this coming week so it'll be good to see how this has grown since these humble beginnings.  I know there's a lot more beasts that could potentially be turning up.  I especially like the bases on this crew.

This is Andy's Perdita crew.  Andy is very new to painting minis and it good to see him progressing and working on figures from various games.  Andy does have a fairly broad Malifaux guild collection so I hope to see more interesting combinations in the near future.  In the back ground you can see a swamp built using the guide I posted last year and painted by Rob the local store owner.

Largely considered to be the player to beat in the local area, Mark has been running Ramos recently, although he has a large collection of guild figures too.  There's some great light source painting here and bold schemes running across the figures.  Facing Avatar Ramos, the Coryphee duet and Lazarus in a single crew (roughly 35 soul stones here) was terrifying I can tell you.  I managed to take the Coryphee down sacrificing both my Stitched Togethers to achieve this.  Lazarus I managed to blast apart with concentrated Avatar Zoraida pins and needles power.  After this is was a case of stick to the strategies and schemes to pull off a very narrow win (7-6) and worry about the next time I face this pain train (or possibly Mei Feng now as Mark both owns that crew and the name fits better).

Finally for today we have Rob's crew, lead by Leviticus.  There's some great painting in here, the bright greens and pinks are very eye catching and the skin tone and highlights on the abominations/engine is unusual and effective.  An usual crew as they don't get to draw cards in the normal way, the focus is to get Leviticus to die as often as possible and return to life to reap the benefits. Rob's got an interesting collection of figures here, heading largely down the undead path to start, with Guild Autopsies and Punk Zombies.  There's a sneaky effigy in here too for some card manipulation tricks.  Rob's had some mixed luck with this crew, I was able to keep Leviticus from returning to life by dealing with his waifs (the colourful ladies) with my gunslinger and when all else failed, mind controlling Rusty Alice to finish the job.

Space Marin- erm, Interstellar Commandos?

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In a week where GW made the news in a way they probably aren't too pleased about, I'm posting about my Grey Knights army that doesn't have any Space Marines, hopefully avoiding any legal issues.



I've been pretty busy on the hobby front this past week, hence no blog last weekend.  I tried out the classic Vampire: The Eternal Struggle CCG last Saturday which was really interesting - I'm sure I'll be giving that another go.  Sunday I was helping out at my local shop, 7th Heaven Games, rearranging the layout for optimum gaming fun!  More gaming tables than ever so come check it out.  They are also doing a bit of fund raising if you are feeling generous- and even if you're not the deals are actually extremely good value anyway!

On Monday this week I played a 1000 point game of Warhammer 40k verses Will, using his Chaos Space Marines.  My Grey Knights army is really an Inquisition force, lots of human henchmen doing the bidding of Inquisitor Coteaz.  I've been collecting figures for this on and off for about 18 months now and I can field around 1250 points.

Slowly expanding the army as I find figures I like is a joy.  Its not creating a competitive army (it was never meant to be) so there's no 'must get the new meta-game beater' threat hanging over my thoughts.  This latest batch of Heresy troopers arrived on Christmas day and very pleased I was too.  On discovering just how many spare components I had from the character upgrade kit, I ordered another pack of troopers to get the most out of them.
Here's one of the reasons I was after some new recruits - the special weapons guys, with a normal rifle trooper for reference.  The heavy machine gun guy is very much in the aliens pose (and I have further plans in this area) and the flame thrower trooper has upgraded armour to help keep him un-toasted.
A rear shot so you can see the amount of kit these models have sculpted on them - ready for anything these troopers!
As I had 8 figures lined up and am currently running my army's henchmen as two rival 'houses' I needed to paint half blue.  Here's the standard troopers I've added.  The blues will get special weapon support in the nearish future no fear.
The other thing I was keen to add to my squads was some leader characters.  The character sprue Andy's created to supplement his troopers is great for this, in fact offering too many options for what I needed!  To get around this, I've magnetised the options for my two chosen leaders.
This allows me to run my grizzled commander with a chainsword or powerfist depending on how flush I am feeling and the red guy can switch to just a rifle if the Mantic trooper with powerfist I already have shows up.
I thought it was a good time for a bit of a recap on just how I was doing with the reds and the blues so here's a couple of group shots.  The first shows Coteaz and Frank overseeing the Blue house in full strength from the safe walls of my big bunker.

