Monday 28 October 2024

Cry Havoc!

Back to Badab we go...

When I started this project, I had a squad of Tactical Marines and a few bits and pieces to play with. The rest has been picked up as cheap secondhand lots on eBay, something which is always a little bit of a lottery.

And it proved to be the case with this little lot.

This is a Devastator Squad, a Space Marine heavy weapons team which I shall be using in my 'definitely not yet' Chaos Space Marine army for the Astral Claws.

In Chaos terms they will be fielded as Havocs, which are pretty much Devastators with a slightly more edgy name; Chaos being the ultimate edge-lord army.

The unit features a Sergeant with a Plasma Gun, and four Marines armed with a Lascannon, a Missile Launcher and two Heavy Bolters.

Technically, to use these as Havocs in the Combat Patrol list I'll be using, one of the Heavy Bolters should be replaced by a Reaper Chaincannon, something regular Marines don't have access to.

It's something I would need to discuss with an opponent, whether they're happy for a slightly different loadout in the unit, or would prefer me to proxy one of the Heavy Bolters as a different weapon. It's no skin off my nose either way.

So where did the lottery element come in?

Well, firstly there is never a guarantee that you'll get everything that you need in a single purchase. For example, I spent ages looking for the right combination of weapons in different lots.

This one won out due to only being a Heavy Bolter out and the fact that the Sergeant was missing a weapon, allowing me to grab a Plasma Gun from my Horus Heresy stash.

Then there's other issues, such as the fact that the guy with the Missile Launcher isn't actually a proper Devastator Marine. He seems to have been cobbled together from spare bits, including a regular backpack (rather than one with an auto-loader)  an Assault Marine body and left arm which leads to a pose where he's nonchalantly dual-wielding a heavy weapon.

Also there's odd stuff as you end up discovering that the person you bought from used some very odd glue, which started giving up as soon as I started spraying sliver paint on them. The Lascannon Marine collapsed, with both arms falling off and others lost limbs in the process.

Although sticking them back together was easy enough, it does make me worry about the long term durability of the models.

Finally there are details like issues with the build of the models.

There were hefty mould lines still in place on the legs and, if you look closely enough, there are points where sprue gates haven't been cleaned very well, and these are things that are tricky to sort once the model has been built.

Another issue I had for some reason was that the transfers kept sliding off. I'm not sure why as I've not done anything different this time to previously, but it did prove a frustrating process.

All in all, I'm happy with how they've turned out, but they won't win me any prizes.

I've now completed the Combat Patrol I was aiming to build using the rules for the now out of print 40k 9th edition Chaos Space Marine Combat Patrol. Technically I need a Marine with a Meltagun (I'm currently proxying a flamer) and the aforementioned Reaper Chaincannon, but it's serviceable.

I'm using Chaos Space Marine rules mainly because it's a more authentic representation of the First Born Marines that are being phased out of the main line. Also, it thematically fits the Astral Claws, who are a chapter already well on their way towards Chaos by the start of the Badab War.

Before moving the force forwards, I need to find out how the project will be organised on Arbitor Ian's YouTube channel. I do have some bits and pieces left over from my purchases, along with some very old models I intend to use, but I'd like a little direction before making any plans.

Acquired: -61
Painted: 365
Lead Mountain: 647

Sunday 27 October 2024

Freedom Force: In Full Effect

I'm aware that I bounce around my many different projects with little rhyme or reason, often leaving things unfinished only to return to them at a later date when motivation strikes again.

Such is the case with this post where external events (to be discussed later) have brought me back around to my Freedom Force project to (almost) finish off my existing backlog.

The latest surge of miniatures for this project came from a Kitbash Games Supers Unlimited Kickstarter releasing a new team called the Glory Guard, which are heavily influenced by the Freedom Force game and I've chosen to lean into with my painting and modeling choices.

I now only have a single miniature from the Glory Guard Kickstarter to paint: Enigmiss. Unfortunately, the member of Freedom Force that she looks like is Alche-Miss, who I've already converted, so I'm considering alternative uses for her.

Anyway, back to the matter at hand. The latest models to get paint on them are a somewhat contrasting affair, and not only because they have largely been done with contrast paints.

We have the monochromatic Tombstone and the eminently more vibrant Quetzalcoatl, both of who are characters which turn up in the time-travelling sequel, Freedom Force Vs the Third Reich.


Quetzalcoatl is a character which plays on the superhero trope of ancient gods bestowing power on a suitable mortal in the manner of Thor (the original comics version) or Shazam. In this case it's an Aztec god who imbues Jonny Azotl with a range of powers appropriate to a giant flying snake.


