Saturday 2 November 2024

Dreadtober 2024 - Dreadline missed.

 

So, Dreadtober has been failed this year.


This is as far as I managed to get with the Meka-Dread painting, real life just caught up with everything.

All the parts have most of their basecoat's down, I just need to add some brass detailing to the bolt heads on the legs and then I can wash everything with the brown weathering shade and then work colours up from there.

I'll get it finished soonish, but I'm just waiting for some good chunks of hobby time as work has ramped up with contracts, so my time is starved at the minute as I'm getting home and spending a couple of hours with the family in the evenings rather then just hobbying immediately when I get home.

I managed to work up the craters, as they were a quick project to finish which kept me in hobby, but anything bigger which requires more time was just not going to work for me.

Real life, always getting in the way...



Until next time, have nice day.

Thursday 31 October 2024

Cratered wasteland -terrain build.

 

Terrain.

It's one of the most vital things to make an immersive wargame, but often one of the most overlooked elements of the tabletop, often it is either nonexistent, cardboard flats or just thrown up at the last moment. 

With the gaming table having been christened with it's first game, but some of the terrain unpainted, I really wanted to rectify that aspect, and wrote out a couple of lists of terrain I would like to build.

One set of terrain I would like to tackle is a set of opposing trenches and cratered no-mans land in-between. I know my board is only three foot across, but I can position to have between eighteen and twenty inches of no-mans land easily. Historically, frontline trenches were uncomfortably close at times from looking at aerial photographs of World War One (the brilliant Wargames Atlantic kits are something I would like to look at in future and this terrain set is my justification for them!).

Rather then start with the trenches, and only having a few free hours causing me to miss the deadline for Dreadtober, I began with a small set of three craters on scatter bases so I could do a little each day and then leave to dry.

The bases were first cut from some good 5mm MDF I had left over from a previous project, no warping here due to glues and paints.
Then a broken sheet of polystyrene insulation was purchased from the DIY shop for a bargain and I set about it with a knife to make the rough crater shapes in the photo:

Bit of a mess was made though...

A closer look at one of the craters at this stage. I wrote on the base the rough size of the flat space I wanted "50mm" in this case. These being ordered to provide surface area for bases to be placed securely, as I really wanted to avoid "wobbly model syndrome".

Out came the crafting supplies next, and I chose to try a technique from Eric's Hobby Workshop on YouTube. He uses aluminium foil to shape the edges and piles of dirt for his build.

Unlike Eric with his Hot Glue Gun, I used PVA and had to wait for it to dry before moving on.

The next day, fully dry, it was out with the next set of crafting materials, and a batch of filler/PVA/some old brown paint I had was made up and applied liberally over the pieces:

As such, the brown was far too light in shade for my liking, but it worked as a base layer:

And a few rest Kriegers to demonstrate model positioning:

The next step was to start texturing, and builders sand was glued down across the entire set of craters:

These were then sprayed with my last can of Mournfang Brown,vans generously drenched in my homemade brown was, like I use on my tanks:

And the drybrushing layers bagan, first with Baneblade Brown, then with Ushabti Bone:

Before the Ushabti Bone layer, a few bits were picked out in Mechanicus Standard Grey, to represent stones and rocks churned up:

Next was a couple of successive drybrushes, first with Abaddon Black, then Corvus Black both in the main recess of the crater to represent scorching from the explosion. Finally an all over light drybrush of Flayed One Flesh mixed with Ulthuan Grey was given, just to draw out the very highest of textures, the light Fleshtone gives a less harsh final appearance then just pure Ulthuan Grey, which is a near white colour:

And a final "action" shot, with a few of my Imperial Fists traversing the cratered hellscape with the mountains behind:

I do have a light tan fleece blanket to use as a base cloth for the table and these pieces will sit on that and blend well with the colours used.

I want to add the two trench lines to the set, as well as a couple of blown out hills, one covered in craters, the other will have a burned out wood on it, as well as a few loose scatter sections of burned out woods.
I am considering a ruined building, maybe a church, as a centerpiece between the lines, think the Village of Velfwhich they assault in the Wonder Womanmovie set during World War One, or the atmospheric town scenes in 1917.

All in all I think these three craters took me about four hours (minus drying times), done in little half hour stints in my free time each day.
Whilst I wasn't planning on it, the end of October became very busy with a rush of extra trains at work meaning I was called in on my days off and taking the Mrs out for her birthday last weekend as well, far more important, ate into my already stretched hobby time. Things should calm down through November as I have some annual leave coming up at work, so I'm going to try to set aside some dedicated hobby time to get stuff done.