The second shot shows Deadlock (who I can't decide whether will be used as a Paladin or an Inquisitor going forward) standing proud over Red house.  The magnetised sergeant has switched to a third combination, I love those little 'rare earth' magnets - try looking for the 2mm ones on ebay if you are interested.

Henching for Wyrd

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I've been enjoying Malifaux a lot this past year so after discussion with Matthew the local Henchmen, I've applied for and been accepted into the Henchman ranks for Wyrd Miniatures.  This means I can demo games and run events officially on their behalf.


I'm very excited by this opportunity and have already run a number of demo nights at my local gaming store. Next up is a tournament on the 2nd of March - anyone who can make it is welcome!

Back to some minis then.  As the Malifaux league grew last year, I was wondering how to expand my Zoraida crew.  The stitched togethers were my first additions, but after those there were a lot of options so I had to decide which way to go.  Dolls was one route - with Collodi and his retinue and so on.  I'm not a massive fan of some of those models but I do really like the Puppets Wars plastics so I am hoping Wyrd will redo (in plastic) a number of figures in future.  Neverborn Nephilim were another route, but that felt more like Lillith's thing so I may come back to that.

So instead I went the cowboy/shooty route.  This isn't all that common from what I understand and the options are limited, but I was really interested in seeing what I could do here.  Zoraida is a subtle enhancing leader and can work with anything, in this case I was looking to maximise the amount of bullets I could put in the air.


First up, the only real Neverborn cowboy option, Tuco.  Clearly a reference to The Good, the Bad and the Ugly, this chap is an ex-guild Ortega family member who was captured by the Nephilim and has become tainted whilst held in captivity.  Now resenting his former clan, he works for the Neverborn to try and reclaim Malifaux.  With a bit of "Smooth Criminal" style going on with this figure, I opted to copy the official paint job closely and am pleased with the outcome - although I can see a few chips on the photos so I need to sort those out an finally varnish him!  In game he's been amazing.  Extremely sneaky, fast and surprisingly durable, he's been a real asset to me.


Next up is the Brutal Effigy.  Created by Zoraida to learn about and exploit the other faction's weaknesses, the Effigies were created in mockery of the very things that made each faction unique.  This backfired during 'the event' and the effigies awoke with their own intelligence and agenda - they felt kinship with the factions they were designed to weaken.  All this said, the Neverborn can still command them when nearby so Zoraida can make good use of all of them.  I have chosen the Guild version, the Brutal, who at once resembles the Judge, death marshals and has 4 horse like legs.  This little chap lives up to his name, pretty cheap but hard hitting, he also comes with a pretty easy to cast healing spell that fills a utility gap in my crew. Again I've stayed close to the official paint scheme here and am very happy with the outcome.  Thinking ahead to the inevitable Guild crew I will own, I have started basing that faction differently - using cork.  My Kirai crew is on wooden boards, my Neverborn on swampy or badlands type bases, I wanted the Guild to be different again.

Next we have some minis that aren't official Wyrd products (traitor!).  I picked up some Black Scorpion cowboys as the Wyrd equivalents for the minions I wanted to use were't quite what I had in mind - i.e. more cowboys!  I've reviewed the complete pack on my brother's blog.  This slightly over the hill cowboy is my choice of desperate mercenary.  Very cheap to hire and in all honestly not great, these mercenaries are an easy way to increase my figure count and get more cowboys in to my game.  I've found that having a figure I really don't care about is actually very useful - more than once Tuco has plucked some treasure from the centre of the table, danced back to this guy and then left the poor sucker to lug it round and hide for the rest of the game while Tuco goes back to the party.

