Sunday, 23 September 2012

Privateer Press: Journeyman League - The Conclusion


So the Warmahordes Journeyman League came to an end a few weeks ago but I've not had time to post on how things went, so here's my round up post.  I've been fiddling with photography again this post and given up trying to lay the pictures out better on Blogger for the time being so excuse the rather scattered look!

So after my last post on the subject I had one round left to play before the league finished.  I was also trying to get some more bits painted before it all ended.  At the end of the league, games played, games won and figures painted all counted for points!

My final game was 35 points again Brian, using his Khador.  Brian is the very model of the best sporting attitude and he pointed out a number of things I was about to do wrong (turn order and so on) which meant I was able to play my force to their very best.  I did manage to win as a result, but Brian was very generous to allow me to do so!




I managed to get one of my favourite gators painted up in time - Snapjaw.  This guy is a character warbeast who hangs around with a mini-warlock called Wrong Eye.  The pair of them make a reasonably effective team and look great on the table.  I think I especially like Snapjaw because he reminds me of Godzilla - look at the profile in the first picture above to see what I mean.

The final scores for the league meant that thanks to me persistently turning up and playing (8 games), sometimes winning (4 games) and painting a fair old amount (3 large warbeasts, 5 medium infantry and 1 small solo) I collected piles of hobby points. It turns out I received the largest amount of painting points and came top overall as a result!








After the league finished, finally my Bullsnapper came into stock.  I love this little guy so have painted him up to near completion quickly.  This dude is much brighter than my other gators as I seem him being quite a different species and also rather nippy.  The colour scheme I think works nicely.

5" template for the Swampy Pit spell Barnabas uses to great effect
Part of the way of gators play allows me to set up swamps on the tables before the games starts and also create temporary pits throughout the game.  I decided to make some scenery to represent these rather than just use templates.  I've not completed all of them yet and intend to do a post showing how I went about it, but for now here's one of the big pits I've made complete with tree stump, fetid pools, grass clumps and little mushrooms!  This is also the reason my painted gators aren't based yet, I am still figuring out the best way of achieving a decent water effect.


Finally for this post, a shot of Steve the Mad Wizard's tower from last time.  Now completed with flock to match Rob's modular table in 7th Heaven, looking good!


Saturday, 1 September 2012

Making your own fantasy scenery - Wizard's tower


Despite having a Blue Peter project box that's slowly taking over my entire gaming room, I rarely make scenery from scratch.  There's a lot of companies out there producing excellent stuff at good prices and I also have my Hirst mold that I've covered previously.  However over Easter 2011 my mad scientist friend Steve was visiting and after polishing off a tube of Pringles we came up with a 'make a wizards tower in a weekend' challenge.

The finished article
Well the photo above shows what we managed to make during that weekend.  Pretty pleased with it we were too as it was very much spur of the moment, no planning and frankly Steve is 97% enthusiasm and 3% skill I'm sure he wont mind admitting.  

So after selecting a couple of Pringles tubes as the basis we had to work out what we would do with the general look of the thing.  I have a lot of cardboard lying around so that allowed Steve to get cracking on the shingles for what inevitably had to be a conical roof.  This took a long time to make but looks great now its done.  Each roof is capped with a bit of baking foil.  I liked the idea of some bracing sections to break up the large wall surfaces so some thin card strips were added.

I also have some sheets of plasti-card for occasional conversion and basing jobs on miniatures so this allowed us to come up with the bridge, doors and windows for the double tower construction.  The window and door frames are deliberately wonky and a-symmetric - Steve was in an arty mood!

I had some spare bits from my Hirst molds that were put into use as jutting joists under the roofs and as abutments (I think that's what they are) on the bridge.  We also used a couple of wooden coffee stirrers as braces on the bridge as these are a bit thicker than card and there was no need to bend them.

The towers are mounted on a double layer of packing polystyrene I'd been saving.  Using a hot wire cutter Steve created the rough shapes you see and I then hot glue gunned the two sections together and to a mounting card base.  

