17/03/2014

Archive pics: Dark Angels

I'm afraid I'm kinda cheating today. Well, sorta of. Let me explain :)

While you are reading this I'm abroad due to work issues, so this is a programmed entry. During this and the following week you will have some pre-programmed stuff I had made some time ago. So hence the shortage of entries last week -I was looking for old pics and uploading here in advance!
I hope I'll get some wi-fi anytime, but I'd rather have this done instead of posting pics by midnight in a remote hotel far from home.

Enough chit-chat! Let me talk about some minis!

This was a commission I took some years ago, for a friend of mine. A Dark Angels Venerable Dreadnought by Forge World. He gave me total carte blanche, so I even purchased myself from the store. I made a mistake and chose the arms compltely swapped, so here we have the first left-handed Dreadnought :D
 
I can still kick your *ss

I tried some weathering effects on the markings
 
I blame the maintenance team

Bunch of lazy guys

The stole has some writing on it: De Calibanis ad astra feriores ultionis
 
From Caliban up to the stars we are the bearers of vengeance

Dark Angels stuff, you know.

But that's not all, here you have another commission for a different friend. He had a pre-Heresy Dark Angels Terminator squad and asked me if I could make him a Commander out of one of them.
 
The original mini from my friend
 
Not precisely great, but I made it just in one afternoon, so I can declare myself satisfied.
 
The commander guy
 
I did not touch the legs, but by changing the position of head and arms, the mini shows a totally different attitude.
 
Green stuff cloak to match the hooded head

The rest are just random Dark Angels bits

Look! Look how awesome and blurry I am!
 
Well, this is it for today. I'l be bringing some totally different stuff for later this week. Stay tuned! Even not being at home I still watch upon you... :P

Cheers

10/03/2014

Han & Chewie

Not wargame related minis again. Not strictly a vignette, but two standalone minis put along together :)

Beautiful Knightmodels minis again, from their Star Wars 72 mm. range.

Han Solo at Mos Eisley Cantina required some previous assembly, as you can see:
 
Stayin' alive, stayin' alive...
 
I needed some green stuff for a few joints, but nothing too serious.
 
Come on, Han, go home, you're drunk
 
 First layers of colour left him this way:
 
Yup, I'm drunk, look at my eyes, I feel dizzy...
 
On the other hand, Chewbacca was quite easy to assembly, but it would prove a hell of a work painting that fur.
 
Grrrwwwaaahh!
 
So this was going to be the merry couple:
 
Yeah, you messing with me? You messing with him
 
After some work on Han's face...
 
Am I blind or this Cantina is way too dark?
 
The mini is full of details, superbly sculpted, as everything Knightmodels do:
 
I've been trying to say something for a while, but nobody seems to notice my finger up
 
In the meanwhile, Chewie got some attention on his fur (again, a hell of a work!)
 
Can you imagine how much shampoo does he need?
 
Finally, Han ended up looking this way:
 
Waiter! Waiteeeer!!

You like me because I'm a scoundrel
And Chewie this way:
 
Grrrwwwaaahh!

 
Never upset a wookie
 
Here you have the final result:
 
A really nice couple indeed
 
By the way, I feel like I have no need to remember this, but you never know...
 
Han shot first.

06/03/2014

Ultramarines RT Squad

Back to 40K today! Back to the past of 40K, more exactly. I had been wandering for a time about the idea of reorganizing my Space Marines armies. The first thing (or the only thing, properly speaking) I had clear is that I wanted a pure RT Ultramarines force. I had to look for all my minis of old, form up some squads and repaint them. Of course I'm too lazy for all that work and mind disposition :P I only have been able to do that with a single squad.

I aimed for the most 'Rogue Trader'-ish aspect possible, so I went for bright blue for the power armours, white stripes on the helmets and weapon identification on the shoulder pads. Oh, all the tiny details (apart from some 'kil kil kil' marks and shark mouths; that will be for another squad).

But then suddenly a doubt came into mind. Though they were technically correct, there was something wrong about them, they didn't look as I thought they would. Then I realized. It was the weapon. The black weapon was snatching too much vistosity from the whole mini. I made some experiments and asked for opinions at the Oldhammer Forum.
 
Black, grey or beige?
 
I had almost made my mind for beige, but those opinions were definitive, beige it was to be. So these are the results!
 
Pure Old School Marines

Back to 1987
It also works fine on special weapons:
 
Missile launcher and flamethrower

This was a standard Imperial weapon back then...

I believe this mini was originally released as a Captain, but I'm using him as a Sergeant
 
The whole squad looks like this:
 
Oldskool powah!
 
I don't really have any special plans on the full army, so I guess I'll just muster a reasonable amount of old Space Marines and see what comes out!

Now I have to search for more minis within my boxes and shelves, don't know when I'll work on another squad, but I can promise some shark mouths for them when the moment arrives ;)

03/03/2014

Playing 'Sails of Glory'

Last weekend I had the chance to play this game, my mate got into the kickstarter some time ago and, being myself a declared fan of naval issues and the period, it was time to make our way into the seas!
 