The last cowboy I've managed to squeeze in is this amazing looking chap.  The second Black Scorpion figure in my crew, I'm using him as a convict gunslinger.  The figure is suitably menacing and ready for mayhem.  Ruleswise this guy is where the pain is at, possibly the most bullet based output per soulstone in the game.  Combined this with Zoraida's abilities to control her minions, this guy is a one man army with the right cards. I've shot to pieces Dust and Ashes - and the urn he left behind.  I've also shot McMourning's face right off.  He's good.


So here's the main part of my Zoraida crew - the figures I've completely painted.  Its not quite everything I used in the league, I had some success with the Arcane Effigy and Zoraida's Avatar too, but they aren't finished yet.  I never quite got around to using my Spawn Mother or her Gupps, the all fishman crew is surely an experiment for another day :)

So just to round off on the league (as it finished last year I should really get these catch up posts out of the way!), I was very pleased to find that I had won the league with a combination of winning most games and getting so much of my crew painted.  I was also voted best painter, which I am really happy about as a lot of time and effort went into these guys.  Most hobby points went to Matthew who painted a huge array of mardi-gras themed undead and best sportsman went to Si, with his Orphelia lead crew and exemplary playing attitude.

Unexpected Agendas Tournament

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After an exciting and fun filled day, here's my write up of the Unexpected Agendas tournament that ran on 02/03/2013 at the 7th Heaven Games Shop.

The tournament was based on encounter driven multi player games, which mean each table had a strong theme.  So on a busy Friday night of roleplaying, I snuck into the shop to set up the tables the night before with Rob's help.


Seamus's evil plans are on display for all to see on the Badlands table - here the Irish madman is going on a killing spree near the dead zone while the Von Schill crew toy with the other half of Sonnia's embattled crew.


From top to bottom, left to right we have the graveyard, the Badlands (actually from a game in progress- thanks to Bryan for his scenery here), the street of Malifaux and the bayou (with some excellent trees made by Will) .  

With the tables all set, I thought I was all ready for a busy day of running the tournament.  What I had forgotten was the Rob was getting all the agendas (much like schemes in a normal game) printed and I would need to get this cut out before the players arrived.  As our first contenders arrived I presented them with sheets of card and scissors and everyone got involved with the Blue Peter spirit!  This meant I didn't get photos of everyone's crews, which I apologise for.

Eventually we had 13 players with all the cards they needed and 4 great looking tables to battle over.


Here's an in progress shot from the first round battling over the graveyard.  The gremlins have found the real Necronomicon and are running away from Kaeris on the warpath with her pet bipedal stream train!  Lucius wants in on the action too so is frantically ordering his special forces into the mix.


Here's a Ronin reinforcement that Matthew hired into his Seamus crew during a game where he was the underdog.  Its a turtle fantasy football figure from Greebo's upcoming Nippo Goblin range (I got it early from an Indiegogo project).  Next to Leonardo is Bryan's hand from late in the second round - it looked like his Viktorias were about to unleash hell with cards like that!


Here's a battle unfolding on the Mailfaux table, with the Ortegas attempting to sneak into the creepy haunted house early before anyone notices!  Big demons have descended upon Ramos while the Viktorias are eyeing up the shape of the fighting and waiting for the right moment to break cover.
 

A couple of Andy's new recruits to his guild crew.  The Austringer is a homage to Richard O'Brian I'm told.  The cards and spell picture next to them is Leviticus casting unnatural wasting on Lillith for a staggering duel total of 30 - she was down 5 wounds after this, only to be punched in the face by Rusty Alice - who would have thought?

A furious rumble in the bayou is unfolding - the Silurids enjoying the watery scenery.  Leviticus is spreading out looking for scrap in ponds while Kaeris lines up some devastating fire-power.


