Archive for Warhammer

Blood Bowl: Gobbos

Posted in Miniatures with tags , , , , , , on June 29, 2018 by Sean

 

The Jokerz Goblin team for Blood Bowl is all done. It’s a pretty big team, but Goblins need all the help they can get.

The first 12 members are basic Linemen, all done up in their Joker facepaint and team colors. I gave a different angle on some of the duplicate members to show off other details. The members are fairly uniform, but have the odd yellow elbow pad, kneepad, or glove for variety.

The team also has a few secret weapons players. The first is a chainsaw, dressed in an appropriate hockey mask. I like that his chainsaw blade is shaped like a moon, seen throughout the other team members. The chainsaw goblin is of course player #13.

Next is a Goblin carrying a bomb. Due to his pose, the client wanted him to echo Batman from the 1966 Batman movie- ‘Sometimes you just can’t get rid of a bomb!’ He gets to stand out from the rest of the team, but makes sense considering everyone else is the Joker.

The other secret weapon Goblin is a ball and chain fanatic. He was a nice sculpt, with the chain whirling around him. I made the spiky mouth of the wrecking ball match the Joker smile painted on his face.

The final team member is the Troll, painted up to represent Killer Croc. With that in mind I painted him to have a proper reptilian appearance, with pale belly and chest. His sculpt in my opinion is a little busy, his body twisted up into a pass. The Goblin in his hand carrying the ball looks suitably concerned with his impending trip. I designated the Goblin as member #0, since he’s not on the roster.

 

 

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Saga: Fantasy 2nd edition- Red In Tooth and Claw

Posted in Miniatures with tags , , , , , , on April 26, 2018 by Sean

Just an update with more of my reskinned Saga battleboards for Warhammer Fantasy.

I keep to the rivalry theme here with the Beastmen and Wood Elves.

Beastmen: The beasts of Chaos use the Welsh rules, being lightly armored and loving skirmish and hit and run. They specialize in ambushing and ganging up on weakened opponents before closing in for the kill. The Welsh and Strathclyde factions getting folded together allows for mounted options. Normally the Beastmen lack any cavalry, but they do have the Centigors, so that works.

Warlords are Beastlords or Wargors, the strongest members of their tribe, gifted by the Gods; they are armed with throwing axes and/or javelins (or cast spells, representing Shamans). They can be ‘mounted’, representing a Centigor Lord or even a Dragon Ogre.

Hearthguard are the Bestigors, the powerful core of the tribe, wearing the best scavenged armor (though despite that they are -1 Armor in close combat); they are armed with throwing axes and/or javelins. They can be’ mounted’, fielded as Centigors.

Warriors are the Gors, the common members of the tribe. They generally lack armor or shields, preferring to travel lightly (-1 Armor in close combat); they are armed with throwing axes and/or javelins. Like the Hearthguard, they can be ‘mounted’ as Centigors.

Levies are the Ungors, the weakest members of the tribe. They are armed with throwing axes/javelins or bows.

Wood Elves: In the previous edition, I used the Normans rules, as I thought the brutal cavalry backed by dangerous shooting fit them. However, I have revised the board to instead use the Last Romans from the Viking Age book. The Last Romans emphasize a united front, with lots of shooting and elite cavalry, but more coordination between units than the Normans brought. The rules here sort of leave out some of the troop types that the Wood Elves could field but works well enough.

Warlords are the Kindred, leaders of one of the numerous kinbands. They represent Glade Lords, mounted on stag or Elven steed.

Hearthguards are the Nobles, elite guardians of the Wood Elf realms.  They can take to battle mounted as the Sisters of the Thorn or Wild Riders. Mounted Hearthguard can use either lances or composite bows. Alternately, one unit can be fielded on foot as Rangers, Dryads, or Wardancers; either way, they count as carrying great weapons (-1 Armor to both them and enemies in close combat).

Warriors are the Eternal Guard, the common members of the kinbands. They fight in ranks of spear on foot, or carry bows, representing Waywatchers.

Levies are the Glade Guard, the militia of the army. They carry bows, firing in massed ranks of black-feathered arrows. Other units can carry short bows (javelins).

As the army uses the Last Romans rules, it would be interesting to field a Harald Hardrada analogue, possibly a great Forest Warden on foot, or even a powerful Dryad character like Drycha. With that, the army would be able to field several foot Hearthguard units.

The next two aren’t rivals. Instead we have the woshippers of Chaos, first the Unidivided Marauder tribes, and the other faction the devoted warriors of Khorne.