My dog photo bombed the original shot, so here he is in full, glorious fluff-o-vision
The hill base also had some slots cut into it to allow some steps to be forced in, leading up to the front door - you'll see them more clearly further down.  Once the main sections were arranged, the entire thing was glued together with a combination of hot glue, PVA and when all else failed cello-tape!  Some loose sand and gravel was added in places to add further variety to the hill.

The hill section was coated in artex to give it texture and hide the polystyrene - this also meant it wouldn't melt when I under-coated it!  Just to be extra sure I also painted this section with my latex primer to give it even more of a sealed coating and further texture.  finally the joins between the tower and the base were hidden using wood filler.  This stuff is great and I have more things I want to show where I've used this in future.

Its black, BLACK!
A quick spray undercoat of black and we are ready to paint.  It could have been white, but black allowed me to be a little slapdash and not worry about every spot.  This is gaming scenery so its going to take knocks  so it only needed to look effective not win any awards.

A front view
So here it is 'completed'.  Well the painting is anyway.  This is going to live in my local gaming store so I am going to let Rob flock it to suit his boards, so some of the brown areas will have a nice green fuzz effect on them shortly.  I'll snap a shot of this once he's sorted that out.

Rear view
As you can see I've picked a slightly strange colour scheme, something Steve and I discussed and agreed on was that this tower belongs to a fairly eccentric mage so purple and light bluey-white it is.


Main door
Here's the front door.  All made out of plasti-card apart from the door knocker which is a spare bit from another kit I'll show at some point in the future.  Wood effect was simply scored into the plastic with a sharp craft knife.

Stairs
Here's the stairs, I can't actually remember what they are made of, but being quite thick its probably balsa or foam card.  Artex provided some texture but they are a bit slap dash!
Walkway between towers
Last shot, so you can see the bridge section has somewhere to place miniatures and Steve even went to the effort to make a pair of wonky doors too.  The gantry has wood effect scored into it too.

Monday, 27 August 2012

Privateer Press: Journeyman League

Big catch up blog alert!

5 weeks ago or so I signed up to a local Journeyman league.  There's quite a few local players of Privateer Press's Warmachine and Hordes games and this league is designed to introduce new players, encourage players to start new forces, play games and paint.

Its a standard format that Privateer support, not sure if there's any prizes, but we do get little icons and stars and stuff as we achieve various goals throughout the league.  I'm only a week away from the end now but thought I'd show some minis and reflect on how things have gone (plus I have a different blog post in mind for next week).

My Wrastler - first PP mini I built and painted

The first thing I had to do was decide which of the many forces in the game I wanted to play.  Warmachine and Hordes are set in the same world and share a set of common rules.  Warmachine deals largely with human factions of Warcasters and their Warjacks (magical steampunk mechs).  Hordes deals with a more varied set of races focused around Warlocks and their Warbeasts (giant animals and monsters).  I had a long and hard look at at everything both games had to offer and narrowed the choice down to about 3.  I may come back to these other close run forces in future, but for now I went with the Hordes based Minions faction.

My Ironback Spitter, a grumpy old turtle
Minions are an interesting choice.  They are largely ally units that other Horde (and to a more limited degree Warmachine) forces can draw upon to increase the variety in their units.  Within the book however is the option to base a force entirely on Minion units, with certain limitations, and go to war in their own right.  The two flavours of Minions are Gators and Pigs - and generally never the two shall mix.  I loved the look of the Gators and, PP claim you should play the figures you like, so my choice was made.

The Tango-ghost!  My feralgeist isn't the typical green colour...
So having made a choice I needed to understand how to play, what I needed to buy to join the league and how things would progress.  For most forces in the game there is a starter battle box, a nice £30ish get you up and running set made of plastic.  Typically this contains a Warcaster or Warlock and 2-3 Warjacks or Warbeasts.  There's 3 forces in the game that this isn't an option for, I picked one of them, typical!