 
I managed to snap a few crews on the day - here's Will's Kaeris in situ on the bayou board.  They are all mounted on metal grills over furnace like bases.

Here's Dan's Lillith crew.  Great use of Heresy's demon here as an alternative mature Nephilim.  Dan won the Sportsmanship award on the day, so well done!

Here's Karl's Ramos crew which won the best painting award.  My photo really doesn't do them justice - combination of bad lighting and a bit too much reflection.  There's some lovely subtle colours and highlighting on these figures and the crew look great together on the table.  There were some really nice crews in play on the day (see Bryan's here on his own blog) so Karl did well to come top.

So who won in the end?

3rd Place went to Louis with his Marcus crew - you can see him in action on the Bayou board above using his dratted frog men to great effect.

2nd Place went to Matthew with his Seamus crew.  Clearly his evil plans worked pretty well.

1st Place went to Mark with his Kaeris crew, which I really must get a shot of!  Mark was great fun to play against, scoring well in the sportsmanship award and he was certainly a contender for painting too.  However it was with an eye on the prize that Mark ruthlessly hunted down his agendas (note the Steam Golem bashing  his way though gremlins in the graveyard shot above) - to the point of even shooting Kaeris in the back with one of his own models to ensure he spent all of his soulstones in one turn to achieve a personal agenda item - that saw him ultimately victorious.  He didn't quite demolish the entire creepy structure in round 2, but it was close and he did manage to land mine about 50% of the figures on the table in one turn as well.

So that's all done and dusted for this month, but I am pleased to report many players were very keen for more, so I'll be planning something for April.  Any excuse to wear a cowboy hat and carry a nerf gun around all day...

Warhammer Zombies!

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Well another week gone and I'm a day late posting, but hopefully this was worth the wait!  I've added some new gadgets to the sidebar - there's an RSS feed which was a specific request - so enjoy.  I've also picked up a few new followers the last few weeks, welcome all - that's doubled my followers to 6!  

I've not played a huge amount of Warhammer for a while, but a couple of my friends decided we should fix this for 2013 with a slow (continental drift slow) grow "tale of 3 gamers".  My friends have limited time for painting, so the plan is to play 500 point games of Warhammer, once a month.  Each month we will increase the army size by 20 points and everything must be painted to be fielded.

I've had a largely painted set of Warhammer armies for some time, Wood Elves, Skaven and Vampire Counts.  What I haven't done is spruce these up for years, all of them are really inconsistently based and in need of a fix-me-up.  I can't seem to shake my undead fixation, so dispite some misgivings about using them at 500 points I chose them.  For reference my friends are using Goblins and Lizardmen, I'll see if they let me take some shots.


So after the first month, I found that my zombie summoning power was seriously dented by the fact I only had 27 painted.  Here's the shot of them in all their shambolic ruin.  Not based, not finished, this motley crue has been in this state for something like 7 years, from 2 army books previous when zombies were reasonably worth taking.



Operation: Pimp my zombies was kicked off.  I've been sitting on 60 odd GW zombies for ages but recently got some of Mantic's excellent minis (30 to start with) in hope that I'd be inspired to paint a more suitably sized mob.  For the GW mob, some rebasing and choice painting was all that was needed to get them  ready for the table.  My key discovery recently here is the wonder shade Anthonian Camoshade - seriously douse any figure that needs to be a bit drab over a base coat and your rank and file are done (works with skaven and all manner of swamp folk fantastically).  So here we see a GW spruced up and a comedy half zombie from the Mantic sprue - useful where some of my zombies are overreaching themselves a bit!


As there's so many of the damned things I was keen to try some regimental basing for the zombies.  My goblin using friend had a few spare, so here are the results of these experiments.  I've added a gravestone to a couple of them for fun.


I really like the Mantic zombies, so much more dynamic than GW's and a very good price too.


