Monday, April 4, 2016

More Cryxy Cryxness

Well March was a bust. I've been meaning to post, since I did actually get things done but laziness and a cold proceeded to kick my ass so I took a month off from posting. But here's what I did accomplish and hopefully I can get one more thing done this month to make it a double post month.

Anyway, this month celebrates a milestone, and that's me actually finishing the last bit of my original plan to paint a 15 Point Cryx force. Yes the one I started back in 2014. Yes, I just finished it. This is how I work.

The final piece is the ubiquitous Skarlock Thrall, mostly used to put Ghostly on Bane Thralls for fun times, but also good for debuffing and generally being a nuisance. It's hard not to take a free spell each turn for 2 points.

I went with the same purple and glowing green I've been using across the army. He came out a little bright, since I was experimenting with some new undead flesh (which I like) and there's not a lot of dark metal areas to begin with.

The flash I'm using on my phone also takes it up a bit. Sorry for that. I'm still playing around with techniques and haven't yet mastered this new camera.

While I was working on this guy, I was also inspired to hit the ol' metal battle box Slayer with some updated paint as well. Mostly it was because it was already half painted but also because it allows me to run a more battle box style list for demos and it's a 6 point missile of destruction when used properly.

He came out quite nicely for being dropped on the floor and losing his arms and head mid-painting. The paint job alone makes me want to bring him to the table, even though most times banes are more efficient for the point cost. There's just a stompy evil-ness about the model I've always loved.

Anyway, that's one blog post down with hopefully another to follow at some point. It was kind of nice to work on something other than Frostgrave but I do want to get back to that soon. I'm also itching to do a different kind of post than just minis at some point. Maybe a battle report or review or something.

That's all for now. Happy gaming!

Saturday, February 13, 2016

One With The Wind And Sky

Like many of my generation, I am essentially a giant child. Because of this I collect little toy men and push them around the table, rolling dice and occasionally make "pew pew" noises. I play pretend as a hobby. I obsess about things like Star Wars and Transformers. I also enjoy cartoons, and as an extension of that, Disney movies.

Traditionally, those movies have consisted of the Aladdin, Mulan and Lion King kinds rather than the Little Mermaid or Cinderella kinds, but one very princessy one has managed to squeeze in there and that's Frozen. I am not sure exactly why I enjoy it so much. Maybe it's the music, maybe it's the themes of isolation, loneliness and self-acceptance, or maybe I just have a thing for leggy, blonde queens with ice powers.

I don't know.
So when I heard that North Star Military figures had a set of stand-ins for Elsa and Anna, I took the opportunity to pick them up to add to my Frostgrave collection. The set in question, of course, are the Young Fire Elementalists:

The resemblance isn't exactly subtle. They aren't exact copies of course but they're close enough. With a suitable paint job they'd look perfect in the frozen city, leading a new Elementalist warband. First up we have the snow queen herself, Elsa:

I went with really pale skin, and the rest was all swathes of cloth, which I will admit is not my strongest suit. But the colors are pretty close and the point gets across. Elsa is the wizard out of the two, and therefore the more powerful. To show this, I added snow spreading out behind her, as if leaving a trail behind her as she walks.

The snow is from an old tub of Citadel snow flock that up until now I had never used. I like the effect although it's a little fluffier than I had intended. 

Of course Elsa is never far from her sister Anna:

I'll admit I kinda half-assed this one. I'm not as big a fan of Anna and I sort of rushed getting this one done. For that reason I decided to forgo the agony of trying to freehand the flower designs on her bodice and skirt. I just didn't have it in me to be that frustrated.

Of course the biggest departure from the character is her actually having powers. Despite the visible magic effect, Anna is the apprentice. Because of that, I did the snow on her base as just footprints, not as extensive as her sister but still a sign of power.

I had a lot of fun painting these two up, and while it may be a while before they get a warband assembled for them, they'll go on display for the time being. While I enjoyed the process, there are a couple of things I felt the figures fell short on. And when I say short I mean short.

Since the models weren't originally for Frostgrave, they are a lot smaller. Not necessarily outside the range for normal human females, but enough that they look odd. They are more like a true 25mm than 28mm. The other thing I wasn't a fan of was the eyes. They are sculpted and therefore a set shape and size. This makes the eyes rather huge and starey. They almost look right into your soul.

I don't really have the skill to minimize this effect, but they look better than some eyes I've painted.

That's all for now. Happy gaming and stay frosty!

Sunday, January 24, 2016

A Few Tokens

Frostgrave is a game where spells are slinging all over the place and there are a few rules that require tracking, like reloading crossbows. While one of the things I like about skirmish games is that extra layer of depth and detail, sometimes it is hard to keep track of things without having to constantly write things down, reference sheets, erase marks, etc.

