Saturday, August 1, 2015

Hobby Progress: Urien, Warhammer, Wolf Guard, and Miscellany

One by one I'm popping out some finished work ... keeps me sane. 
 
The old DE model for Urien ... all the key themes of stapled flesh and torture devices are there.  A standout in a field of in otherwise heretofore medicore range.
And OOP Warhammer 'Dogs of War' Witchhunter model.  Good fun to mix the browns with more browns to achieve that Puritan / 17th Century effect.  Gets me thinking about Mordheim, actually... 



A relatively easy mod to the now-OOP Logan Grimnar model.  The flail is from the (now) OOP Chaos Maruaders box. 


 And finally ...

A miscellaneous fighter from the Reaper range. Painting the reds in his cloak was good fun.









Project - Counts-As Squiggoth pt. 1

The Historicon Flea Market was very good to me a couple weeks back ... I picked up an Archnarok new-on-sprue for just $25.

So now I get to make something that I've been interested in for quite some time -- a Snakebite Clan counts-as Squiggoth.

At this point I am leaning towards a lobba to make it comport with the general ruleset for the Orks, but there is definitely some appeal in having a direct fire kannon too.

It's big, but not as big as I'd hoped, so I plan to build out a big howdah for it.

Separately, its legs are too expansive to allow for true basing -- too big a footprint for the bases used for a Dakka Jet, for example.

Mmm...tasty Chaos Space Marine...

The 'little' guy on the right is what I'm aiming for...


Sunday, June 28, 2015

Ultramarines Praetor

A survivor of Calth ... I'm especially proud of the radiation burns I created by mixing in some red into the Army Painter Flesh Tone after I'd already put a layer down.

Initially he had a blue sword and blue power pack on his gun -- but it was too much, so I redid them.

I'm still not 100% on the lack of white to contrast -- but that's as much a factor of the Heresy paint scheme as it is the 'this is a generalist model you can use for any Legion' factor.

These have a different 'dust and grime' scheme than my Scattered Legion troopers, to represent Calth's urban terrain, vice Istvaan V's open ground.

The final -- with a wash of Asurmen Blue over Boltgun Metal, and a blended green powercell.

The original -- just too many different shades of blue going on.

And a close up of his face ... blended to look like he got rad-burns.

Iron Hands Project - Contemptor Drednaught

My latest work ... themed as another survivor of Istvaan V.

I tried to make the left breast look like it'd been burned, but that's very hard to do on black armor ... so instead it looks metallic and rusted.






Thursday, June 4, 2015

Product Review - MDF 32mm bases from Modularterrain.com

When it was announced, I was violently opposed to the new 32mm basing push by GW. And the ones on the GW store sell for $.50 each ... which doesn't help matters. 

But the more I thought about it, the more I wanted to see what all the fuss was about ... I'd heard some of the podcasters I listen to talk about how good they look.  And, let's face it, many of the CSM and SM sculpts are falling off the edge of their 25mm bases.

I looked at my local FLGS ... which carries a lot of the green plastic bases made by Renedra (http://www.renedra.co.uk/index.php).  I'd bought some for some WW2 minis I have to use with Bolt Action and they're quite good.  But Rendera doesn't sell 32mm -- only 30mms.

So then I turned to an old friend for help - Ebay - and found a Spanish seller called ModularTerrain.com. 

That's right... just about $.10 each after shipping... 
Modularterrain.com has an eBay store that lists all their products. (http://stores.ebay.com/Modular-Terrain?_trksid=p2047675.l2563) :


The bases arrived within 2 weeks (they come from Spain after all) in a small box (*amply padded) and packaged thusly.  I also got an email from the seller when they shipped.




Each one is 2.5mm thick, has flat smooth surfaces (ie: there's no top or bottom) and tight, lasercut sides that are fairly smooth too.  They take glue (*in my case I'm using LOCTITE) like a champ -- both for affixing the miniature to them, and for putting on base materials.   I've even pin drilled one to take a metal Chaplain (after snipping off the tab) and it worked just fine.