My Gatorman Posse, possibly the best thing in my force

So talking to my local store owner Rob and looking over the league rules, despite there not being a box, there was a recommended starting force I should pick up.  This consists of Bloody Barnabas a fairly solid melee Warlock, a Wrastler (Mexican luchador inspired giant alligator) and an Ironback Spitter (giant spitting turtle).  A bit of online research on PP's own forums confirmed this was a good start so off I went.

The terrible trio
Now the plan with the league is that as the weeks progress so does the size of your force.  To start with things are a little unbalanced as the battle boxes aren't 100% the same points value or balanced, but they are pretty close (certainly better than a few other companies I could think of).  It also means that the core of your force is likely to be with you the entire length of the league unless you've already got a large selection of stuff sitting at home (in which case the league isn't really for you some would say).  For minions especially the battle box is a very solid start, there's a good chance at least 2 out of the 3 figures would be in any game I ever play.

With my little warband I played my first two games, a loss and a win in short order.  Very quickly it became apparent that Warmachine forces could not be dealt with on equal terms, my minions would have to use all of the dirty fighting tricks I could 'wrastle' up.

15 points of meanness
So after week 1 we moved to 15 points.  My battlebox came in at 11 points (each warlock and warcaster grants bonus points that can only be spent on warbeasts and warjacks to encourage more big nasties on the field) so I had 4 extra points of stuff to find.  Again internet research tempted by local experts (Mark, Pat and Bryan) suggested that a Bullsnapper (another alligator yay) was a good choice having a key ability that would improve my force.  Sadly 5 weeks in my Bullsnapper model still hasn't arrived so I am using my Bushido dragon (its the right base size) to fill in for now.

This left me with enough room to squeeze something small in.  I went for a feralgeist, it can bring my dead warbeasts back to unlife briefly to give something a good kick and has one or two other possible uses as well.  I only managed one game at this points level and it was a convincing defeat - again warmachine forces proving a real challenge to me.

25 points, even more gators
The next level of escalation was 25 points and this would last 2 weeks.  The second week would allow you to swap more things around should I wish to, but I was happy to stick with what I had to try and get to grips with it more.  I added a Gatorman Posse to my force, a really hard hitting infantry unit.  I dropped the feralgeist (yes he snuck in the photo but I didn't use him) and took a Croak Hunter too (little frog dude fits in nicely with all the other swampy creatures I feel).  At this level I had more success, beating both a hordes and a warmachine player.  In both cases the Gatormen were really stars and I am pleased they work so well, are nice models and one of the key reasons I chose Minions.

The whole gang at 35 points
The final level of the league is 35 points so to round things off I added Wrong Eye and Snapjaw.  This pair are a mini warlock and his pet warbeast and great figures to boot.  I also get to sneak the feralgeist back into the force legally now!  My first game at this level didn't go great, some mistakes with Snapjaw and once again the fires of Pat's Menoth causing me no end of trouble.  I have one more game to go so I'll see if I can put in a decent final performance.

I hate these things
Overall I feel I am very much still learning the game.  Like Malifaux there's a huge amount of active decisions in any turn and the warlocks and warcasters each player brings really changes how an otherwise identical force plays.  This can mean there's a lot of questions at the start of a game - I've seen a few cases of "I didn't know that was even possible" followed by horrible losses so I prefer to know what's coming even if I can't figure out how to get around it yet!

The end of the league means I get time to finish painting what I have and think about how I might expand my choices further.  I haven't actually finished any bases yet (I'm playing with swampy effects) and have only used Barnabas, there's 2 other legal warlocks I could use without really needing to change the rest of my force so they would be easy ways to get a lot more variety into my games without having to paint or pay for lots more.

Saturday, 4 August 2012

Warhammer Campaign - retrospective

Over the last couple of months I've managed to fit a series of games in a light hearted Warhammer campaign.    This series has come to a close, but I'd like to reflect on what I've learnt and what this might mean next for my Warhammer interests.