I did add a few more GW zombies to the unit as well as few solo Mantic shamblers.  All of the new additions were base coated in a strong (but unpleasant) skin tone, light greens, greys, light browns and a yellowish variant.  Next loincloths and other assorted clothes were added in darker colours, greens and browns typically.  A fairly liberal coating of dark red was added to assorted viscera and wounds and the teeth picked out.  This is all hit with camoshade and we're largely done.  I've added some brighter red blood to the more dangerous zombies where they've managed to find a meal and made everyone's eyes glow a selection of unpleasant colours using Tausept Ochre as a base, then a bright yellow plus optionally a shade if I wanted a really odd colour, blue or something.


So here's the entire unit of 48 ranked up - the standard and musician are frankly ancient lead GW figures, which while nice, fall over all the time so I need to sort those out.  I could use a banner too.


Here's them again without the flash - not sure there's much new to see but some of the colours show up differently.  The bases are simply sand stuck on with PVA (under and overcoated to stop it coming off) painted dark brown then drybrushed with medium brown.  Finally some some more PVA to glue random clumps of flock were added - I like the idea my undead are attacking over broken earthlands.


To finish, here's a complete army shot of the forces I've previously posted on this blog - essentially my most recent undead additions to my army and all consistently based.   Use the labels on the right to see the detailed posts about my Wight Lord, Skeletons and Ghouls.


The idea is to add to this growing horde by updating my existing collection to a fresher state or paint some of the hordes I have collecting dust (including the other 42 zombies) - or more likely completely new stuff as the evil retailers out there realise that undead are clearly the coolest figures.

Its got nasty, big, pointy teeth...

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My local games store 7th Heaven ran a painting/ diorama competition this year with an Easter theme - namely there must be a bunny in there somewhere.  I didn't have very long to ponder my entry or find different figures, so with my homage-o-meter running on full I decided Monty Python's Holy Grail was my best bet here.
So here's the finished entry.  Our valiant Sir Boris is ready to confront the beast at the cave of Caerbannog complete with a little title card in case its not clear to the casual viewer what's going on.

So here's a few more shots at various angles.  The piece is based around an old GW Bretonnian foot knight model I've had for an age.  As a grail knight he seemed to fit the bill nicely.

Facing him is a little bunny I put together in a hurry with green stuff and pro-create (not for any clever reasons, just my green stuff is a bit old so after making a few bits I threw it out and used whatever else I had).  Someone pointed out I could have used the Malifaux Jackalope instead - I wish I had thought of that (and had time!) as I do want to add one to my collection, but this little fella did turn out ok and definitely cuter.
The bunny and the knight are about to duel over a small clutch of Easter eggs as you can see from this shot.

Sir Boris, close up
Sir Boris, with film accurate heraldry!
The beast, ahhh cutey
Defending the eggs
Close up of the combatants
 
The base is made from mounting card with a couple of increasingly small circles of foam board stuck on top. Into this thicker base I was able to cut appropriate sized holes for the miniature's bases.  Next I used bits of cork, slate and sand to add some texture.  All the gaps were filled and smoothed using wood filler.  Lastly I scattered a selection of GW skeleton bones around the site to show just how wide the vicious streak this rabbit has is.

Big based undead nasties

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Despite chugging through quite a lot of hobby stuff in the past weeks and months, I'm not finding taking photos of stuff any easier or more enjoyable, half the time things don't come out looking very good, the other half I notice that the figures aren't nearly as good as I thought!

Well that's the excuse for my slow updates out of the way, here's some pictures.

I've actually had the first bunch close to completion for a while, they just needed some final details and basing.  Its a unit of Vargheists, new additions to the army this latest version of the book.


The kit allows you to make the winged terrors shown here, or huge ghoul like creatures that really don't float my boat - I'm looking for some werewolves to use instead.  I've gone for a slightly unusual colour scheme, using the new GW paints - the space wolf armour progression I think for the skin and a slightly unusual blue to purple blend for the wing membranes and fur.

