Saturday 30 June 2012

Mordheim Vampire Hunters: Campaign Master forces

More progress on some of the undead required for the campaign. I now have 6 Dire wolves based (Miniatures are Chaos hounds) and have finished off the Wraith from one of my previous posts :).
I have also undercoated 5 ghouls and a couple of skellies to start on some painting at some point (no photos).

I have also now based 3 giant spiders for the campaign. These are toy spiders and the plastic has excellent memory... which is a pain as they never stay where you bend them. 
To pose them how I have, I had to bend the legs at the joints back on themselves and then use a pair of pliers to crimp the plastic a bit, this gave me sufficient time to superglue the feet to the bases, still it takes a lot of patience and a LOT of glue, hence why I have only finished 3/8 :(. 
Still for the price (£1.70 inc. postage on eBay for 8 of them) I think these make fantastic giant spiders :).


Thursday 28 June 2012

Mordheim Vampire Hunters NPC: Diedrich's Men

Continuing on with the NPCs for the Vampire Hunters Mordheim Campaign, here are Diedrich's 3 surviving soldiers (though you can find more as part of the vampire hunters campaign in the wilderness).

They would also be find as forces from another Southlander Barony for MODheim.

Parts list:
GW Cadian legs (from command set and normal unit).
GW Empire pistollier torsos, Empire Greatsword heads, Empire Militia Arms, Empire State troop Spear tips.
Greenstuff & 30mm bases.

They still need shields (I don't have very many in my bits box).


Tuesday 26 June 2012

MODheim: Dwarf update, Trollslayer (WIP)

Work in progress shot of a troll slayer to go with my female dwarves, he doesn't quite match up in dimensions but he's a pretty good match on height, beter than all the other alternatives at least.
I still need to repair one of his feet.


Parts are:
Mantic Dwarf Beserker
Avatars of War Beserker Hair
GW Dwarf artillery arms & Warrior axe head
Greenstuff & 30mm base.


Sunday 24 June 2012

Mordheim Vampire Hunters NPC: Captain Diedrich

So, this figure is the first of the NPCs required for the Vampire Hunters campaign I hope to run.

In addition to the citizens, four Ostermark state troops are sheltering in the town. Their regiment was broken in a recent battle, and undead chased them into Nachtdorf. These men consist of Captain Dedrich and three spear men.

The Captain is not a great fighter but he's a decent shooter, especially with duelling pistols!

Captain Dedrich

Profile 
M WS BS S T W I A Ld
 4   3    4   3  3 1 3 1   8

Captain Dedrich and his men gladly help fend off the walking dead. Dedrich is armed with a brace of dueling pistols, a sword, and a dagger. He has the skill Step Aside.

The Miniature has been converted out of:

Cadian Command legs
IG Tank crew torso
Empire pisollier unit arms, head & holster
Empire Greatswords sheathed sword
Empire handgunner powder thingys....
High elf archer cape
30mm base
and of course greenstuff

Saturday 23 June 2012

Modheim: Undead update (WiP)

I stumbled on a fantastic link during an unusual foray out of the modelling section of Toms boring mordheim forum (http://boringmordheimforum.forumieren.com/).

The link is to a blog where the blogger has written a Cooperative Modheim campaign where the players work to rid the Ostermark of Undead lead by a powerful Vampire. Since reading that I have been solely working on the undead, with the hope that I can find enough players to run this campaign :).

Anyway, even if I don't run that campaign these guys will be used in the MODheim project.

3x Dire wolves (Chaos hounds on 40mm DS Bases)

Giant Spider (Toy based on 40mm DS Base)
The below Banshee and Wraith require a LOT of work as you can probably tell, they are both based on parts from the Coven throne kit, I purchased some bits off the net, primarily for the female vampire parts, but the lot came with some other cool bits which I have used too :).
The Banshee uses one of the vamps sitting legs + a demonette torso, she will also use a demonette head, arms I don't know yet...
The Wraith uses a bit of the Coven throne curtain, the torso (inc arms) is also from the coven throne, the "head" is from a Mantic Revenent guard box.
Wraith and Banshee on 30mm DS bases
3x Mantic ghouls re-based on 30mm DS bases
3x Skellies, all Mantic revenet legs, one mantic torso (the one coming from the ground) 2x Coven throne torsos, heads from either the mantic kit or the Empire great swords kit. Armour from the mantic kit.