I've been using (as you may figure from various previous posts on this blog) my Vampire Counts for this campaign and had some fun and mixed success with it.  The rules for the campaign was that we had to take a special characters of approx 500 points, plus 2000 points of regular army.  I toyed between Vlad and Mannfred and in the end went for the spell caster supreme over the melee master - I'll comment on how well this went in each game!  The special character was fixed throughout the series of games, potentially gaining bonuses or penalties depending on how well they performed.  The rest of the army would be changed as you wished from game to game, but if you stuck with a list, you could again potentially gain some bonuses - but also suffer casualties as hang overs from previous fights.

Game 1 vs. Tomb Kings

Ok so it wasn't quite as bad as this picture looks, but it felt like it!  I have to hold my hand up here and say that I've not played with more than 1500 points for a very long time, nor special characters so I was headed into this campaign with no real idea what to expect.  A few weeks prior to this game, I had played Pharoh Rob, resident Tomb Prince at 1500 points and done quite well so I foolishly felt confident and comfortable with what the dry cousins to my army could do.  How wrong was I.?

Turns out very.  Rob elected to take Settra as his general which with some clever positioning meant that all but one of his units was either using the massive WS7 Settra has, or WS5 from the Tomb Princes scattered about.  For a largely WS2 army this was a bit of a problem!  In addition, despite some really favourable charges, Settra and his chariots refused to die (even with multiple killing blows landing) and Mannfred's magic and melee efforts were somewhat lacking.  In the end between Settra and a Sphinx I failed to contain it all looked very grim by the end of the game.

Poor things never stood a chance
What did I learn?  2500 is very different to 1500.  My magic was more opposed/contained than I expected - my low level mages not really getting chance to cast in the face of a level 3 mage on the other side.  Also my many small units approach suffers without the magic tricks I'm used to pulling so I need to think about hordes more.  A reshuffle for match 2 then I think...

Game 2 vs. Bretonnians

Nice axe?

Before this game, I decide to lose some smaller units, make a horde out of my ghouls and skeleton spearmen and give my lesser Vampire a nice choppy axe.  Feeling these minor improvements were enough, onwards.
Another army I've not played in an age is Bretonnians.  Poor Dan suffered a barrage of questions before the game started as to what on earth his various knights did these days and how lance formation worked.  With this roughly worked out in my head I set up with various shenanigans planned for my spirit swarms, bats and so on to mess with the Knights movement.  Dan had 3 large Knight formations, a small questing knight line and King Louen - surely I could contain this!  Alas turn one Mannfred disappeared into a vortex of chaos having cast but a single spell (I can't even remember which).  Punching a huge hole in my plans to bolster my own forces and hinder the foe, I attempted to make the best of things and get ready for the inevitable charges.  Sadly my lesser Vampire failed to take control of my horde and very quickly my force was falling to bits.  My small units evaporated in the blink of an eye (have you ever looked at their leadership?  Its really, really bad) and even the Varghulf wasn't long for the world.  Long and painful combats developed across the board but fairly quickly I was losing far more undead than I could possibly replace with a lowly Vampire and necromancer.  In the end I lost my entire force, to around half the Knights (plus memorably the Hippogriff).  

What did I learn?  Quite honestly I'm not sure I could have done much more with losing my general like that.  Mannfred is key to my army's performance, with the campaign's focus on the special characters and the extra burden a Vampire general must carry so without him from such an early point it was only a matter of time.  Overall I was quite happy with how I did things given what I had, but it was like trying to hold grains of sand.