This model was the most fragile of the set and in fact I managed to snap his ankle whilst cleaning the model. However, it's also probably the most detailed and took the contrast paints and washes really well leaving me really happy with the outcome.

On the other hand, there's Tombstone. The vengeful spirit of a man executed for a crime he didn't commit who no stalks the guilty, bringing them to justice. Deadman meets the Shadow, if you will.

When it came to painting this one I have arguably relied too much on contrast paints and the initial reference picture I used made it clear that his colours are black, grey and silver.


However, the reference material varies and, as you can see, there were options for a more colourful approach. Adding in the fact that the Basilicanum Grey paint has left him looking quite dirty means that overall I'm not very pleased with the outcome.

I think I'm found to revisit him and highlight the black with purple and clean up the grey to see if I can get an outcome I'm happier with.

As the Glory Guard came with stat cards for both Super Mission Force and Pulp City, I can now field a version of Freedom Force in both games along with 7TV, where I've been using custom profiles.

However, it's Pulp City that provided the motivation for me to get back to these two models, and this is the reason...


Kitbash Games are currently running another campaign, Pulp City: Full Effect, this time on Gamefound to fund the first additions to the main Pulp City setting in a long time (this was originally due in 2020, but 'stuff' happened, if you remember). It's also the first time that the rulebook has been available since the company changed hands, so it marks a real relaunch of the game.

The campaign can be found HERE.


I have somehow now amassed five teams and a motley selection of independent heroes for Pulp City, and so I'm looking to pick up any members of Red Republik or the A.R.C. (such as Simian Jones above) that turn up in the campaign, and with more stretch goals (based on both funding and backers) I'm checking back daily to see what else to add.


I'm also toying with the idea of starting another team, Settlers Green, simply as an excuse to buy the somewhat intimidating Tri-Bal model. There are three members of the team currently available in the add-ons section at the bottom of the page with more that have been teased.

Alternatively, there is a brand new team, Discord, available as a multi-buy, new versions of older characters and with Pulp City's mechanic of being able to build teams in multiple different ways, you could just grab the models you like and go from there.

Am I shilling for the company?

Well, yes. Leon is a friend and I'd like to see him get the game back to where it was. Partly because I want him to do well, but also because it's a really good game that I'd like to play more.

Acquired: -61
Painted: 360
Lead Mountain: 652

Saturday 26 October 2024

It's Scum To This

Whilst I've been making a brief visit to Necromunda, I decided to increase my in game options by painting up two Underhive Scum that habe made their way back into my possession after many years spent selling their services to my friends.


In case you didn't know, Underhive Scum are Hired Guns that can be recruited into gangs at a cost. The advantage of them is that they bring in expertise as they start with upgrades and skills and so can be quite deadly.

On the other hand, in addition to their fairly hefty price tag, those abilities and skills are randomly rolled and they don't gain experience, and so never improve.

Scummers come armed with pistol weapons, such as the two bolt pistols above, and clearly lean into a western gunfighter theme.

As such for this model, I leaned into the muted colours and earthy tones of someone who travels from places to place, with the exception of a red neckerchief for a dash of vibrancy.


In general, he was done with contrast paints and there's no getting round how much I wish these had been a thing when I was first collecting.

The coat took a bit of dry-brushing followed by a wash. There are parts that I didn't get quite right and have come out a touch blotchy. However, to my eyes it gives the effect of standing and marks on well-worn clothing, so I'm happy.


The second model has the slightly odd combination of a bolt pistol and a hand flamer, leading to the possibility that he gets shooting skills he can't really use due to the fact that the flamer automatically hits.

When it came to painting, I initially went for a more military vibe, but as I began highlighting the green it started to look more like piping. Combined with the pointy beard, this lends him an almost Elizabethan look, which I like.


All in all, I'm really pleased with these two and I'm looking forward to finding space for them in my gangs and then regretting the decision when I roll badly for their abilities and they become a significant drain on my finances.

Ah, fun times in the Underhive...

Acquired: -61
Painted: 348
Lead Mountain: 654

Sunday 20 October 2024

Green Troops

When the latest batch of old miniatures were returned to me after twenty five years in storage, they included a few bits and pieces to go with projects I thought I'd completed.

Namely a couple of Braves for my Necromunda Ratskins and a single Gorkamorka Ork.

As I've been focusing on quick wins, they pushed their way to the front of the queue.


The Ratskins were done exactly like the rest of the gang which I won't repeat here, but there's nothing too exciting to talk about.

The only real points of interest is that I gave them yellow hair ties to give me a way of telling the Brave with the musket apart from the other one with exactly the same pose. Also, I previously didn't have a blunderbuss armed model in the gang, however, I'm.not entirely sure how effective a 'move-or-fire' close assault weapon will work out.