Tuesday 19 June 2012

Sculpting: Sci-fi Dwarf Sculpt

Something I did a while ago that will one day be sold at Troll forged Miniatures. Totally sculpted out of brownstuff / greenstuff and pro-create, apart from the gun (bits of metal tubing) and head (open licence head from Hasslefree miniatures).

I believe this was my 4th full sculpt, and although I still can't manage to sculpt decent heads I was pretty happy with him :).


The cast below has bits of brownstuff in it which was washed out of the mold in case you are wondering what those spots are, also a bit of the coat is missing from the back, but I believe the mold has been tweaked to prevent this in production.



Monday 18 June 2012

MODheim: Northlanders

Been a bit quiet in here recently as i'm lacking in inspiration in how to arm the rest of the terrortoise and gnomes and I can't work out where to put the arms until I know what weapons they are going to have, and I can't greenstuff them until I know where their arms are going to go....etc.

So I'm posting up some old shots which have not yet made it onto the blog. These are Northlander duellists (Swordsmen).

In general the Southlanders are based on a Game of Thrones faction from Kings landing area and the Northlanders are based on a faction from ... well the north (e.g. Winterfell) in look at least, they will probably just use Reiklander and Middenheimer rules.
Probably because i'd been watching GoT while putting these guys together (which is excellent BTW).

The parts are:
Empire Militia legs, bodies and arms (plus one head (shaved).
Empire Pistolier / outrider cloaks.
Empire greatswords heads.
Some sheaths from various empire sets.
Greenstuff to extend thier torsos to make them 30mm and more in proportion, plus to hold thier cloaks on.


I have painted the other two but apparently they aren't very photogenic... lol
To anyone who might be coming from the PP forums, steelhead assassins anyone? I was planning on using these as Kayazy assassins (as the official ones are really quite ugly).

I have 2 more Northlanders on the painting desk, unfortunately I only took one pre-paint photo. These guys have the same general construction, but I have used Privateer press Steelhead Halberdier bits (arms, torso (on this guy), and the whole body of the un-pictured one), the guy below also uses a couple of OOP empire armour plates (the ones I push molded for the Southlander warband).

This will be one of the Warband champions (a hero).


Thursday 14 June 2012

Warmachine: BATREP (Gorten VS pDenny)

So I was at the Crawley(UK) Wednesday club last night and had a 25 point game of warmachine against a player there who has just recently moved back to the UK from Seattle where he owns a gaming store.

He was a veteran player of WM. I've got a lot of games under my belt, but few of them MKII with my Searforge, though i've had a fair few MKII games with my Thornfall (though seeing as MKII was... what 2 years ago, I think i've maybe played 8 times...).

CRYX ARMY
pDenny
-Nightmare
Standard bone chicken.... err light warjack thing
Mech thralls with Brute thrall
Min Bane Thralls with UA
Bloat thrall
Witch solo thing (mini Denny)

SEARFORGE ARMY
Gorten
-Driller
-Blaster
Thor
-Basher
-Gunner
Min forgeguard
Herne & Johne
Bokur

So the game had fairly sparse terrain with a few barricades either side, one big hill in the middle and the menoth GF9 terrain on the opposite side, plus a few other bits.

I got to choose the side and went with the one where there was a barricade a little further onto the table. 

CRYX TURN 1
Cryx went first and basically just ran or moved everything up.

Notice the bloat thrall sneaking up on the left flank.


Cryxian forces move up the battlefield, if they did anything else this turn I don't remember what it was..... 

SEARFORGE TURN 1

I gave a focus to the blaster controlled by Gorten and kept the rest on Gorten. Thor Tuned up the gunner and drove the gunner and the basher forward a little.
The gunner activated, it may have moved, I can't remember, but the important part is with a jack marshal boost to hit and tuned up damage roll it wiped out the bloat thrall (I hate those things).
The blaster also did an excellent job and wiped out the witch thing ( I don't know it's proper name, first time i've faced one, i'm told it's like a mini Denny... therefore it had to go).
I believe Gorten shot the brute thrall to death and Johne pounded a single mechanithrall...
Gorten also cast Solid ground (to avoid scourge).
Gorten's forces thin down the cryx a bit with shooting... ok they didn't kill much but the witch brute and bloat were pretty good kills IMO

Gorten surveys the battle
CRYX TURN 2
Denny gave Nightmare 3 focus
Apparently I forgot to take photos a number of turns... sorry about that. 
The cryx mostly ran
Nightmare charged the driller (target of Prey). The driller only had it's left arm and cortex left after that
The blaster was engaged by 2 running mech thralls.