To try and cut down on that, I decided to make up a few tokens for effects I commonly use in my main warband. I'm lucky enough to have a big bag of random parts or two lying around that I received in trade, so I went digging and came up with these:

The top three quivers are reload reminders for crossbows. Now when I fire a crossbow I can drop a quiver next to the model, then pick it up when I've reloaded. It's a quick visual reminder and looks cool on the table. I'm not sure exactly what models the quivers came from but I know they are Games Workshop pieces.

The armored arms are tokens to place next to models I've buffed with the Strength spell. I tried to make them ghostly/magical blue to help them stand out. I'm not super happy with them, so I may go back and drybrush them again with white, but I'll see how they do in a few battles first. I don't want them so light they get lost on the snow mat. The arms are old GW Empire Knight arms.

And to model these lovely tokens we have Sir Hadrian, although he lacks the requisite crossbow to reload:

They should get the job done. These tokens, along with my fog walls I made a while back, should give me everything I need to track spells and minor effects without needing a pencil. As my wizard learns new spells, I should have some more fun token projects ahead.

That's all for now! Happy gaming!

Friday, January 15, 2016

Untold Treasures

No good adventure is complete without treasure. It's the reason most adventurers hit the road, killing everything in their path as they wander from one end of the realm to the other looking for that sweet, sweet loot.

Frostgrave, of course, centers around this bloody gold-lust. Needing treasure tokens for Frostgrave gave me a wonderful opportunity to find something wondrous and shiny for my wizards to compete for.

Looking around at various company's offerings, I set eyes upon Ristul's Extraordinary Market's Cursed Treasure set. Not only does it have some really magical looking treasture, but there was no way I could pass up that Conan-the-Barbarian-Atlantean-skeleton look-alike.

I haven't gotten to that piece yet, but since I am running demos for Frostgrave, I needed my tokens now. I chose six of the treasure piles and set to work. Here are the results:

These were a simple drybrush with metallics, then picking out the jewels, chests and weapons for detail. All in all they came out splendidly, and look great next to my warband.

Of course, I would be lying if these little beauties didn't find their way into D&D. They look especially good on my 3D dungeon terrain.

I have a couple of other things I want to work on first, but I can't wait to finish this set. That skeleton will also be perfect for all things dungeon crawl, so he needs to be finished ASAP. Until then, these treasure piles will be hauled about quite a bit, hopefully so wizards, thieves, clerics and warriors can retire and stop slaughtering every living creature they come across for their pocket change.

Goddamnit, there they go again.
Happy gaming!

Sunday, December 27, 2015

Feeling A Bit Impish

Hello again and welcome to the December update. This one is gonna be quick and dirty, since I didn't have much time this month to make any real progress. However, I did crank out a couple of imps for Frostgrave, both for use in the bestiary and for the summoner I'm planning to run using my Thaw of the Lich Lord stuff. Anyway, here are the little buggers:

The imp on the left is a very old Warhammer Quest snotling I sculpted into a mini-plaguebearer long ago, mostly to see if I could do it. He is painted with only base coats and a brown wash, so I am rather pleased with the result. The imp on the right is a Reaper Bones familiar, sort of a mini fire elemental. To underscore it's supernatural nature, I did the flames purple. She's just drybrushing and I like the way she came out, though the sculpt is a letdown. It's kind of hard to remove a mold-line running directly through your main area of detail. Especially on Bones minis, which are bright white and hide detail to begin with.

That's the front and now the rear:

I like imp butts and I cannot lie.
 Not much else to say about these little guys. They were a fun quick project. Nothing terribly amazing but they'll do for the tabletop.

That's all for now! Happy holidays and happy gaming!

Sunday, November 29, 2015

Always Two, There Are....

I'm the kind of painter that doesn't tie himself down to specific projects. I paint what I want, when I want and rely a lot on inspiration to get things done. Obviously, this gets fewer things done than some sort of crazy "ambition-based" system.

However, since hopping on the Frostgrave train back in August, I can say that I've made of progress. I find the frozen city of Felstadt to be very inspiring and therefore have popped out quite a few projects. But the one thing I have always sort of felt guilty about was not having my spellcasters painted. The wizards are what make the game what it is and the master/apprentice thing makes for some great interaction between models when choosing which figures to represent them.

Now, I've had models picked out, primed and ready to go since the beginning. I knew exactly what I wanted, the color scheme, etc. and they have been mid-paint for months. Finally, I have managed to squeeze enough ambition out of the ol' inspiration tube to slap the last few colors on these wizards.

Meet Amuron Owlkey, enchanter extraordinaire and his apprentice Elizabelle.

Amuron is an old Empire Grey Wizard I had snagged to use as a hired warlock in Mordheim. Warlocks didn't have cool swords, so his sword got chopped off and replaced with an open hand from the Mordheim warriors sprue.