Chaos Undivided: This faction represents the mortals who worship the Chaos Gods as a pantheon of equals, praying to each in turn. This version is closer to a tribe of Northmen, seeking to achieve the favor of the gods. The Norse-Gaels faction seems a good match, with its emphasis on building up combat bonues (trying to catch the attention of the gods) and brutal close combat.

Warlords are Champions of Chaos, leaders of Northmen tribes, marked by the gods on the path of Damnation. They can be equipped with Great Weapons (Dane axes, flails, two-handed swords, etc.).

Hearthguard are the Warriors of Chaos, armored brutes dedicated to their gods. They may be equipped with Great Weapons (Dane axes, halberds, etc.)

Warriors of the warband are the Marauders, aggressive mortal tribesmen. They are armed with either Great Weapons (often axes or flails) or throwing axes (javelins).

Levy are the Cultists, the weakest tribesmen. They are often slaves from defeated tribes or newcomers to the worship of Chaos, striving to gain favor. They carry throwing axes and javelins. This could also represent a sorcerous coven like with Tzeentch.

Khorne: I decided to adapt Khorne’s worshippers using the Jomsvikings. The bloody soldiers of Khorne are pitiless and unstoppable, building their Wrath over the course of the battle, until they unleash it through violent destruction. Any member of the warband can carry great weapons or halberds (Dane Axes).

Warlord are the Champions of Khorne, blood-soaked, brutal  killers.

Hearthguard are the Blood Knights, the warband’s most dedicated soldiers, gifted with fine armor and gore-slicked weapons.

Warriors are the Slaughterkin, each desiring nothing more than to prove their power and skill to the Blood God.

Levies are not part of the warband. Khorne pays no heed to weaklings and non-combatants, other than providing more skulls for the Throne. The army cannot take any mercenary units either.

Saga: Fantasy 2nd edition

Posted in Miniatures with tags , , , , , , , , , , on April 23, 2018 by Sean

I’ve been updating my versions of the Warhammer Fantasy armies to Saga 2nd edition. The quick mechanics and characterful rules for factions works nicely with the distinct armies of Warhammer. As before, I reskinned battleboards, adapting to fit existing factions. Some day I plan on making my own original boards, but then again they plan on doing Saga: Fantasy in the future…

Starting off, we have a classic rivalry in the Dwarfs and Greenskins.

Dwarfs: I based their board on the Anglo-Danes, due to the stalwart nature of the Dwarf shieldwall and their grim determination.

Warlords are Thanes or Princes of Holds. They wield great weapons, decorated with runes of power (-1 armor for enemies in combat and -1 for the Warlord).

Hearthguard are the Holds’ Longbeards, Hammerers, or Ironbreakers, well motivated and well armored. They can have a standard weapon and shield, or carry great weapons (-1 armor for foes and the unit).

Warriors are Clan Dwarfs, the common soldiers of the Hold.

Levies are the Beardlings, young Dwarfs who cover their elders’ advance with bow and sling.

Orcs: Their board is based off the Vikings- the Orcs (and their subordinate Goblins) are pure aggression and violence.

Warlords are the Big Bosses and Warbosses, the biggest and the meanest Greenskin of the tribe.

Hearthguard are the Big’Uns and Black Orcs, armed to the teeth and well-armored. One unit of 4 Hearthguard can be fielded as Savage Orcs (Berserkers).

Warriors are the Boyz, big green monsters ready and able to fight.

Levies are the measly Goblins that the Orcs browbeat to fight for them. Preferring to fight at range, they are armed with bows or javelins.

Next is another rivalry, the noble High Elves and the evil Dark Elves.

High Elves: The Elves use the Scots rules. Their defensive nature and counter-attack abilities seem to match well.

Warlords are Princes or Nobles; they can be mounted on Elven steeds

Hearthguard are one of the martial orders, either Swordmasters, Phoenix Guard, or White Lions; they can be mounted, coming from the Silver Helms or Dragon Princes traditions.

Warriors are from the ranks of the Spearmen and Sea Guard.

Levies are the largely defensive Militia, armed with bow or javelins.

Dark Elves: The Dark Elves’ swift cavalry and murderous ranged power combines to make them deadly combatants. With this in mind, I used the Normans rules.

Warlords are the nobles, princelings, and dark lords of the Dark Elves. They can fight on foot, or ride dexterous horses or Cold Ones.