SEARFORGE TURN 2
THREE FOCUS, WHAT AM I GOING TO DO WITH THAT!!! (lol), worst of all after Denny's feat is Gorten's control area (and therefore feat radius) was now 6"..... lol.
So basically some stuff moved.... Johne killed a couple of thralls
By far the most important action this turn was Gorten casting Eruption (the AoE on the board in the pictures below) and managing to hit his target.... (A mechanithrall).
This killed off the mechanithrall and 3 banes including both UA models!!!.
Gorten backed off 1.5" to try and stay away from reach weapons behind the wall.

CRYX TURN 3
The Banes got into combat this turn, thankfully there were only a couple able to get anywhere.
The pictures show the beginning of the turn unfortunately, 
The bane next to my driller took out the driller.
Denny Scourged teh forgeguard behind gorten, killing him and knocking down Gorten and Johne.
Nightmare moved to get Gorten....... I was expecting GG there, however he was literally out by half a millimetre (the 2" reach PP template slid straight through between their bases but it was a hairs length away). So instead Nightmare murdered Herne, Johnne and the only Forgeguard he could reach.
I think both mech thralls fluffed their attacks on the Blaster, either that or caused little to no damage...
The Bokur was missed by the Mech thrall and taken to 1 HP by the bane thrall


SEARFORGE TURN 3
Didn't take any photos again... sorry.
Gorten backed off a bit and used his feat this turn pushing everything to the west table top, moving nightmare away from him and just generally being annoying (moving one of the thralls off the Blaster was especially important). Denny was missed by the feat but it got everything else.
This allowed the dwarves to get some kills, unfortunately the full 8" was a little too far, leaving Nightmare engaged with the gunner, Gorten unable to hit with Molten metal (he only has FOC 5) and the basher too close for a slam.... However it did leave Nightmare out of Dennys control area >.<.
Searforge cleaned up this turn, by the end of it only a mech thrall, 2 banes, damaged nightmare and Denny remained, I even put 4 damage on Denny via the blaster with no focus (blaster took no damage from the mech thrall free strike)!

CRYX TURN 4
Nightmare killed some forgeguard, damaged the basher a bit.
Denny coulden't get to Gorten this turn but positioned for a charge next turn.

SEARFORGE 4
Gorten camped on all his focus.
Flack field from the basher finished a Bane and damaged Nightmare, basher finished off nightmare. Last forgeguard killed the last Bane.

CRYX TURN 5
As you can see there wasn't a lot of cryx left, but we went a couple more rounds after this, Denny charged Gorten and froze him in place putting on a bit of damage (4 I think), then the mech thrall charged and I think did not damage, Gorten was on ARM 22 after all (even with crippling grasp).
Beginning of the turn
Denny's charge
Denny Spending focus
SEARFORGE TURN 5
I moved stuff up basically... I couldn't manage to hurt Denny though, unfortunately I moved the Forgeguard too close....

CRYX TURN 6
Gorten down to 8 hit points when Denny took control of the last forgeguard standing too close and behind Gorten.... I don't think i've played a Denny player before that ever used that spell, I didn't even know she had it! (is it new to her in MKII?)

SEARFORGE TURN 6
Chased Denny to no effect, Blaster and forgeguard missed. Basher gets into BTB to hopefully chase her down next turn.. Bad move on my part.

CRYX TURN 7
Denny trashed the half damaged Basher with the last Forgeguard.... MUST REMEMBER NOT TO GET FORGEGUARD TOO CLOSE TO STUFF!!!!


SEARFORGE TURN 7
Suffice to say that Denny was faster and really quite annoying :P. No damage.

CRYX TURN 8
Denny charged for the kill... but Gorten's camping kept him alive...., but frozen by Denny's weapon again.

SEARFORGE TURN 8

I'd had enough of chasing and threw everything at her... what was left that is.
Gorten put a focus on the Blaster.
Thor missed his spray attack
The gunner missed (she was DEF 20 in the wreck, he needed a 12 on 2D6).
The Blaster with it's spray........ MANAGED 10 DAMAGE ON HER!!! WOOP!!
Now there was only one more attack I could possible make.... Gorten's eruption, and it did the job excellently. GG.


The game was won / lost on Nightmare being a hairs breadth out of contact with Gorten, that would have ended Gorten, no doubt in my mind, had the 2" template connected with both bases I would have lost the game, however it wasn't and left me my feat turn to turn the tide.

First time i've ever beaten Denny which is nice :).