Not sure what to start next, but terrain is definitely on the cards for the time being.


Until next time, have nice day...

October Motivational.





Until next time, have nice day...

Sunday 20 October 2024

Dreadtober 2024 - Torso work.

 


The madness of Dreadtober 2024 continues, and I started work on the main Torso of the Meka-Dread this past week.

I didn't get any photos of the original colours going on (no point really), but here is the torso alongside one of the Kills Kanz I finished in Dreadtober 2022.
I've stuck to the same overall palette of red, black and white, with a little gold thrown in for a spot metallic.

The rust is still really bright, but you can see the various components better now that there are some other colours present to break up the outline a bit.

The "Face" was stippled with white for the skull, it won't be getting checkers, however the various other white panels definitely will.
I'm also torn between doing the massive eye in a bright yellow or a green glow.

Next it was time to start weathering, Orks never clean their vehicles after all.
So a home ade wash was mixed up, ten parts Rhinox Hide, fifteen parts water, two drops of Washing Up liquid. This last is to break the surface tension of the water and force it to flow around all the details on the model.
I'm using a spare upturned cavalry base to mix in, after a friend nicked (by acciddnt I'm sure) my previous mixing tub after I showed him how to make his own wash for his terrain...

Half hour later, she was dry.
The Rhinox Hide is a little more reddish then brown when it separated out like this, which aids in the dirty/rusty effect, the texture on the skull face itself is really nice.

You can see how it settles into details like the grills at the bottom of the engine area or the tubings on the torso front. 

You can also see the difference in brightness of the rust here in this photo.
Whilst still somewhat prominent on the torso, it's definitely more subtle then before, like on the gun.

Finally I thought I'd end this update with a photo of the current state of play of the dread, you can rally see the difference the was makes when compares with the other subassemblies.

I'm hoping to get some work done on the beast this week, but that depends on both work and my health.

One of the reasons I feel like I am behind schedule is because I have been ill this last week (last Saturday I didn't even get out of bed all day), so I'm hoping it starts to clear up and I can stop having coughing fits* so I can paint normally again.

Next steps are to block in the details on the torso leaving the weathered colours beneath, and to start with the rest of the parts.
It's just this is the start of the time consuming part of painting with picking out panels and details, etc. 

Then CHECKERS!!!!!!!!!

I advise anyone reading to check out the Dreadtober blog here:- Dreadtober as there are some cracking entries being worked upon.

So, Until next time, have nice day...






*Fortunately it's not, whatever variant of COVID is doing the rounds in the UK. It just seems like a bad chest infection/dry insistent coughing.

Friday 11 October 2024

Dreadtober 2024 - Rusty Metal.

 


The first update of Dreadtober is in.

After getting the build together...and using the most pins I've EVER used on a single model sorted, I was keen to begin painting, conscious of the fact that I've still got to go to work and that will eat into hobby time.

My usual Ork scheme is what I'll be aiming for, and this is Mekka-Dread is going to be a centerpiece for the Dreadmob I did for my first Dreadtober in 2022, so it needs to match those.

One thing I decided to try differently then my usual method is to use a coloured undercoat.
I normally work over a grey undercoat and then add a coat of watered down orange paint as the basecoat of the rust, as it will flow deeply into the recesses.
A trip to the local Range* store procured this can of Yellow-Orange. I use Maston Colour sprays for my primer now, and this is in the Maston One range, meant to give one coat coverage but I found it a little thin and needed to give two primer coats, using more paint then I would have liked.

Once the dread had dried it was looking very bright, but a great starting point for the rusty metal.

First step is to heavily drybrush the entire model with Warplock Bronze (I used the last of my very old pot of Tin Bitz** for this).

The second step is a lighter drybrush using Leadbelcher**. This gives the metal sheen I was looking for, whilst keeping the darker metal and rusty orange in the recesses.

It still looks a little orange and bright at the moment, once I've gotten some coloured panels down and areas for checkers marked out, I'm going to hit the entire model with a dark brown wash to darker it down.

But this will be in the next post.

Until next time, have nice day...




*For non-UK readers, The Range is kind of a general store which sells craft materials, furniture, interior decorating stuff, food, etc)

**Before one of GWs renaming for "licensing purposes" periods, the paint Warplock Bronze was formerly called Tin Bitz.
Likewise Leadbelcher was formerly Boltgun Metal. Mephiston Red was Blood Red, etc.