That's the game
 
The box gives you the opportunity to act English or French. Besides the core box, my mate also got the first expansion pack, so we both had a four ships fleet.
 
You need quite a table just to set the game
 
My friend would be the English commodore and I would be the French one. We played a blockade, where the English fleet would have to avoid the French ships reaching the other side of the board. Don't worry, no Siege of Toulon nor any historical scenario, just trying to get used to the rules.

The game allows different levels of difficulty. We went nuts and decided to play using all the special rules. I can tell you it is a hell of a game having all those details, but unbelievably fun. First of all, you have to randomly set the wind gauge. That will determine the whole game dynamics! Each turn wind can change (or not) and you immediately learn how important is to get to windward of your enemy. At the beginning, wind was quite favorable to the English:
 
French POV
 
How do you move your ships? You have to plan a couple of movements in advance (that is when playing the advanced rules), using a deck every ship is provided with. Depending on the wind and your sails, they can move better or worse. To determine the attitude to wind of your ship, you must set the attitude indicator in he same direction of the wind, that determining the green/orange/red areas on the base of the ship:
 
Orange it is, sailing close to the wind

So you move as the card indicates, depending on your sails
 
The clash is imminent. The English fleet, having got to winward of the French, advances towards the enemy:
 
Ooops, someone's gonna crash...
 
But beware! The HMS Defence has not quite calculated the strenght of the wind and her course!
 
Croooosh! Damages on the hull
 
You randomly pick a damage marker. In this case everything went wrong, as a fire was declared! I'll use next pic of the Ship's log to explain a little more about the game:
 
Lot of info, uh?
 
The upper part shows you the 'technical specifications' of a ship: Burden, veer, artillery firepower, crew, musketry firepower...
The lower part depicts the actions taken by the captain: where you must determine your sail settings (full sails, battle sails, backing sails), if your port/starboard cannons are to shoot this turn or they are reloading and the actions you may take.

Moar tokens! Yay!

Let me explain this pic. Upper row: Kinds of ammo (ball, double shot, chain grapeshot). Next one: reloading or shooting tokens, both port and starboard. The rest are the actions: extinguish fire, pump water, increase/decrease sails, grog for the crew (for morale effects), repair damage and musketry fire.

So bear all this in mind, it may prove useful! Let's talk about shooting. As you can see, the bases depict firing angles, depending on the orientation of the stem, full broadside or stern batteries. You have to plan in advance which kind of ammunition you want to load on the batteries, as not all of them have the same range or effects:
 
Fireee!!!!

Ouch! That can hurt!

So damage begins to be noticed on board.
 
Depending of the ammunition/musketry/etc kind of damage, you will need to take different damage tokens (i.e., grapeshot ammunition from a '2' value fire battery, take two 'D' tokens, that's the way it works).

In the middle of the battle, the wind begun to blow from a different direction. That was a terrible mess for the French fleet, which now was totally leeward:
 
This was the disposition. Be prepared to see anything...
 
When the wind hits you from the stem, your planning sinks away. You can forget of the cards you chose and need the red cards. Depending on you previous actions, you may take a determined card which will depict how your ship is going to move during the following two turns:

Get ready for almost going adrift

My fleet, scattered. The cards show what will be the movement like next turn.

Anyways, the battle must go on! The Embuscade hit the Defence:
 
Feu!!

Though it's a hard ship of the line, it's being seriously damaged
 
Of course, she strikes back...

Ouch!!

HMS Cleopatra, engaged in a boarding action, shoots at the Embuscade

Well, how to put this into words...
 
The Embuscade inevitably sunk, so things weren't going that good for the French, still being scattered due to the wind next turn (I even had a ship totally heading the opposite way!):

Seriously, Genereux, where the hell are you pointing at?
 
HMS Concorde crahsed into the Courageuse in order to board her:
 
Gotcha!
 
The Genereux tried to get into course again next turn, attempting to break the blockade:
 
Rush hour!
 
But unfortunately crashed into the Hermione's stern!
 
Oooops! Sorry!
 
The poor frigate, being hit from all over, could not resist and sunk too:
 
Nooooooglub glub glub...

So the French had nothing to do by now. Being against the wind and being reduced to the half of their strength, there was no way any of them could move through the blockade.
 
We could fight a couple more rounds, but it looked pretty clear at the moment...

The game is absolutely fun, but terribly complex if, as we did, you try to play the full ruleset (i.e., advanced rules) for your first game. The broad choice of actions you have to pick in order to shoot muskets, repair damage, reload starboard batteries or let the man drink (seriously, your crew is dying under enemy fire and the best option is... letting the rest of the crew get drunk!) can be a little bit overwhelming until you get used to control everything, specially if you are managing four ships at the same time.
On the other hand, it is so complete that you do want keep on playing it as complex as you can! I can imagine infinite possibilities, with two or more players per side, one acting as the Commodore trying to pass orders to the other ships using signals. Or even tiny scenarios with determined secret missions the other side does not know.

About the result... well, I cannot but admit my total defeat. Wind plays an immense role, as you can see, but I must blame over all things that we had 'Master and Commander' OST playing during our game, so even the ambientation was in favour of the English. What can I say? Three cheers for Lucky Jack!