Thanks to my opponent (un-named as I have no idea if he would like to be named or not).
I Hope you enjoyed the read, I apologise if something doesn't quite make sense, I'm writing from memory and, as you can see I didn't take as many photos as I Should have :(.

Wednesday 13 June 2012

WH40K: Tau Auxiliary; Touren

Another oldie for you, and the source of my Avatar.

Around the release of the plastic stealth suits, at the time I was pretty much exclusively playing Warhammer 40k (Tau). I spotted those stealth suits and I immediately thought the legs would fit well on a beastman gor, so I set out to get me a set for that purpose (and some beastmen).

Once the sets arrived I started work.
I decided I wanted to make a noble looking beastman rather than a ferile looking one (after all the Tau already have the kroot). Because of that I didn't use the horns from the beastmen set, instead I used the helmeted Gor head (back then there was only one plastic helmeted head). I applied putty to the hole left after excluding the horns and smoothed it to become the back of the helmet.

Anyway, the important part are the photos so here you go:


The original Prototype Touren, the one that started it all
The guy above was used to create my Avatar, taking a digital photo of him and manipulating it in Photoshop. I always chose white as a predominate colour in my 40k paint schemes.... as someone who isn't very good at painting, this was not a good idea, but there you go it just appealed to me.

With the success of the first conversion I went on to produce 4 more.
I decided that I would use them as space marine scouts in games of Apocalypse (at the time I thought I might actually have more than one game of apoc), to that end I swapped out the carbine for a pulse pistol, much like the one below. 
I wasn't happy with the size of the pistols in the large beastman hands, but that's something I never resolved.



The unit's heavy support, in the form of a rocket launcher.
The unit was unfortunately never finished and languishes in disuse at the bottom of one of my army cases, part painted and mostly without guns.



Originally these conversions were posted on GreyDeath's "Work In Progress" forums (http://z11.invisionfree.com/Work_In_Progress/index.php), one of my favourite forums as there was always some new fantastic conversion to stare at everyday, it's unfortunately much quieter than it used to be but it's still got a lot to give and is updated quite regularly, masses of inspiration in it's archives that's for certain.

In particular conversions by member : "Typhoid_Garry" are something to marvel at (even if he frequently didn't finish his projects, much like me lol)

Monday 11 June 2012

MODheim: Wood elves (WIP)

Below we have a dryad heroine for the wood elf faction, the dryad heroes in the fuff in my head.. have a better control over thier metomophasis, therefore they can control thier limbs into usable hands (in other words I wanted the player to have the ability to arm the model rather than just using her claw (of course the claw is still an option should the user desire).

I love the GW plastic dryad figures but wanted to go with a more "human" body to show the dryad heroines superior abilities, hence the use of the parts below.

Parts list :
Wood elf bits (a piece with a sprite on became her lower leg) and an sword hand from the glade riders.
Demonette torso & leg.
Dryad parts.
A couple of leaves cut from a catachan jungle fighters support squad bit.
She will need a bit of greenstuff, but not a great deal.

Dryad Heronie

Sunday 10 June 2012

MODheim: Bloodcap Gnomes update (WIP)

Below we have one Bloodcap Gnome Madcap (or mage).... or as my fiancee wants to call him, "Mr Cuddles".... *sigh*.
This guy was originally going to be the Gnome leader (Deathcap) but I really wasn't "feeling" the conversion, he'd been sitting with no head or arms on my desk for about 2 weeks before I decided to give him robes to cover up the torso I wasn't happy with. 
As I wanted my Deathcap to look more warrior like that meant this guy would have to be the Madcap.

Overall i'm very happy with the conversion, though he's probably not going to shake the "Mr Cuddles" nickname...... tough i'm sure he wont look as friendly with a horde of zombie like mushroom men around him.....

I just have to find a gnarly looking staff to stick into the ground (base) behind him.

Conversion parts are:
Avatars of War bare foot legs (heavily modified) & banner top arms.
OOP chaos warrior torso.
OOP Night goblin head.
OOP Dwarf warriors beard
Greenstuff & Greystuff (Pro-create).

Madcap, Mr Cuddles

Friday 8 June 2012

MODheim: Terrortoise Update (PIP)

An update showing my prototype paint scheme.... I've gone a bit off the wall for this one, I wanted to paint the terrortoise NOTHING like TMNT for a start. I came across a Box turtle and a Painted Wood turtle on line and thought that thier colouring looked really interesting.