My final note would be that if you look at their store on Ebay, they also sell a wide variety of paint stands -- and their shipping costs a re less than those from Hobbyzone (http://www.hobbyzone.pl/en/). I can't compare the products, since I only own those from Hobbyzone (*and heartily endorse them).

So all in all, very satisfied with my find on eBay. Worth a look if you're looking for bases for your armies (40K or otherwise).   



Friday, May 22, 2015

A Little Progress: Eldar, Ultramarines, and Berzerkers

Cleaned a couple of projects off the to-do list last night...

The Farseer -- I'm aiming for the Alaitoic color scheme, but didn't quite hit the mark here.  First, painting yellow over black is a nightmare, but second, I didn't get the right balance of dark blues and yellows that I wanted.  I think this is because of how the cloak came out -- it's too bright. But I like the black robes and turquoise wraithbone.

Next, the Ultramarines Captain ... love how this one turned out.  He's a metal cast with a resin HH-era backpack slapped on.  Didn't go for the weathered look -- he's an Ultramarine after all. His base looks like crap, but I'm waiting on some 32mm to show up so that I can rebase him.

Finally, the Berzerker.  My CSM Khorne theme is one of Blood Angels fallen to Chaos ... so the blond hair and white skin is a deliberate move to make him look like some Lestat knock off.  As you can see, this model is a mix of CSM Berzerker and the old SM Tactical box.

Try not to focus on how terribly oversized his left hand is compared to his right.



"SING IT!!!"



"Hey, at least I don't wear glitter..."


Thursday, May 21, 2015

Iron Hands Project - Demi-Squad 1

Armed with some resin crack, I am setting out on the path of building a small Heresy-era force.  Am aiming for something I can use to play the 'Victory is Vengeance' campaign from Book 3 of the HH series.

Got these fellows on Ebay ... which has its own challenges.  The casts are nice and clean, but the resin is very soft and frequently snapped when I was trimming them out.

For the paint scheme, it's Leadbelcher with a black wash (in this case Vallejo's Black Wash heavily thinned down) and some flat black for the armor -- and then some rust and dirt (Vallejo's flat earth) liberally stippled on.  I also stippled some more Leadbelcher on to put chips on their armor.

The effect I'm looking for is 'it's Day 27 after the Dropsite Massacre ... we're still here, and we're REALLY pissed off.'

All in all, quite pleased with them -- frankly they make my 40K-era Iron Hands test models look too clean and well behaved.



"Get off my lawn!"

Sunday, May 3, 2015

Ultramarines Standard Bearer - Games Workshop Skullz Limited Edition

Once upon a time, when I was a poor college student, Games Workshop had the Skullz program. Basically, if you sold enough of your blood to buy mountains of their stuff, you could get swag -- which included some neat limited edition miniatures.  For a long time, I coveted that Ultramarines standard bearer -- I thought it was a neat cast, despite its waspish waist.
SHUT UP AND TAKE MY MONEY!!!

So many years later, Ebay, blessed blessed Ebay, delivered said model unto me for a staggeringly reasonable price ($20, if memory serves...).

I chose a red banner, because GFY if you think I'm going to try to paint that much white...

Iron Hands Project - Captain

A simple conversion, taking my inspiration from some podcast or Independent Characters HPC post ... I honestly can't remember where.  But the simple addition of a Grey Knights sword - cut to make it a bit more like what I think the sword used by Bion Henricos in the Little Horus short story would be like.  If you've not read that particular piece, I highly recommend it... it's Abnett at his best.

Add to this some purchases of both 30K and 40K Iron Hands models and I find myself doing a lot of edge highlighting of black armor.

For the 30K folks, I'm thinking more and more about a force composed of Shattered Legionaries, with the odd member from either a mainstream force (e.g.: a small band of Space Wolves) or some of the nameless unmarked legionaries mentioned in Book IV -- those who cast off all their parent legion markings.

As for 40K, not sure... probably just enough to get a feel for painting that legion.  I'm an unapologetic junky for the 6th Legion, with a penchant for Ultramarines in my spare time.