Game 3 vs. Empire

Feeling luck was against me last game, not my choices I stuck with exactly the same army list and moved on to a new foe.
I'll take em all on
Howard is fairly new to Warhammer and suffering a terrible losing streak at the moment.  With this being my first game against him I wasn't sure whether this meant if I lost I should hang my dice up for good or it was some sort of initiation ceremony.  I've played Empire a LOT over the last, ooo, 14 years but haven't faced the new book before.  Howard had opted largely for a gun line so I new it would be a magic vs shooting game.  Some early over committed cavalry from Howard saw some quick losses for him.  I tempted fate with my dire wolves to see what a hellblaster was like (and if I could fluke a misfire from it).  Turns out hellblasters got good again - I avoided it from then on.  Howard attempted to blast my ghouls from the table with pretty much every gun he could bring to bear and I countered with summoning spells at every turn.  In the end I destroyed his army utterly with only very minor losses (thanks for a blinding game from Mannfred this time).  

What did I learn?  When things go well with magic, my army hits like a landslide.  To be fair there wasn't a lot of elite melee troops in this army, the few knights I faced were hit by the sort of combined charge you only see as an example in a rule to explain how different unit types work...

Game 4 vs. Chaos Daemons

After the success against Empire, I stuck once again to the winning list and marched into a Storm of Chaos battle vs. Will.  My extra 500 points went towards a pair of dragons, a little one and its slightly larger cousin.
Rainbow warriors
So Daemon are, wait for it, an army I haven't faced in an age.  In fact I have never played them as their own army list, only as part of the oh-so-ancient Chaos army (which included beastmen, warriors of chaos and daemons in one huge, all powerful melting pot).  As you might expect, Will was faced with a deluge of questions as to what on earth was on the table, let alone what it did.  On top of this, although I had read the rules this was my first Storm of Magic game so I really didn't know what was going to happen.

Will had a Slannesh/Tzeentch army which with cataclysm spells topped out at 32 different cards - plus the Blue Scribes tricks to boot!  I managed a mere 23 (Mannfred bringing the lion's share) and wondered if we'd ever get our of the magic phase.

As it turned out, my Vampire counts were more than a match for the Daemons in close combat and the multiple monstrous threats I had at my disposal more than outclassed the magic advantage Will hoped to use.  The dragons burned, trampled and ate many a demon.  My ghouls obliterated flamers and horrors.  Even humble skeletons outfought demonettes (with some support from my new favourite thing in the game, Vargheists).  A convincing victory for me, especially once a dragon ate the Blue Scribes and Will couldn't regain a fulcrum or find a way to knock Mannfred or his apprentice necromancer of their own.

What did I learn?  Even in Storm of Magic you can have too many spells.  The monster/pact/magic item bonus points were key for me and next to useless for Will (he took some Vampires and Ghouls) so spending them wisely is important.  The fulcrums are at the end of the game, the only thing that matters, so big undead blocking units are great for this.

In summary.

An epic post there!  I'm learning a lot about Warhammer 8th at the moment, especially at the higher points values.  I'm looking forward to more games, but still a bit stuck as to how to beat the Tomb Kings with my current choices - I may have to look into mixing up my characters and considering the other new book additions.  I am keen to avoid too much power gaming so don't want to build death star units which means clever play and favourable match ups.  I just need to work out what they might be!

My final list was something like:

Mannfred Von Carstein
Vampire Count with Enchanted Shield and Ogre Blade
Necromancer (Level 2) with Master of the Dead

40 Skeletons with spears
20 Skeletons with spears
40 Ghouls
27 Grave Guard
20 Zombies
3 Vargheists
1 Varghulf
5 Dire Wolves
2 Fellbats
1 Spirit Swarm

Friday, 20 July 2012

Sci-fi Troopers from Heresy and Hasslefree

Been a few weeks last my last update, I've been very busy with holidays and other things - more on some of this next week.  For now, here's an update on my Rainbow (Grey) Knights as I've painted up a number of henchmen recently and another ABC warrior, enough to field a small force now and try them out with the 6th ed rules hopefully.