For some reason my brain thought "I want to give that a go".... oh well it's done with now... I'm not overly un-happy with the paint work. I desperately need to get some more oranges if i'm going to use this scheme for all of them though as my oranges have really bad coverage and a sort of "filmy" like painting quality that leaves streaky bits....

Conversion parts are:
Avatars of war dwarf body, legs arms and great weapon / standard arm.
Right hand (his) from OOP dwarf 6th edition plastics (not a perfect fit but best I could find) with weapon carved off.
Weapon top from OOP Beastmen herd set
Shell was sculpted (see other blog entries on Terrortoise).

However saying all the above, the figure below was almost entirely push molded out of pro-create (apart from arms, and weapon) with a little bit of greenstuff sculpting / repair work. I don't feel guilty about it as you only get enough arms to finish the exact number of bodies and legs in the AoW set so it's not like i'm getting a free complete model out of it. 
I push molded the figure as you only get 5 versions of each leg in the set and I really didn't want to sculpt another shell... lol.
I have successfully push molded just the shell for another 2 terrortoise as well well so I now have 5 figures, 2 have no arms, 2 have no limbs or heads...

As an aside If anyone has a AoW set and wants more of the legs with the bare legs and NOT loin cloths (dwarf head type decoration) over the groin area, I'd happily swap for the trousered ones and the legs below.

Anyway onto the photos:

After paint

Pre-paint
Rules wise; i'm thinking fixed armour level on rear facing (e.g. un-modified armour to attacks originating in the models rear facing), and level 2 armour all around (equivalent to heavy armour in modheim).

I haven't yet figured out what warband these guys will be in, but they are likely to be the / one of the elite options for the warband, (as it means I won't have to convert that many of them... lol).
Not sure what the rest of the warband will consist of. If I can get more of these legs though I may just do the whole warband out of them, we'll see (as I only had 5 heads cast).

Thursday 7 June 2012

MODheim: Fishmen update

Just a quick update on the fishmen warband with the hero posted below.

The shield is from an Urban mamoth Koroalon Brood figure. I coulden't figure out a good weapon swap with the Bog Trogs normal weapon so I just bent it into a different shape basically... more sword like now....


I have spent way too much this month on bits for conversions and some terrain bits, after last months Car insurance and Road tax.....

I have already bought a 2nd hand 3 pieces suite and a display cabinet, plus looking at a computer hideaway to keep the room tidier..., all in all over £250 on eBay (including furniature).... I wont be buying anything else for a few months if I can avoid it.....

Tuesday 5 June 2012

MODheim: Undead update

Well I wasn't expecting to have the drive / will to get to painting the cultists today, but, well I did, I also painted the necromancer (D&D OOP Death priest) and finished the Privateer press Bane model I will be using in the "unliving" warband.

I've tried to keep all the undead scheme similar so if they get fielded together in a larger game they woulden't look out of place, but different enough that they can be distinguised quite easily.
 For example the cloaks on the heroes are all "frost bite" (P3 paint) but the necromancer's armour is primarily black with bits of "Radient platinum" (P3 paint), where as the Bane's armour is mostly "Lucifer Bronze" (OOP I-Kore paint) with some platinum in there too.

Still plenty more miniatures to obtain / paint / convert, etc. but it's nice to make some headway :).  I have to find some weapons in small skellie arms / hands to get my skellies usable (Privateer Risen (Cygnar type only)), i'm hoping I can obtain some from manic sprues somewhere.
I also still have to find some zombies that scale well at 30mm that I like... I missed an eBay auction to buy 10 Rackham zombies for £12.... I was not happy, lol.
  
Necromancer / Death Priest

Skellie hero for the unliving faction (either a Wight or a Revenent).

Cult leader
Cultist

Cultist

Cultist
Sort of wish i'd removed the eyes from the necron heads, but i'm not quite sure how I would have managed it without damaging them...

Sunday 3 June 2012

MODheim: Necromantic Cultists

Just finished these guys (the conversions that is). I hope to get them undercoated tomorrow.

Conversion parts are:
Empire Flagellant bodies, skulls / bones on chains, arms & Militia arms (bow cultists arms).
Necron heads.
Quivers from the OOP Night goblin box (or the current (vanilla)goblin box possibly...).
Black plastic-card
Greenstuff of course :)

The necromancer warband really needed some more Henchmen capable of gaining EXP (other than ghouls), also henchmen capable of using ranged weapons. I'm toying with the idea of having the guy below as a cult leader (or "Reaper") and him be a hero option for the warband.

Necromancer Warband "Reaper"

Necromancer Warband Cultists