Wednesday 2 October 2024

In defence of Orschia - an 8th edition 40k battle report.

 

"Task force Onyx Blade, reporting Xenos presence at marker S351B, confirm" the whispered voice of Sergeant Von Drak came over Lieutenant Albo's vox.

"Confirmed, task force moving into position on your left flank now, gain good firing positions and await the command" the Ultramarine Lieutenant ordered.

Black and silver clad Astartes pushed into the ruins, their armour collecting a patina of dust as they moved. The powered hum of their armour suits vibrating the same dust from any surface it has settled on.

Ruins creaked as they moved and took up positions, and the heavier Aggressors stomped forwards, ammunition clacking as they wound up and tested their electrically charged autoloaders.

Satisfying himself that everyone was in place and affirmed that they were ready for battle, Lieutenant Albo opened a wide vox channel to all his men.

"In the Emperor's name, let none survive. Onyx Blade, engage" Albo calmly ordered, bring the storm to the calm.

*****

To celebrate my birthday on Sunday just gone (29th September) and the fact that I had the new game table, once things had settled down in the evening I pulled together a few things and played out a solo battle of 8th edition 40k.

Why 8th edition? I hear you asking.

Well, to be honest, I just pulled the rulebook and the indexes out of the cupboard as I was searching for something, and using the indexes is the easiest and most balanced thing in the world*.

So with the topper of the table removed...

I grabbed what I had to hand.
A grey fleece blanket I'd bought specifically for this.
My finished ruin scatter pieces and the long suffering MDF built ruins (which I must get round to painting).
They were roughly placed to create a sort of thoroughfare look to the battlefield:
.

Forces were then drawn together from the cabinet, the limiting factor here was the size of the Deathwatch force as I only had around 40 Power of troops painted, I also didn't want anything too extravagant for the first battle.

The Deathwatch force codename: Onyx Blade.
Lieutenant Tassius Albo.
Apothecary Gerhardt.
5 man Intercessor squad, led by Sergeant Ermenrich.
5 man Intercessor squad, led by Sergeant Marius.
5 man Infiltrator squad, led by Sergeant Von Drak.
3 man Aggressor squad, led by Sergeant Soldano.

Tyranids Invaders, Hive Fleet Leviathan splinter.
Tyranid Prime, Command Synapse Beast.
3 strong Warrior unit, Synapse Beasts.
3 strong Shrike unit, Synapse Beasts.
Neurolictor, Infiltration Beast.
20 strong Termagant unit, Horde Beasts.
20 strong Termagant unit, Horde Beasts.
Screamer-Killer, Carnifex, Assault Beast.
Biovore, Artillery Beast.

Timestamp: #19.25 local time (deployment).
With the mission established I rolled up for objectives and got the following:
The contested zone is indicated by the four objectives (circled red), an army holding an objective with a unit above half strength will gain 2 Victory Points per objective.
Additionally, if the enemy Warlord is slain, this feat is worth an additional 3 Victory Points.

With that, the turn initiative was rolled and the Deathwatch were acting first.

Timestamp: #19.34 local time (Turn 1**).
With quick orders, Lieutenant Albo moved his force forwards into cover and firing positions.
Sergeant's Ermenrich and Marius squads moved into the ruined buildings and took up advantageous firing positions.
Sergeant Von Drak moved his squad into the rubble near the right flank objective.
Sergeant Soldano, accompanied by Albo moved up one of the side roads to begin an aggressive push forwards, and Apothecary Gerhardt remained in cover to see where he was needed.

Opening fire, the intercessors and Infiltrators chewed through several Termagants on the flanks, meanwhile Sergeant Marius's squad put a wound on the approaching Carnifex.
Then, with a guy wrenching roar, the Tyranids force moved forwards as one.
Termagants scuttling over the ruins and the Carnifex stomping it's was forward, ignoring the bleeding wound in it's carapace.

Von Draks team came under fire from the Termagants and the Shrikes infront of them, but the living ammunition exploded harmlessly around them.

The shadows moved behind the apothecary as a Neurolictor appeared through the darkness and dust.

Before anyone could react, the stalker-beast pounced and Apothecary Gerhardt found himself fighting for his life against the beast.
Blows were traded from chainsword and rending claw and wounds were suffered by both combatants.

The Biovore at the rear launched a spore mine across the battlefield***, landing a direct hit on the Infiltrators, the acidic weapon slew two of the warriors, Von Drak commanding the remains of his team to stand firm against the Xenos.