The Ratskins did actually get their first run out recently against Matt's Orlocks. I have to admit, I was somewhat worried that my inexperienced gang armed with black powder weapons were going up against a gang that has already fought three or four times in our ad hoc campaign.


I was especially worried when we rolled up the 'Hunters' scenario, meaning that my gang would be spilt up and Matt's whole gang (the Tunnel Snakes - named for the Fallout reference) would be bearing down on just a single solitary Ratskins, whilst the others were forced to stand back and watch until the shoot out (execution) was over.


The poor soul selected for this suicide mission was one armed with a shotgun, which turned out to be fortuitous as I managed to get the drop on them and fire the first shot...a scatter shell.


Some how, the blast not only took out it's intended target, the Tunnel Snakes' heavy, but also punch a hole in the tightly packed Orlocks.

It should be noted that this formation had been somewhat forced on Matt by the terrain and the deployment rules.

To add insult to injury, Matt's entire gang's shooting only managed to knock the Ratskins down, and he was able crawl away to safety.


When the rest of the Ratskins opened up from cover, the Orlocks were thrown into disarray and put onto the back foot for pretty much the whole game. They perpetually has three or four gang members down and we're making bottle tests from about the third turn.


The leader of the Tunnel Snakes did manage to launch a counter attack by himself, partly through daring and bravery, but mainly due to his terrifying meltagun.

He took out three or four Ratskins by himself, before being ganged up on and defeated by the Ratskin Chief.


The rest of the Ratskins slowly tightened the net on the Orlocks, constantly peppering them with shots, whittling down their numbers and reducing the Tunnel Snakes' ability to provide meaningful answering fire.

Pinned down in a kill box, the Orlocks tried to withstand the barrage of fire, but really started to have trouble when the Ratskins Shaman got in range with his Ghost Walk ability (represented by the token below).


It turns out that there was a touch of cheating from me on this front, as I was getting the rules for this wrong. I still think the outcome would have been the same if I'd got this correct, but realising my mistake did take the shine off.

The Orlocks eventually bottled out, but not before both sides had been bloodied. In the post-game sequence injury was piled upon insult when a couple of the Orlocks died of their wounds.

For my part, the Ratskins came out largely unscathed, with plenty of experience earned. I was even able to move my hideout from a useless wasteland to a clean water hole. All in all, a good first outing.

I also painted an Ork this week. It is Orktober after all.

Acquired: -61
Painted: 346
Lead Mountain: 656

Saturday 12 October 2024

Bleep-Boop-Beep

I'm a bit pressed for time this weekend, so I decided to look at getting something painted that wouldn't take much time or effort. Robots usual fit that bill the best, requiring little more than a silver base coat and a wash for most of the model.

With Terminators, Necrons and assorted Space Marine support cleared from the backlog (for now), my best source of robotic quick wins is Fallout.


These are a pair of Robobrains I picked up from the Modiphius stand at the UK Games Expo earlier in the year. I actually got them for free as my purchases passed a threshold (something that's easy to do given the cost of their stuff).

Annoyingly, I don't have a game card for Robobrains and so will have to print one. It's not a major problem, but it will be different from the other profile cards, which will annoy me.


Painting was a doddle, as expected. Silver undercoat, Nuln Oil wash, Black Templar contrast on the arms and treads and Brass Scorpion on a couple of pipes got the first one close to this artwork.


I decided to not try to do any detail on the brain casing as I was aiming for fast and I don't think it would have worked out. Instead I decided to lean into the yellowish fluid more typical of the Fallout 3 version.

The yellow isn't as bright in real life and there is a more patchy nature to it's coverage that doesn't come out in the photos; partly due to the light and partly due to the gloss varnish I've used to evolve the glass dome.

I'm happy enough with them.


I want some variation between the two, as they are the exact same model with the exact same base, and slightly different arm poses didn't do enough to distinguish them.

Therefore I went with a more military look, painting some areas oh the carapace in Vallejo US Dark Green and highlighting with Loren Forest. I got the paint quite thick in places, but this actually serves to give a slightly blistered and weathered look.


A bit more weathering was done with sponged on Leadbelcher, which was added after a transfer lifted from a Bolt Action sheet to provide a serial number.

Modiphius sculpted based are easy to do with a mix of contrast and dry-brushing.

All in all, I'm really happy with them and they add to the number of random threats to be wandering the wasteland when I return to Fallout: Wasteland Warfare, or could even be recruited by Settlers for additional security.

Acquired: -61
Painted: 343
Lead Mountain: 659

Sunday 6 October 2024

Bring Out Yer Dead

So far, my journey into the maelstrom of the Badab War hasn't required very much in the way of creativity, and has largely involved spraying some old models silver.