Hearthguards come from the ranks of the Black Guard, Executioners, Witch Elves, and Cold One Knights. They can fight on foot, or ride horses or Cold Ones. They can also choose to all be mounted with javelins, becoming elite Dark Riders or Darkfire Warlocks.

Warriors are the City Guard, trained Dark Elven soldiers, and the Corsairs. Units can be mounted, representing the Dark Riders and lesser Knights. On foot, City Guard are armed with spear and shield, while one unit of up to 8 can carry the iconic crossbows (-1 Armor on ranged targets, but also -1 Armor themselves because they lack shields).

Levies are made up of Slaves, pushed to battle for their masters. Some can be prisoner Dark Elves, High Elves, or various other captured races. They are armed with bows.

The final rivalry here is Nurgle vs. Tzeentch.

Nurgle: Nurgle’s children play the long game, grinding their opponent down through disease and exhaustion, resisting repeated charges with unfeeling flesh and breaking them with merciless counter-attacks. The Anglo-Dane rules suit them. The Fatigues the army can lay on their opponents could be seen as disease and decay.

Warlords are the Champions of Nurgle, bloated with plague, bearing great scythes and rusted flails. They count as carrying Dane Axes (-1 Armor for targets in melee, and -1 Armor versus enemy melee attacks).

Hearthguard are the Chosen, immensely tough and implacable. They can be gifted with great weapons or other mutations (giving them Dane Axes) or more mundane weapons.

Warriors are the Warriors of Nurgle, the common soldiers of the Plague God, with the most blessed Marauders joining their ranks.

Levies are desperate and lost commoners, weakened by mutation and disease, following the warband in worship of Father Nurgle. They carry bows or slings.

Tzeentch: The Carolingians’ action/reaction system and the ability to manipulate the battleboard on a whim make a good translation of Tzeentch’s mastery of change. The faction also allows you to choose the other Frankish dynasties, allowing for even more variety.

Warlords are the Champions of Tzeentch, powerful fighters and masters of sorcery. They may be mounted on a Chaos steed.

Hearthguard are the Chosen, the fighters decided by fate and effort to serve their master, wielding the finest weapons and foul magics. They may be mounted on Chaos steeds. They can also all be fielded as armed with javelins (spellcasters) instead, representing a mounted coven.

Warriors are the Conspirators, a mix of Chaos Warriors and Sorcerers. Any units may be fielded as a Coven of Chaos, counting as being armed with bows (or magic spells) but they wear lighter armor, reduced to Armor 3. Warriors can also be equipped with normal weapons and armor; they may also be mounted on steeds and armed with javelins.

Levies are Cultists, lesser members of the warband. They represent hangers-on, pawns, and apprentices. They are armed with bows (though again this could represent a spell blast).

More factions are coming. The factions I swapped for Aetius & Arthur rules still apply.

AoS: Waaagh Further

Posted in Miniatures with tags , , , , , , on January 3, 2018 by Sean

While working on projects for clients, I’ve been doing some work on my own Age of Sigmar force of Orruks and Grots. It’s mostly just adding to existing units of Ardboyz and Moonclan Squigs.

The Ardboyz are of course the old Black Orcs. At 2000 points, my Ironjawz force has three mobs of Ardboyz, so I had to build additional command models. In this case, here are one unit’s Standard Bearer and a Boss. Both use standard Black Orc bits, with some pieces from Orcs, Brutes, and some extra equipment pieces (including a random satchel from a WWII German sprue). The Boss also has a jagged sword with his left arm from the Brutes kit.

The other pic is a couple of Ardboyz from one unit. Two carry big choppaz, while the middle carries a choppa and shield. Again they have extra bits from other kits, like the head from the Brutes, with a jaw plate from a 40K Ork sprue. The other big choppa boy swings a halberd-like weapon converted from a Brute sword.

 

I have acquired more Squig models, allowing me to field a 10-squig unit, or by adding in more of the previously shown Blood Bowl Grots I can field a 15-squig unit. The mob still has a Blood Bowl player as a leader-type, and a Squig Rider for variety.

The last pic is my Moonclan arrayed before a game. At 2000 points, the army is a Warboss (with Squig), 2 Shamans, 2 x40 Grots units with spears, 20 Grots with bows, 2 x3 Fanatics, 3 Fellwater Troggoths, a Mangler Squig, 10 Squigs, 2 x4 Squig Herders, and 2 Spear Chukkas.

Squigs!