I really liked the idea of an inquisitor commandeering troops from all over the place as and when he needed them, especially if they were good at their job.  This was totally inspired by Dan Abnett's Eisenhorn and Ravenor series and offered my a really good opportunity to use figures from outside of GW's range.  Initially I was just going to supplement GW guardsmen and other henchmen with a few extras, but as time as gone on I have found so many excellent sci-fi figs out there, there's very little GW in my army yet and this may continue as there's been some amazing things  released I still don't have and think would be fun to paint and use.

There's a female trooper in this squad, can you spot her?
First port of call was Heresy.  Andy has made some really great sci-fi troopers that I've bulked out 2 squads of henchmen using.  The helmets really made me think of Halo so I've gone for Red vs Blue squads.

Follow me boys!
Painting these figures was pretty easy, they've been sculpted with this in mind I think!  To start with I painted the guns, boots and jump suits dark grey.  This was then washed with black ink (the new GW Nuln Oil is excellent with a couple of coats) to darken this down and the effect is good enough that no highlighting was required.  The boots get an extra couple of coats to really darken their colour.  After that its pouches, a mid brown with a brown wash over is good enough.  The armour plates are easy to pick out and each is a three stage (base, thick highlights, edging) process.  The visors are GW shining gold with GW Devlan mud to create the contrast.  The guns are based coated over the dark washed grey with GW codex grey to a mod grey and then edged with GW astronomicon grey.  Spot of GW blood red for laser sights and we're done.


Adding unique style to my squads
I am also a fan of Hasslefree miniatures and while I only have a few troopers from Kev (there are more you'll find) I do have plenty of his pulp, sci-fi and fantasy adventurers to use as other things in my army I'll hopefully show off in future.  These 4 ladies were actually from the Mantic special box set, I think one of them is exclusive to that set.  They were painted much the same as above, only these have skin! 

The lighter tones are GW tallarn flesh highlighted to GW elf flesh.  The darker tone was Coat d'arms Chestnut highlighted a blend of GW tallarn.

The final showcase this post is Joe Pineapples.  Another ABC warrior I've based very closely on the colours and art of Kev Walker.  Joe has looked different in many of the comics, the figure has all the details Kev added, but is posed based on Simon Bisley's work (see both pictures below).






Vindicare Assassin anyone?
My Joe is slightly converted to make his sniper rifle closer to the first art work pose and suggest the sniper role more obviously, using a spare Space Marine sniper rifle barrel I had.  Painting was a mixture of the techniques above for the leather jacket and a lot of blues and blending for the armour plates and goggles.  The base isn't quite finished and I may yet highlight the gun a bit more.

Sunday, 1 July 2012

ABC, it's as easy as....

This week I found myself tidying up all sorts of bits and bobs hanging around on my hobby table.  They aren't all 100% finished (I've been a bit under the weather this week) but I wanted to get these guys up on my blog.
The now infamous bro fist image
I've been thinking about 40k allies a lot this week with the information leaking in from the 6th edition rules and then confirmation yesterday.  I've been toying with a Grey Knights army for a while now, but I was focusing on Inquisitors and henchmen, not space marines, in my plans.  These ally rules mean that I can get them on to the table sooner than I previously thought as I can bolster then with my Dark Angels or vice versa.

Here's the twist.  My army will mostly be made of non-GW figures.  Its going to be made of pop culture, geek culture and just generally cool figures.  Now this means I'll never set foot in GW with this force, but hey, I don't go in there to game generally anyway.  I'll hopefully revisit this army over and again in coming months as I add new figures to it, but lets start with what I did this week.
Spread the word
I've been a long time fan of 2000AD and really its no surprise that I was a big fan of the original Rogue Trader version of 40k, the settings, art work and indeed even the artists were all fairly interchangeable in the mid 80s.

The ABC warriors in particular got me started on this alternative Grey Knights force.  Foundry miniatures do a fair old range of 2000 AD figures so I've managed to collect all of the ABC warriors they've created (more on this below...).  The models I think are largely based on the characters as imagined by Kev Walker (seen above) - who also did the art for the original Dredd movie (in which Hammerstein cameos) and plenty of GW and Magic the Gathering art too.  I'm trying to paint my warriors in the same scheme he used.