Timestamp: 19.50 local time (Turn 2).
Ordering Soldano to push forward and engage the Carnifex, Lieutenant Albo turns to engage the Neurolictor and save his Apothecary.
All other space marines remain on position and open up with all weapons available.

A few more Termagants are killed, not enough to stop the onrushing tide however.
The main focus was the Carnifex, who suffered another three wounds from the attentions of Bolt Rifle and Heavy Flamer.
The Tyranids rushed forward again trying to cover the open ground. Soldano and his unit are charged by the Carnifex, which was supported by the Tyranids Warrior's. In a brutal melee, one of the Aggressors is pulled down to his death and a second takes a wound, in return the Carnifex takes and further three wounds, badly injuring the beat and leaving it on its last wound in the fight.

Timestamp: 20.11 local time (Turn 3).
Sergeant Von Drak and the remaining Infiltrators are killed to a man by another Spore Mine explosion amongst them, leaving the ruins and the objective open to the swarm now****.

Sergeant Ermenrich, after a desultory round of fire, found his squad assailed by Termagants who swarmed the building. Chainswords roaring they accounted for six of the beasts for no losses!

Apothecary Gerhardt, aided by Lieutenant Albo manage to further wound the Neurolictor, however Gerhardt is struck down by the rending claws and falls in service to the Deathwatch.

Timestamp: 20.34 local time (Turn 4).
With nearly everything locked in combat, movement was limited to the Termagants who claimed the objective where Von Drak had been before. The Tyranids Prime broke off from the unit to face Lieutenant Albo and the Shrikes flapped their leathery wings and moved from the top of the building to the street.

One of Sergeant Marius's squad were killed by the Biovore, the mine exploding on the window he was manning.

Combat continued in all other avenues of the battlefield with Soldano brutally ending the Carnifex and two of the Warriors, however he lost his remaining squad mate in the melee, leaving him alone.
Lieutenant Albo finally killed the Neurolictor, taking two wounds, but avenging Apothecary Gerhardt.
Whilst Sergeant Marius's squad wiped out the Termagants without a loss and secured their objective again, Sergeant Ermenrich moved his squad from the building to rush to Soldano.

Timestamp: 20.50 local time (Turn 5).
In the final moments of the battle, Sergeant Soldano moves off to face the Shrikes, destroying two of the beasts, as Ermenrich guns down the last Warrior, the come under fire from the Termagant unit, but suffer a wound.
Lieutenant Albo charges the Tyranid Prime, the leader of the Xenos and in a tense melee wounds the creature twice for no wounds in return. Bolt rounds fly over the tops of the warriors battling on the ground as Sergeant Marius targets the Biovore and wounds the artillery beast twice.

Timestamp: 21.07 local time (Battle's end).
In the final round of combat, Lieutenant Albo is greviously wounded, but kills the Tyranid Prime, and Sergeant Soldano destroys the remaining Shrike.
With no Synapse Beasts remaining, the Termagants flood into the ruined buildings to hide and the Biovore lumbers off away from the battlefield.

Final Scores:
Deathwatch: 7 Victory Points.
Tyranids: 2 Victory Points.

*****

An enjoyable game and an hour spent battling was a good time.
I really like this period of 8th edition, where as I said, everything was more-or-less balanced against each other and may have to play it some more going forwards.

I definitely need to work my terrain sets up to finished status though, as the battle would look so much better with fully finished terrain.

I reckon  I could easily play up to about 1,500 points on my table without it getting too crowded, I just have to modify the deployment zone sized to suit (instead of 12" make it 6", etc).
So the table is very suited to battles of the size I generally played when I was playing regularly in 5th edition, and again at the start of 8th edition, this is a very good thing.

So with victory attained, the Deathwatch now return to their fortress to recover.

Until next time, have nice day...



*Mostly balanced, remember this was the big reset of 40k so everything was rewrote from the ground up. After this codex creep started, then the insanity of Command Point/Stratagem 9th edition and now Competitive 10th edition...le sigh.

**Once deployed, it game some real Space Marine 2 open vibes with the mass of Tyranids Vs the Deathwatch.

***Yes I know this is our of order, I forgot about it at the time and did it just before the turn was over. 
The curse of not playing for a while.
The benefit of solo-play, no-one complains when you backtrack like this.

****Again I forgot about the Biovore, so did it right at the start of the Marines turn...shut up complaining.