However, as I move past the basic troops and units, I can start to look at some of the more unique elements of the Tyrant's Legion.

For example, the Corpsetaker Apothecary.

'Corpsetakers' is a name given by the human soldiery of the Tyrant's Legion, to the Astral Claws Apothecary Vivisectors who would stalk the battlefields of the Badab War looking for dead and injured Space Marines, much like any chapter's Apothecaries.

However, unlike other Apothecaries, the Corpsetakers would not limit their search to those of their own side, they would also track down the enemy Marines and harvest their gene-seed, whether they were dead or not, to help expand the Astral Claws chapter.

To be clear, according the the rules of the Imperium, this was NOT ALLOWED!

In the Tyrant's Legion army list that featured in the Imperial Armour: The Badab War books, the Apothecary Vivisector could be fielded with a unit of between two and ten Dissection Servitors.

For my purposes, as I'm using Chaos rules for my Tyrant's Legion, I'll be using the profile of the Dark Apostle (who conveniently comes with two Disciples). It's not a perfect fit rules wise in the main game, but it works really well with the version that appears in the old Chaos Combat Patrol - which conveniently is the one I'm using for the next stage in the campaign.

The Apothecary Vivisector is really nothing more than a standard Firstborn Apothecary that I picked up second hand with the second squad of Tactical Marines.

The white armour was done with a base of Grey Seer, a was of Apothecary White and a dry brush of Heavy Titanium White (from Pro Acryl). I'm happy enough with how he's come out and he does look better in real life as I always struggle to photograph white models.

However, the fact that the Dark Apostle comes on a 40mm base gave me some room to be a bit creative.

Taking some inspiration from a Pete The Wargamer video, I set about using some spare and damaged bits and pieces, along with chunks of cork, to put a dead Space Marine on the base, and as this was a Corpsetaker, I could make it from one of the Loyalist chapters to give a nod to the nefarious background of this unit.

The Salamanders ended up being the unlucky chapter, mainly because I had a single transfer left from using their iconography for some undead cavalry (it's starting to look like I have an issue with the sons of Vulkan), hence the reason why the unfortunate soul has black skin.


Also, choosing Salamanders gave me the opportunity to use this ancient pot of Emerald Green paint, which is still in good condition, despite being as old as the original Badab War article in White Dwarf.

I decided to add chip damage with a sponge to the symbols on the shoulders as it seemed appropriate given that a building has fallen on him. However, it also covered up the fact that the transfers, which are also pretty damn old, had started to tear.

The two Dissection Servitors make use of some free models I got at Salute several years ago. They are appropriately from a game called Maelstrom's Edge and have been robotified with the use of spare heads and other bits.

All in all, I'm really pleased with this little unit, and it means that I'm only a squad of Devastators/Havocs away from completing everything I need for the Combat Patrol part of this challenge.

I'm a little bit gutted that I won't be able to attend the Kill Team tournament that's being held as part of Arbitor Ian's Tale of Four Gamers due to it clashing with a family event. However, it does mean I don't need to learn a new set of rules by November.

Acquired: -66
Painted: 341
Lead Mountain: 656

Saturday 5 October 2024

Nobody expects the tiny Inquisition!

One of the elements that I really like about Carnevale is that even though the miniatures are excellent, the rules are freely available online, allowing you to bring other models you like into the game.

It also shows TTCombat's confidence in their own miniature range, encourages creativity and I think it's an approach other companies could benefit from adopting.

Therefore, whilst perusing my copious backlog, I stumbled on this ancient Inquisitor from the original Talisman board game and immediately thought that I'd like to find him a home amongst my nascent Vatican force.

The model is really simple, and so was my painting of it. The robes are Emperor's Children with a wash of Carroburg Crimson, whilst the hood is simply Grey Seer washed in Nuln Oil and dry brushed white. Everything else is done pretty much how you'd imagine.

At this point I feel I should address the outfit. Obviously, robed and hooded figures like this have certain negative connotations, especially if painted white.

However, outfits like this (specifically the capirote hood) have a longer history linked to the Catholic church and Easter celebrations, especially in Spain where they are still worn today. They were originally placed on people accused of heresy and later adopted as the garb of the confraternities of penitents.


When I originally decided to paint him for Carnevale I had intended for him to be used as a Priest, but upon learning the provenance of the capirote I thought that the Martyr might be a more appropriate profile.

However, when I stood him next to the Inquisitor and Executioner and realising what forty years has done to scale creep, I figured that he might end up as an Altar Boy.

Acquired: -66
Painted: 338
Lead Mountain: 659