Elves and Cockroaches

Finally got around to finishing up some projects that I'd been toying with for a while ... namely a Carnifex and the Eldar Avatar.

For the former, my goal was to make it look as realistic as possible, more like a cockroach than any kind of specific Hive Fleet. 

Of course, when I tried to base the model, I got a lot of dusting and clumping and had to soak the mini in Purple Power to get that back to a more normal coating.  That completed, I proceeded to use a combination of Vallejo Iraqi Sand for the flesh and Chocolate Brown (70.872) for the carapace, with an overbrush of German Camo Ochre for highlights, with a heavy wash of Agrathax Earthshade and then a layer of 'Ard Coat to give it a shiny appearance. 



As to the Avatar, its an unaltered use of the Dark Eldar Cauldron of Blood statute.  I used multiple layers of Citadel's Stegadon Scale Green, gradually working more and more white into it. A little Guillaman Blue glaze on the chest plate, and that was that.  I deliberately kept the sword as clean and metallic as possible -- the better to contrast with the darker tones of the Avatar itself. 




The challenge now, of course, is to find something other than a shaving cream cap to use as a base! I've got a good one from the Secret Weapon Miniatures "Bone Fields' range, but the Avatar's feet don't really fit well in the slots provided.

http://www.secretweaponminiatures.com/index.php?main_page=product_info&cPath=79_30_60&products_id=248

And of course, now that I stare at the mini some more, I find myself reminded of another otherworldy being that underwent a tragic transformation ...

Special Rule - "Moonwalk" - This model has a 3+ Jink Save

Sunday, April 5, 2015

Star Wars Armada - First Impressions



Since it’s release, I've managed to play 3 games of the new Star Wars - Armada game. What follows are the first impressions of a long time 40K gamer and occasional X-Wing player on the latest offering from Fantasy Flight Games.  

First thought?  It feels like a $50 game in a $100.

To begin, what I like about it:

The Commands system for the capital ships.  It forces you to think ahead, plan for expected engagements, and use your resources as a fleet, vice individual ships.

The Engineering Commands’ ability to automatically repair your ships without having to resort to dice tests is an elegant mechanic – its limited to set levels of repair by ship, modifiable to a limited extent, but doesn’t rely on the vagaries of chance.  I think it neatly captures the realities of trained crew without creating a panacea (*even the 3 Engineering points of a Star Destroyer for example, cannot outstrip the potential damage of a single turn’s shooting, but over time, will quickly restore that vessel to full working order).

Command Tokens:  An interesting mechanic that builds a layer of flexibility into the game without unhinging the Command Dial mechanic.  If, for example, you're not 'doing anything' beyond moving and shooting in a given turn (for example, as you maneuver into position before you lock S-foils and begin your attack run), you can choose to convert your Command Dials to tokens to save for a lesser effect in later turns.  This means you can store up multiple bonus effects – and use then burn them all as needed in subsequent turns (including all at once) to really go over the top and press your attack or execute a daring maneuver, etc. In particular, this provides the Imperials a balancing mechanism of sorts against the 'I react every turn' nature of the smaller, faster ships of the Rebel Fleet.  Case in point, a movement dial converted to a movement token lets you execute tighter turns, or speed up/down when you might otherwise be focused on shooting or engineering.  This means a more cumbersome Star Destroyer that needs to turn that extra notch to line up an attack on a more agile Corvette can do so (with proper planning, which again speaks to the think ahead nature of the game).

The Defenses mechanisms allowed in the ships – the combinations of shields, bracing for impact, and evade – makes for an interesting mechanism that blunts much of the damage a ship might otherwise suffer.   Hence, ships can be more survivable than you’d expect – yet still very vulnerable if poorly maneuvered or confronted with Accuracy dice.  All in all, it’s much cleaner to use than the damage tables of a game like Battlefleet Gothic (* I’ve no experience with Firestorm Armada, so I can’t compare it to that system).