Each of the new guys is a completely separate sculpt which makes them all very characterful.  The downside is should you get more than 3, the parts aren't multi-pose or even compatible with different bodies, so without converting you are stuck with the same 3 poses over and again.

This chappy with the extra set of wings is the unit champ, my favourite pose of the 3.  I've found the unit to be an interesting addition to my army, so very useful in most match ups if you can save them from being shot!  I've based them consistently with the rest of my newly coherent undead, although I've added some small bits of shale to break up the larger bases.


Next up are the figures I use as spirit swarms who have been around for a while now.  I really don't like the current standard models, so I've used instead Lord of the Rings army of the dead models.  I've used the metal set that included the king which I don't think is available now, but you do get a lot of plastic warriors in the set now.  I've mounted 3 to a 40mm base (what we called Monster bases back in my day, relatively tame these days that size!) and when formed up they do look like a mob of ghostly warriors which is perfect.

I painted these very easily, I recommend the trick.  Painted over a black undercoat (my standard) I dry brushed the entire lot dark grey.  I then progressed the grey tone lighter and lighter till I used only the slightest amount of near white paint.  Once this was all done, I liberally doused the lot in green wash and ta-da, job done.

Yin the Penangalan - weekend painting challenge

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Quick post this weekend.  On passing through my game shop on Friday I couldn't resist picking up Yin, the Penangalan for my Kirai crew (Malifaux again!).  I've been working on a lot of hobby projects that trickle on for weeks if not months, so I thought I would buy a fresh mini and get it finished in a weekend as a challenge.


Here's the box artwork - Yin's an unpleasant looking character and I thought would be a fun mini to paint.  Lets see how the art translated to figure.

 
Here's the completed figure.  I must confess after undercoating I was worried I'd lost a lot of the detail, I didn't look at the figure too closely before spraying and things looked very smooth while the paint was wet!  I think it dried largely alright, however I have noticed that the Malifaux plastic miniatures in general have very light/fine detail so I may have to be more careful in undercoating in future, one of my wastrels has a very vague face at the moment!


Yin is based on an Asian folklore monster, a sort of vampire.  Essentially the head and organs of the creature are mobile and the body is left behind.  This means painting all manner of gore, organs and mucus - a lot of fun experimenting here!  I've used some water effect to make drippy bits of gore hang off the model, gloss paint to make areas shiny and a lot of different ink mixes to get assorted shades of blood.  My favourite combination here was using the old GW Dwarf flesh with a red wash over it to get the wormy body colour with muscle tone - very simple and I think very striking.

Oddly I went for a completely new base style on Yin.  I had the idea that the trail of gore she'd leave behind would really have an impact on a more conventionally setting.  The black and white tiles of a traditional kitchen for some reason jumped into my head so that was my challenge.  Using some plasti-card I got very carried away making little tiles.  I even broke one just because.  Once neatly painted and with Yin in position, I had to carefully apply pools of gore where I felt they may have splattered - above you can see a small pool growing the from the drip on one of her coils.  There's also a large amount of gore where she slithered into position, much like a worm trail.

Back to bases

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Another week gone by and more hobby goings on to report.  I'm currently planning for my next Malifaux tournament  so if you can make that you'd be more than welcome.

I've been working on basing (or re-basing in some cases) my miniatures in better ways since taking up small scale skirmish games.  For Malifaux in particular I am picking up minis from the various factions and its an opportunity to use different themes.

This lady is a gunslinger from the Iron Kingdoms range that Privateer Press supports alongside its RPG.  A couple of months ago I took part in a short campaign and this was my character.  Long term she's going to appear as a Gunsmith in Malifaux which means she's an Arcanist.  I had an idea in my head that I wanted really steampunk bases for any Arcanist figures I get, so I was looking for something special.


Fortunately I found Foundations of War on ebay and they had a range of resin bases that matched what I had in mind.  Using pieces of clockwork watches they've made some great looking bases.  Hopefully you can see from these varied shots how great the detail has come through.


