Thursday, December 8, 2011

Troop Troupe

All of the following figures have been painted for quite some time. I had intended to post them as soon as each squad/group was completed. But with all that has been going on in RL, I never got around to it. So, I present to you 5 different groups of minis that were used in our Dark Heresy campaign and most of them are eventually destined for my IG "Tattered Outpost Defense Force".

Pulp Figures Gasmask Cultists 1 plus a Weird Villain
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These cultists are my least favorite of this posting. I wanted the "purple" robes to be a black-purple and it horribly failed on that front. Plus, while I really liked the figures, I just could never get into painting them. I didn't try very hard on the bases either... oh well they served their purpose.

WH40k Catachan
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In an experiment, I had these guys (plus about 15 other figures) painted by Trevy's Painting Table. I paid him $1 per figure to essentially "base coat" the models, and I spec'd out the colors. When I got the models back, I added more detail and did the bases.

The figures after the "base coat"

Trevy  is a great guy for taking my project, and he did an adequate job (which was perfect in this case). However, I doubt I will use his service again as the time saved on the painting table was lost waiting to get through Trevy's production schedule. And to be honest, it just doesn't feel right as a hobbyist. I thought I could justify it by equating it to the comics industry--It is not uncommon to have a junior artist/team block out flat color on a page (a flatter) followed by the actual colorist who creates all the shading, rendering, and special effects.

RT era Penal Legion
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Here are 5 Rogue Trader era Penal Legion. I have 5 more that I scooped up on eBay earlier this year. I painted these guys up in traditional colors and a typical grassy base.

RT era Imperial Guard
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I also painted these guys in traditional colors. I only have 3 other guys that are of this style and I am looking to round out a squad of 10. I did a slightly different treatment to the bases--I only used very coarse ballast. It is an interesting look.

Necromunda Redemptionists
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The guy in the middle is a Grenadier miniature Adeptus-B donated to the gang. Another friend bough the Redemptionist box set a long time ago, and I have sort of inherited it. I have about 10 more models to finish the gang, but these will do fine for Dark Heresy.

WH40K Adeptas Arbites
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And finally, here is the first squad of my small Adeptus Arbite gang/force. I have 2 other 6-man units, and three counts-as Rhino's that I last discussed here. A litle birdie told me we might be seeing some of these guys in an upcoming Dark Heresy session--and in our particular situation, it could be very bad!!

I tried to paint the bases like asphalt with road surface markings--I am not entirely happy about them, but they are acceptable for now.

Well, that's all for now, the holidays are around the corner, and I hope everyone has a happy and healty rest of the year. Until next time.

Tuesday, December 6, 2011

Finetuning a Risky Venture

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As mentioned in other posts, I have been working on a map for Risk. It is loosely based on the PC game Risk II with a few additional territories (above the 5 territories already added in Risk II). Mainly I was attempting to prevent the castle strategy. But after an initial design, I wanted to make the map more esthetically pleasing and "in the style" of an 19th century map.

About a month ago, I ordered a set of Lord of the Rings Monopoly pieces to replace the (now inappropriate) modern cities and capitols from the 2008 edition (Revised) Risk. I planned on using the "hotels" (fortresses) as the capitols, and the "houses" (strongholds) as the cities, but now that I have them in hand, I am not sure.

I am also working on creating my own set of rules (beyond a 2-player variant from the last post)... I guess the most appropriate name would be Risk, Revised Edition 1.5. I am including elements from Risk II, Risk Legacy, and various incarnations of standard Risk rules (both official and variants) over the last 30 years. After I complete the map and get a better handle on the new set of rules, I will throw it out to those of you that pretend to read what I write! :)

Sunday, December 4, 2011

My Dark Heresy Cadre of Acolytes mk 3

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Well, it's time to update our group glamor photo. The last incarnation of our group can be found here. Hmack has completed his mk 2 version of his character, and we have added a new player.

We have just completed rank 5 and will gain our first advances from rank 6 at the end of our next session in 2 weeks. Here is the breakdown of our group:

  • Denathor (Adept) - WH40K IG Master of Ordinance by Zorcon
  • Venris (Cleric) - Converted Necromunda Redemptionist Leader by Zorcon 
  • Kaarl (Tech-Priest) - Custom figure by Adeptus-B
  • Quintillia (Assassin) - Converted Warmachine Eiryss, Angel of Retribution by Hmack
  • Nickodemous (Imperial Psyker) - Converted Dark Age Bane Leader by Zorcon
  • Rel (Scum)  - Converted Dark Age Forsaken Coil by Zorcon
  • Skull Servitor - Skull Servitor by Zorcon

(click to enlarge image)

Future upgrades: I *still* have a Techpriest Enginseer ready to paint for the mk 2 Tech-Priest, but the player has yet to take any mechadendrite advancements!! Plus, I discovered he wont be sporting an Omnisian Axe or a manipulator, so this guy will need to be modified after the player makes his final choices. I am also getting very antsy to make a mk 3 version of my character, but will wait until I get a force sword and better armor.

Friday, December 2, 2011

Two Risk or Not Two Risk

In my opinion, Risk has some inherent problems, but it is still a game with a bunch of little guys (ie fun to play with).

I have managed to put my hands on the Risk rulebooks from 1980, 1993, 2003, 2008, and 2011. As far as game play, they are almost identical with only minor tweaks to troop reinforcements (how many you get per turn) and starting number of troops.

In '93 they introduced missions, and each proceeding set "improved" the mechanics to some degree. The '08 set significantly retooled of the mission system, plus they added cities and capitols. They also changed the official way to determine starting territories.

One element I thought strange was that the most significant changes between all 5 sets of rules are in the 2-player rules variant ('08 doesn’t even cover it). Within that sub-section, the biggest differences are whether or not to include neutral armies, and whether or not the allies are passive or aggressive.

I recently picked up the 2008 set because it had cities and capitols (unique to the set). But I will be playing this mostly with my son, and it didn’t cover how to play a 2-player game, I looked at how the other sets handled it. My old '78 set had 2-player rules (without allies), the ’93 set added 1 neutral ally, and the ’11 set is the same as ‘93. However, the '03 rules include a very extensive set of instructions for including multiple aggressive neutrals/allies.

After reading through all these editions, I made up my own rules!! Essentially, I blended the '93 and '03 rules in the framework of an '08 game (cities, capitols and enhanced objectives/missions). I am really pleased with how it all turned out. This is a PDF of what I came up with.

As I mentioned in a previous post, I also started working on a custom map for Risk. I like it, but have decided to take a dramatic turn in direction. I will share my progress in a later post,

(click on image to enlarge image)
I like what I have done so far, but have decided to take a completely different approach. I will share what I come up with another time.