The maneuver system  is a little wonky at first with its bendable measurement stick, clicks, and oddly marked ‘clicks on the dial’ notations on the cards, but once you've got the hang of it, it's easy and readily captures the feel of ships trying to move in time and space (*albeit in two dimensions).  And while its much less complex than the maneuver dials of X-Wing, maneuver is very much the heart of the game and the bendable measuring stick creates an excellent sense of momentum and the challenges of maneuvering.

And both fleets have their challenges.  Where the Imperials tend to lumber forward, the faster Rebel fleet takes a good deal of finesse to ensure they go where you need them to be in good order. In my first game (on a 3x3 space) I promptly ran a Nebulon B off the board edge – and my opponent did as well with his Star Destroyer.  In my third game, my attempt to spread my fleet and then move quickly to concentrate on my opponent’s left put my Nebulon B Frigate squarely in his front firing arc, which soon saw it destroyed.  By contrast, the Corvettes, particularly when armed with Maneuver Tokens are very agile and I ran them around quite neatly, threading through asteroids and other ships quite neatly.

So close you can hear the rulebook scraping the paint off the starboard side!

I also learned a good deal about Ramming, namely don't try to stop if you can't avoid another ship, because the rules aren’t written to make you come to a dead stop.  Use your speed tokens to speed up to get clear the following turn, because you just take damage and then pop out the other side if you can in the next turn ... so if you're going to overlap, don't try to slow down ... just put your shoulder into it and press on. Squadrons: Very flexible if properly resourced (*with the 'Squadrons' Command, they can move AND shoot – otherwise, it's just one or the other, which leaves the vulnerable); suitably dangerous to smaller ships; and adequately 'defended' from attacks by virtue of how the dice roll (i.e.: critical hits and target results don't count as hits, so there's a lot of room to miss when shooting at them).  



I'll hit the brakes and he'll fly right by ... or not.


TIE Fighters in large numbers are, as I'd expected after my first two games, dangerous.  In our third game, my opponent had 11 stands of them (within the legal 30% limit in Fleet Building Rules for a 300 point game), and used them quite effectively to strip the shields from my ships and set up one of my ships for a kill shot. You still need Squadron activation commands to make the most of them, but properly supported, they've pretty dangerous.  It will be interesting to see how many ‘Squadron’ points other ships get – whether either fleet will receive a ‘carrier’ at some point to maximize their use of squadrons.


Ahhh... I'm covered in bees!  Bees that strip away all my defense mechanism dice and set me up for a 6 dice shot to the head from the Star Destroyer.



By contrast, X-Wings make better for a anti-air defense than any rebel ship is capable of putting out, but at 13 points each they’re not a cost-effective way to defend against 8 point TIE squadrons.  That said, their Bomber Rule (*which means your critical hits cause damage) is nasty.  And while Luke Skywalker costs 20 points for his squadron he rolls a black die that ignores shields, which means that can will hurt you badly if let him get into Range 1. 

I know there’s an effect on squadrons related to ‘being engaged’ that we didn’t account for in this first couple games – but my suspicion is that the Rebels will suffer for that rule, because they can’t match the Imperials for numbers.   So it will be interesting to see what comes out with the B-Wings and A-Wings.  And God help us when the TIE Interceptors show up.

Grand Moff Tarkin is a helluva force multiplier. Every turn he can give tokens to your entire fleet.  Expensive in a 2-3 ship fleet at 38 points, but will be well worth it when they release smaller Imperial ships (i.e.: when you can have more of them that don’t cost 75pts each).

Initiative really matters: Going first means that you can set your ships up to shoot and scoot because you fire first.  Especially useful for the more agile Rebel Fleet. So game your list building to exploit that – don't go for 300pts when 295pts will get you the first turn. 

Free Rules:  FFG has done a great service to the community by putting their rule sets online. Unlike some other companies (ahem, talking to you, Mr. $80 BRB), FFG understands that the best way to sell models is to get folks excited about the game.


But all that said, here's what I am concerned with ...

From a maneuver perspective, the proposed 3x6 space will, I think, restricts the movement of the Star Destroyers.  To remain on the board they really need to slow down and do laps ... which takes the maneuver out of the game (*and as an occasional X-Wing player, that's been something that I've always considered essential to the spirit of these games). 