I kept the same color scheme as his brother Hadrian, or rather, this was the original inspiration for the scheme and the old templar got to wear it first. I was aiming for a natural, Gandalf the Grey kind of look with lots of neutral tones.

I see Amuron as the kind of enchanter that works with natural spirits, so I kept his talismans with natural bone and leather looks, with a few picked out in gold or sliver to stay earthy. The feathers are painted as raven feathers, a nod to Grey Wizards and Odin in some respects. Amuron is a wandering wizard of the natural world, not so much a shaman, but channeling the natural energies of magic instead of calling on demon summoning and black arts.

I also left his beard and hair brown because I wanted to stay away from the archetype of the old wizard. Amuron is the younger brother, impetuous, quick to anger but also quick to forget, and always willing to help those in need. He is youthful in spirit if not actually young and has enough age to have wisdom to go along with his power.

Elizabelle is a Reaper Bones mini, and honestly I can say she is not some of my best work. I will also apologize for the awful photos, since she is so thin the camera doesn't recognize her as a focal point. Girl needs a few sammiches.

I really liked her model at first but was really disappointed after priming and beginning painting. The model's features are very soft, her hands have no detail and there are a few miscast bits. Having invested some energy into her before finding the flaws, I decided to work them into the backstory.

As you can see there is a large flaw in her face. Elizabelle was attacked and burned by bandits when she was just a farm girl, saved from a crueller fate by Amuron's timely appearance. Her scars were permanent and her father cast her out, leaving Amuron to take her in as an apprentice. Elizabelle is studious, curious and strong-willed (much like her master) and her experiences have made her a tad hard. But she is eager to make her master proud and wants nothing more than to follow in Amuron's footsteps as a wandering hero-wizard.

Honestly, I rather rushed poor Elizabelle because of how unhappy I am with the sculpt. I may someday upgrade her with a nice Hasslefree mini, but for now she'll fill the role of apprentice nicely. It may be that I will grow ever fonder of her and won't be able to part with her in the end.

Now that the wizards are finished, I feel a lot happier with where I am with the warband. Not gonna lie, the average soldiers are gonna take a long time. Great figures though they are, there are still five of them and they are nowhere near as interesting. I'll get there eventually though.

For now I will leave you with a new "family portrait" of my painted figures so far:

Happy gaming and stay frosty!

Saturday, November 21, 2015

Heresy At Its Finest

Though it doesn't show up much on this blog, I am a big fan of Warhammer 40,000 and space marines. Specifically, I am a Dark Angels player specifically with a battle company's worth of (mostly unpainted) Greenwing, a reasonable chunk of Deathwing and a splash of Ravenwing. I like marines is what I'm saying.

I've never done any gaming in the Heresy Era, not because I don't like it but because it never really got big in my area and Forgeworld is expensive. Enter Games Workshop's latest board game offering, Horus Heresy: Betrayal at Calth:

It is a beautiful box filled to the brim with nothing but marines. As the focus of the heresy was the space marine legions fighting each other, this makes nothing but sense. The game centers around the betrayal of the Word Bearers against the Ultramarines on the world of Calth. I'll talk about the game in a minute but I do want to discuss the miniatures first.

The Miniatures

The box gives you 2 characters, 1 Contemptor dreadnought, 5 Cataphracti armor Terminators and 30 standard marines in MK IV "Maximus" armor. The first thing you'll notice is that, except for the characters and dreadnought, the sprues are full multi-part kits.

No static, push fit minis here. Every option is available to a unit, with plenty of parts left over. Even the dreadnought has a choice between assault cannon and multi-melta. The characters are cut up in odd fashions, but are both on the same sprue. This all fits with rumors that some of the sprues may be boxed up and sold separately later.

Now all this cutting and gluing (and painting) means that the set is a little less friendly to the casual board game player. However, I suspect GW doesn't really count those people at the target market. This box is a major boon to people who want to get into 30K gaming or who want to have a large number of older armor marks in their 40k. In fact, I added up the contents as a Chaos Space Marine army and came out to about 1300 points. That is a solid core of infantry for any army, with characters and a dread as gravy.

One issue is that the tactical marine models are functionally identical, so to actually play the game you have to find some way to identify the different side. One way to do that is to actually paint the models, but fuck that noise. I went the super simple route and just painted a ring of color around the bases. Effective and also leaves the models open for different color schemes in the future without having to strip them.

One unit of tacticals is still pending for the Word Bearers due to assembly exhaustion.
I am also a little disappointed that there is just barely not enough room for the dreadnought in the box once assembled. This is not an uncommon problem with GW games and I have developed a solution for this occurrence.

I have taken to making little stilts out of foam core and hot-gluing them into the corners. Nice and sturdy and they only have to be tall enough to make the necessary room.

The Game

I can't really describe the game mechanics better than GW themselves, so I'll let them do that:

Now, I have only played one game but I really like what I've experienced so far. In general feel, the game is a lot like a very tactical scale BattleLore or Memoir '44, with it's hexes and symbol-covered dice.