 In case anyone is counting, that's 4 guns shes got :)


This next chappy is the Arcane Effigy from Malifaux.  I've used him in my Zoraida crew (as is her want) to boost the amount of cards and spells the hag gets - especially useful if you are planning to 'Avatar up' during a game.


This little chap is attached to his based by a pole of metal and it looked a bit naff frankly.  This clockwork base was perfect to re-base him onto with the raised central shaft from the cog.  I still have 3 more bases from the set, one is already painted and I have a figure in mind to mount on it, so in time that will appear on here.

These tiny chaps (sorry they are a bit blurry - its because they are so small!) are Malifaux piglets but I am using them collectively as the Lost Love(s) for my Kirai crew.  As I have used a Spirited Away theme for that crew, following the film's story her parents have been enchanted and turned into pigs.  So while not physically lost, they are spiritually.  I've swirled up a bit of wood filler on this base and painted it as mud - seems to fit them nicely.

Finally a bit of a WIP on my Gatormen posse.  I painted the minis a while ago, but my Minion army for Warma-Hordes still isn't based properly.  I picked up some woodland path bases from Fenris Games of various sizes and am working my way through the army.  This one has a nice little stream sculpted into it which I've added water effect too.

Riptide and Imperial Knight

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For the last few weeks (or is it months?) I've had a background task of getting a number of big robots ready for a big fun game of Apocalypse 40k that my brother is organising.


He and some of his engineering genius friends have a huge collection (both in number and size) of models for the larger game of 40k and they were keen to have a big landmark battle.  The Beer and Pretzels event @ Spirit Games in Burton is hosting this event so I've been working towards this deadline for a while (as have several others!).  You can see various bits of progress by my brother and others on MyWargame.com.


I'm taking a bunch of dreads and some other bits but wanted to have a couple of larger toys to contribute.  Ben, the genius behind the Imperial Knight above (and seen in many other places including one of Beasts of Wars' podcasts), helped me acquire and build my own Knight and with the recent Tau releases, a Riptide was my second slot easily chosen.

So what have I managed?  Find out after the jump.




So first up is my Knight.  This guy has been knocking around my painting table for an age.  I posted a preview some time ago promising I'd do him one day.  I've been using him as a Dread Knight in my Inquisitor army and his armament and size fits that role well.


I had a bit of a play on the rear of the Knight as there wasn't a huge amount of bulk here.  I've added some ammo boxes and other bits from my bits box to suggest a bigger generator.  I found this chap a bit of a challenge to paint, large areas that are quite sooth and in places quite devoid of detail.  Its a functional paint job but I feel I could have done better.




Imperial Knights are organised into houses so have heraldry and ranks and so on much like historical knight households.  My Knight is now owned by Inquisitor Coteaz and with my squads split into Red and Blue I had to split this chap down the middle!  It also mimics nicely one of the typical heraldic colour splits.


On to my Riptide.  Thinking ahead for once, I wanted to do something interesting with the base.  Using my circular cutter I made a large version of the Fire Caste symbol (see in the chest and shield of the Riptide) on the base.  Its not exactly scenery, it could be some Tau landing pad I suppose, but in my mind it looked quite cool.

So here's a before and after shot.  The before is blue-tac'd and propped up so the pose is a little different.


This chap is pretty huge so I spent a lot of time painting him and discovering I'd either rubbed the paint off the edges or managed to smudge wet paint somewhere, and this was doing this in components as well so it could have been worse.  I'm not used to painting things this large so I've learnt a few things but overall its a pain.



I magnetised the main guns and the turret weapons so I can switch and change the load out as I get a better idea of what works in the game.  It does mean I ran out of bits to attach the other systems with but never mind!


So here's the group shot with all the components and the shield/missile drones.  Mission compete, now I just need to work out how to transport it safely...
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