This obviously isn't dog fighting on that scale, but to succeed in the long run, the game needs to be more than just the Rebels doing laps around the lumbering Star Destroyers.  I suspect that this problem will resolve itself to some extent with larger fleets and larger playing spaces. And Speed 0 ships lose all their Defense Mechanics, but it could still be challenging for the Rebels.

By contrast, in our third game we tried a 4x5 space and both really enjoyed it for the running room it gave the Rebels, and the defense in depth space it allowed the Imperials.  As always, House Rules have their place.

The Star Destroyer, by virtue of its heavy armaments, high hull value, and 4 Engineering tokens has the possibility to simply 'castle up' in the corners or near the board edges, thereby denying the Rebels their key strength - agility.  This means they'll need to slug it out with the Imperials,  which they really can't do with the current ships available. This will be especially true if the Imperial player keeps his fleet together where they can support one another. 

Building on that, 6 game turns is far too short.  Easily discarded, but I can see it becoming a factor in tournament play. When we did discard it, we had a lot more fun. But without it, I am not sure the Rebels can really go toe to toe.

Multiple ships and a bigger play space make for more fun.   I eventually got behind one of the Star Destroyers - and was never really going to be out of position at that point -- but my opponent would have been able to bring his other ship to bear to block the move if we'd gone into more turns.  Regardless, that wouldn't have been possible on the more constrained 6x3.  (*as I said, we played on a 4x5 space).  All in all, though, I think the standard 6x4 mats we all own for games like 40K will be pretty great for playing on, even if they're not regulation standard.




The Maneuver Tool feels cheap ... expect it to break, and expect to buy an after-market model one too.

So do the Fighter Squadrons.  Set against the high quality of the capital ships, the fighters that sit atop the squadron stands look like they come from the travel edition of Risk. 

Which brings us to what I see as the critical fault with the game – Star Wars Armada is too expensive.

At $100 for the starter set (or $75 on sites like Warstore and Amazon) it's double or triple what the X-Wing starter set was - but doesn't give you any more game.  It's still just three capital ships – which is what the game is really about.  The ample supply of squadrons is nice, but they typically won't carry the day in terms of who actually wins the game.

Most of us purchased multiple copies of the X-Wing starter set to build out our core sets.  At $100, however, this isn't really much of an option – particularly for the Rebel faction, where those two extra little capital ships don’t buy you any significant increases in firepower or survivability.  It’s not until you're down into the $60 price range offered by Walmart.com that you stop feeling like getting a proton torpedo in your exhaust port.  And even then that's still double the cost of the X-Wing starter set online.

So what, right? It’s still a fun game, right?

Of course it is. 

But …  

… this means that would-be players will need to be far more selective in which of the Wave 2, Wave 3, etc ships of the subsequent releases they buy to build out their fleets.  And at $30 and up for the bigger ships, buying those ships will be a more selective prospect than doing so under the price points of the the X-Wing fleet expansion model.   With Armada, those high prices make much harder to justify just picking up an extra ship to see what cards it might contain. 

Of course, there will be cheaper online options for these ships; you can already see some of those in the pre-orders available (*just look at Walmart's $60 offering, for example).

The high costs of buying the new ships will dampen the 'impulse buy at the FLGS' factor.  Armada’s ships are two to three times more expensive than those used in X-Wing … and you’re still just getting a tiny little piece of painted plastic and a few cards. 

It’s literally the same amount of treat in a bigger box.

Rather than make the ships cost fewer points each to sell more of them and set up larger fleet battles, FFG is instead pursuing a pricing model that recalls GW’s approach – mark up a few key elite items and let the consumer deal with the consequences. 

It’s unclear, for example, what’s gained by having a 300pt game have just 3 Star Destroyer at a minimum of 77pts /$40 each, vice larger fleet actions of 9 Star Destroyers costing 25pts / $15 each.   The latter would cleave more to the BFG / Firestorm model of true fleet actions … whereas Armada looks to be more about a few great ships slugging it out amidst swarms of fighters.