The action point system is great. Swapping back and forth with unit activation is a bit of a departure to GW's usual way of doing things. Both player sharing the turn makes sure one side doesn't wipe out the other without fear of retaliation. Sure, there is an initiative system but that just means one player gets a single chance to perform an action first and while that can be game tipping, the fact that it can switch sides from turn to turn makes it uncertain. Do you take the risk and hope for initiative or play it safe? Decisions are always good.

I am supremely happy with a hex board, since movement feels much more fluid. The art on the boards is amazing, but they also took the time to make sure those boards had plenty of well-defined cover to bounce between. Movement is much more important than just rush at the enemy and see who gets there first. Each stalagmite or piece of machinery can mean the difference between reaching your destination or getting pasted by a missile launcher.

Speaking of blowing things up, the combat is reminiscent of HeroQuest and that ain't bad. Combat resolution is simple to pick up and rolling those saves can feel tense. I love the critical effects, since this makes each combination of troops in a hex a little different and gives you a great bonus or two to choose from if you roll well. I also like that each model in a unit matters, since attack force is added for each model. This encourages creating tight knit squads supporting each other instead of just running around the board as loners.

Moreover, the decks of special cards for each side provide some great extra abilities that make each side play a little differently. Ultramarines use squads in tandem to increase effects, while Word Bearers get powerful effects for single units but sometimes at a cost.

While we are on the subject of cards, the reference cards are great as a quick way to check out your models' stats during the game. The damage deck for the dreadnought is also cool, as you never know how tough he will be when you attack, and wearing him down bit by bit makes him a scary monster instead of a one-hit wonder. My only wish is that they had put the weapons on cards as well. The reference on the back of the rulebook is great but it means closing the book and flipping it over if you need it. Weapon reference cards, maybe on half-size cards, would have been great to keep on the table next to the units.

The game comes with six different scenarios and they all look like they provide a very different experience. Scenario one, for example, is a race but scenario five requires one side to reach a destination and hold it while keeping a key model alive. The scenarios tell you which models to use, so the sides are already balanced. The scenarios are also set up well for building your models as you go along. You start with a tactical squad for each side, then add terminators and the dreadnought and so on in each scenario, so you don't have to rush to assemble and paint things all at once.

And even though the units in each scenario are set, you have choices with the unit options. Each option is free, but they are balanced by having different tactical applications on the battlefield. You can take a melta gun and wreak havoc at short range or a plasma gun for bucket loads of dice from far away and hope you don't blow yourself up. 

A powerfist is infinitely better on a tactical sergeant than a terminator because they can count on more support but a terminator's twin lightning claws add multiple extra dice with re-rolls. It all comes down to how you expect to use the unit on the board. 

Just be wary that some combinations might not necessarily be the best in 30/40K if you plan on using them outside of Calth. And if you find a truly compelling reason to use a heavy bolter over a missile launcher in the board game, I'd like to hear it. As it is, suppression is a dime-a-dozen with all those bolters running around and 5 dice with a potential of up to 3 extra dice beats a solid 6 dice in my book every time.

Hopes And Dreams

There is a lot of potential in this little game. Right now it feels like a vehicle to sell heresy models and that is probably true. But expansion is possible. Rumor has it that Betrayal at Calth is a new core game and that some units in the future will come with bonus Calth rules. I expect these will be any new plastic Heresy models released, but there's no reason to toss in the occasional timeline-appropriate xenos. The issue I think would be more in the requirement of specific units for scenarios, but that could be solved with the occasional published scenario book, with scenarios related to models released at the same time plus a few with previously released models. There is also room for command cards for different legions or races, new board tiles and even big box expansions with those things plus new models. I know I would love to see a Caliban-based box with a bunch of Dark Angels in MK2/3 armor duking it out against each other in the halls of the Tower of Angels.

There also exists a chance for a separate core rulebook with rules for stand-up fights. For example, players could take turns placing boards to create a battlefield, take X amount of units (as long as each unit is balanced correctly), etc. I would prefer keeping the scenario system, but such a rule set would open up the potential for more unit releases outside of scenario books.


Overall, I'm very happy with my purchase. Is the game worth the $150 price tag? Well that depends on what you want to get out of it. If you want the models, the price is a steal by GW standards and comes with a great game. If all you are looking for is a game, the price tag is a little steep, but you can find the guts of the game sans models on eBay for cheap if you don't mind proxying. I think the potential of where the game can go is worth the cost, as long as GW supports it as rumors say they will. 

I bought the game as someone sort of in between, wanting the models for 40K Fallen and looking for a fun game. I have had all of my expectations met in both regards, so I am pleased. It is up to you to decide if the price is truly worth it, but I definitely recommend giving this game a try.