Posted in Miniatures with tags , , , on October 22, 2017 by Sean

 

I’ve been adding the final touches to my Moonclan Grots for Age of Sigmar. The final unit (for now) are the Cave Squigs. I plan on fielding either 2 5-Squig units, or a big 10-Squig mob, backed by 6 Handlers. Small, cheap, and expendable, but capable of dealing good damage on a lucky turn.

I finished the first group of Cave Squigs (featured earlier) using a group of old 4th edition Squig models, as well as a single Squig Hopper. The final member is a Blood Bowl Pogo player. I felt he would work as a Handler leading from the front (he IS a loonie after all). I wanted to add another 5 Squigs to the unit to round it out, but have encountered a complete inability to get them. The Cave Squigs blister seems to be sold out everywhere, even on GW’s website. Something had to be done…

In my searches through my bitz collection and random old minies I unearthed a bunch of Blood Bowl Goblins. These little guys have great character, with the detail style dating from 1st ed. They do have the somewhat unfortunate posing from that era (what I call the flat ‘limbs-akimbo’ pose). This was common for all Blood Bowl models at the time. To be fair, there’s not much a Blood Bowl player could be doing other than sort of threatening, though some of the positions lent a little more variety (runners, throwers, etc.). Luckily I had 5 Goblins, so they would serve as Cave Squigs. I like to think of these Grots charging the opponents in wild abandon, delivering sudden punches and stabbings before being squished or running off.

The Squig Handlers are as equally ragtag as their charges, a mix of 4th ed. metals and 5th-6th ed. plastics, with a random Goblin with a mallet from 5th or 6th ed. artillery crew. They carry pokin’ sticks and spears, as well the mallet and some custom cymbals to motivate/guide the Squigs. I plan on making some cheerleader or coach models to accompany the Blood Bowl players at some future date.

Goblins: Skarsnik and the Squigs

Posted in Miniatures with tags , , , , on September 19, 2017 by Sean

 

I’ve come back to my Goblins (aka the Moonclan Grots) for Age of Sigmar. The majority of the army has been done for some time, but I wanted to expand my options.

The Grot Warboss has a variety of weapon options to choose from. I’ve already painted up a Warboss with sword and shield, and another with great weapon. The other option I was interested in was a moon prodder and attack squig. I had the 4th edition Night Goblin character Skarsnik, accompanied by his favorite squig Nobbla, so he’ll fit in nicely. Skarsnik is effectively gone now anyway.

The Warboss/Skarsnik is a wonderful example of the 4th edition modeling aesthetic- a flat 2 part cast, arms and legs akimbo. He has a good amount of detail, extra weapons, and lots of skulls. He is pretty big for a goblin too, but that works for an important character. I gave him the red hood found on all the army’s characters (to help them stand out from their black hooded troops). He also got some nice checkers on his sword and dog’s teeth on his robe. Though those are part of the army’s theme, they are fairly sparse for the Grots compared to the Orruks.

Gobbla is a huge squig, with as much detail as his boss. Lots of warts, vasculature, and random scars, as well as giant chompers. Both models are mounted on a resin base from Secret Weapon. A rough rock surface, dotted with Dwarf runes.

Next are some of the Cave Squigs that I’ve been workin on for the army. In the end, there will be 10 Squigs in the unit, after which I will finish up some Grots with pointy sticks to herd them along. One of the Squigs has a missing foot, broken off the model long ago. So he gets a peg leg, which in true Grot fashion, is wrongly-sized, but the Squig bounces randomly anyway, so no problem.

The Squigs color was achieved with a base coat of P3 Sanguine Base, highlighted with mixes of GW Khorne Red, Mephiston Red, Troll Slayer Orange, and Flash Gitz Yellow. The Squig with Skarsnik got an additional wash of red ink.

Saga: Fantasy- A&A

Posted in Miniatures with tags , , , , , , , , , on August 19, 2017 by Sean

 

 

I’ve been playing the newest Saga expansion, the Late Roman-era Aetius & Arthur. I thought some of the new factions would work nicely for some of the Warhammer factions I couldn’t match up before.

Empire: The regimented order of the army and its ability to hold the line and initiate sudden strikes that the Roman faction uses would fit the Empire. This version of the Empire is an ‘earlier’ tech level of the city-states, before widespread gunpowder weapons.

Warlords are Empire nobles, career officers or blue blood royalty. They can fight on foot or mounted on fine steeds.