This makes me think it’d be better to wait to see if you really need that ship … and then get it online because it’s just too expensive not to.  Why, for example, give your FLGS (or Barnes and Noble, that great stalwart of propagating X-Wing) $40 of your money for a new Star Destroyer when you can get it for $25 online? 

And that’s a disservice to the very people that helped make X-Wing so popular.

All this said, these are my thoughts after just three games.  I'm still intrigued to see what new ships, different fleets, different play spaces, and modification cards will bring to the game.  It's not X-Wing, and it's not going to be.

But it's definitely overpriced.

Sunday, March 29, 2015

Star Wars: Command project pt. 2 - Jedi - Completed

So my thoughts on the first of these figures that I've painted up:

1. They have a surprising amount of detail for figures that cost very little and are intended for kids. A testament, I suppose, to how far the industry has come.

2. That said, they don't have that much detail.  The hands on the Jedi, for example, were pretty rough.

3. The bend in the lightsaber was pretty frustrating.  Reminded me of GWs FineCast FailCast product lines.  But unlike those products, the price point is orders of magnitude lower, so it's much less frustrating.

Anyway, the Jedi is complete... next up is an X-Wing Pilot ... adventures in Orange!


I'm pleasantly surprised at how well the lightsaber came out ... but trying to achieve depth of blending and shading with browns is a real challenge.


Thursday, March 26, 2015

Star Wars: Command project pt. 2 - Jedi

So I picked the Jedi that comes with the Episode IV 'Desert Escape' playset for my first model to paint up. I think on some level he's supposed to be Ben Kenobi, only he lacks a beard and world weary look, and also appears in some of the Episode II sets for Genosha and such.

http://www.amazon.com/Star-Wars-Command-Desert-Escape/dp/B00P45N2C4

No matter.

For now, I've started with Vallejo's Chocolate Brown for his boots and bathrobe, Iraqi Sand for his pants, flat flesh for his skin, and Earth Brown for his inner robes -- all followed by a heavy wash of GW's Agrathax.

Obviously nothing done yet on his lightsaber -- which tends to bend a bit (*the only model from the casts I have that does this).  And I don't know how to paint it up to glow when there are no hard edges to speak of.

Still ... not bad for a guy from a $10 set.

More to follow.


It's not a bathrobe ... it's a Jedi bathrobe!

Wednesday, March 25, 2015

Nordvolk pt. 1 - Armed Villagers

I ran into the Westwind Miniatures 'Nordvolk' range at a con in Maryland over ten years ago ... and instantly fell in love with them.  At that point they were brand new and VERY affordable, so I snapped up a good 85% of their range (*excepting their cavalry, which didn't appeal to me ...).

http://www.westwindproductions.co.uk/catalog/index.php?cPath=1_16

They're very close to actual vikings -- or at least close enough that they scratch that itch for me. So when the ennui of the 40K painting grind set in, I decided to take an offramp from the Grimdark and go see what I had in the old boxes that I'd never gotten around to.

In retrospect, I've been long overdue to do this.  Painting up these guys was a great reminder that I love the hobby as a hobby ... not just as a means to put Ultramarines and such on the tabletop.

So without further ado, my first tranche of that Nordvolk range:

12 done so far ... another 12 still in the box. My goal here was to create a unifying set of colors - no actual uniforms after all - while still allowing for individuality and the fact that some villagers amongst these greybeards would have gone viking, and so would have the gear to reflect that.

They're big minis - each sits on a base GW would use for a Chaos Warrior or Black Orc.

Lots of beards and pelts to paint ...

What I love about the range is that each unit has 3-4 sculpts in it that are sorta 'characters' - unique poses that give that unit flavor. Or in this case, beer.

Why, yes, he IS painted up like a garden gnome. How could I not?

Reminds me a slightly taller, angrier Balin.

One of my favorites... I was very pleased at the combination of Vallejo 'Field Blue' and 'Chocolate Brown' for a color scheme.