Removing the metal base he was standing on was a pain
I've had Mek-Quake sitting on my desk for months barely base coated.  He's a fairly big 'bot and one of my favourite characters.  The miniature here has him in a fairly unusual shape (actually based on art in the Nemesis comic), he's more often in his 'kill dozer' body (he can swap his head onto other bodies you see).  Now a kill dozer version is a potential future project for me, especially seeing other people have done excellent versions.  Critically, the kill dozer body has the big screen on his chest where I can paint his catch phrase "Big Jobs" in an 80s digital font.

So here he is, in the blue-grey colour seen in Kev's art work.  I'm quite pleased with the result, just need to do the skull and shell cases and generally tidy the base.

I think it was worth it, the 40k round base is a nice finish
Now to keep Mek-Quake company on this post, I fetched my Hammerstein down.  He's been painted for at least 3 years, but recently re-based.  Painting this chap entirely in bronzes was not much fun, I think I would approach the project differently now but he doesn't look too bad, certainly resembles the art work and the film incarnation nicely.
Now he did he get his name then?
This figure really closely follows the art work in terms of the detail - the helmet damage is a fairly typical state to find him in for some reason, he's always getting it knocked off.

Just waiting for an opponent to start using chaos marines so I can paint this helmet
Now in terms of using these guys in game I'm leaning towards using them as dreadnoughts.  The scale shot below shows how big they are next to scale marine (poor guy).  Not quite a bulky as the walking coffin dreads, but certainly tall enough.  I quite like this idea because the ABC warriors spend a lot of time on Mars, which in 40k is the home of the Adeptus Mechanicus so they could be advanced dreads/bots perhaps?  Maybe they got a retro fit after some adepts found them in storage after 25,000 years or something.

They're right behind me aren't they?
Now the big burning hole in the Foundry range is my absolute favourite ABC warrior Mongrol.  A Frankenstein mix of different robot parts, the monstrous ape with the heart of gold is a great character and sadly missing an official figure.

The story seems to be that one was sculpted but the green was crushed during the mould making!  I've yet to find a version of this figure anyone's produced that does him justice.  It doesn't help that he's rarely drawn completely, certainly not till the recent Volgon wars series where, as awesome as he is, he both looks and acts quite differently to the classic character.
Mongrol SMUSH!
So I have decided to try and make my own version.  Now there's a more than one image showing Mongrol at a fairly epic size.  The key reference here for me was that he was able to subdue and hold Hammerstein using just his hands - that makes him huge!

Big hands, tiny legs
Now this version I have here is just a mock up to see the sort of scale I am working to and how his arms and legs could actually work.  The character in the comic often knuckles his way around a battle and the rare shots of his legs do seem to show them being really small compared to the rest of his giant physique.

Run!  He's hungry!
So can he subdue Hammerstein?   I hope from this shot you can see he most certainly can.  In terms of 40k Mongrol will be used as a Dreadknight.  This allows him to be both hard to kill and hit really hard as he's a monstrous creature rather than a vehicle, suitable representation I think.

I'm supposed to be inspired by this fallen statue?  Worked for Frodo you say?
I also quickly finished off a space marine ruined statue I had collecting dust on a shelf.  In 40k 6th edition various bits of scenery can have special rules, much like in WFB 8th.  An Imperial Statue is one of these special pieces so this was reason enough to give it a quick dry brush.  Needs some Martian grass and then its done.


Finally an update on the Spirited Away display piece I was working on for my Wife's birthday.  I've finished sculpting, painting and positioning all the characters now.  As well as No-Face, I've created some soot sprites (including one carrying a piece of coal) and also Boh (the baby) when he's been turned into mouse.  They are all mounted on a nice chunk of wood.  The wife is very pleased with the final piece.

3 little speckled frogs, sat on a speckled log... no wait!