Hearthguard are the Knights, the elite core of the Knightly Orders like the Reiksguard, Knights Panther, or Blazing Sun, fighting mounted, or Greatswords and Swordsmen, fighting on foot. For an additional 1 point, up to 8 Hearthguard can be fielded as Cataphracts, representing the Inner Circles of the Knightly Orders

Warrior are the State Troops, loyal soldiers of the city-states. They can fight with sword, spear, or halberd (with Armor 4), or take to the field as Huntsmen, carrying bows (with Armor 3).

Levies are the Militia, the common rabble called to defend their realm. They can carry shortbows and throwing axes (javelins) or be fielded as the Free Companies. Free Companies generate 1 Attack for 2 members in melee (unlike normally 1 for 3), and have Armor 4. The player may also remove 6 Levy and replace them with an Artillery Piece manned by 2 Levy crewmen. The piece (Range 2xL) could represent any of the weapons of the Empire, like a bolt thrower or light cannon. The Artillery generates Attack dice when it shoots equal to half the members of the target, reducing their Armor by 1. Each time it fires it gains a Fatigue.

Lizardmen: I figured the defensive nature of the Britons, backed by their heroic Warlords fighting on the front line, leading by example, and directing their men to victory worked to represent the Lizardmen, or at least a Saurus and Skink-focused force.

The key value for the army is Inspiration. Units within S (2″) of the Warlord count as being Inspired. Various battle board abilities only work for Inspired units.

Warlords are Scar Veterans and Oldbloods, ancient born fighters, survivors of countless battles, and direct servants of the Slaan. They can fight on foot or ride Cold Ones. The Warlord can be accompanied by a pair of Temple Guard, called Companions. They form a unit with the Warlord. The Companions extend the 2″ range of the Warlord’s Inspiration from themselves as well. If the Warlord has Companions, he cannot use Side by Side.

Hearthguard are the Temple Guard, hand-picked Saurus decked in the finest armor and jeweled weapons. They can fight on foot or ride Cold Ones.

Warriors are appropriately the Saurus Warriors, bestial reptilian soldiers of the Slann cities.

Levies are the Skinks, diminutive skirmishers and scouts. While lacking in combat ability, they can rain death from their javelins or blowpipes (bows/slings).

Savage Orcs: I decided after playing the Saxons several times, the utter mindless brutality of the Savage Orcs was a good fit. With only fighting on their frenzied minds, the Orcs rush into combat heedless of danger, determined to crush the enemy or die trying.

Warlords are the Savage Orc Bosses, hulking beasts of green muscle, protected by bone ornaments and warpaint, their belief in their invulnerability equal to true armor.

Hearthguard are the Big ‘Uns, the strongest members of the tribe. They group in mobs of their own, ready to stomp anything in reach.

Warriors are the Boyz, the common Orcs of the savage tribes. They lack the brutal strength of the Big ‘uns but make up for it in numbers.

Levy are the Yoofs, the youngest and weakest Orcs. Not yet to the level of a proper member of the mobs, they instead use ranged weapons to pelt the foe while the Boyz close in. Alternatively they could represent Forest Goblins pressed into service. They are armed with bows or slings.

 

And here is a break from Aetius & Arthur factions. I wanted to add in an older faction that I never got around to, based on the Normans from Saga: Dark Age.

Wood Elves: The mixture of archery and shock cavalry exemplified by the Normans fit the Wood Elves well enough. It does somewhat ignore some the stronger close combat units and the various tree spirits, but it will do for now.

Warlords are the Kindred, leaders of one of the numerous kinbands. They can represent Glade Lords, fighting on foot or mounted on stag or Elven steed, or even Branchwraiths or Treemen fighting on foot.

Hearthguards are the Nobles, elite guardians of the Wood Elf realms. They can fight on foot, using their swordstaves, or launch themselves into combat as Wardancers. They can also take to battle mounted as the Sisters of the Thorn or Wild Riders. Alternatively, Heardguard on foot can also be represented by Dryads.

Warriors are the Eternal Guard, the common members of the kinbands. They fight in ranks of spear on foot, or mounted as Glade Riders. One unit (of up to 8 members) can carry Elven Longbows, representing the Waywatchers. Longbow-armed units reduce their targets’ Armor by 1, but also lower their own Armor by 1.

Levies are the Glade Guard, the militia of the army. They carry bows, firing in massed ranks of black-feathered arrows.

There’s still more factions to convert to Saga: Fantasy. I’ll add them eventually.