Archive for the ‘Lizardmen’ Category

I hate to paint #6   4 comments

Welcome to the (possible) last instalment of this series.  Life has gotten in the way of hobby so much that I just don’t paint at all anymore.

Malifaux

Snow Storm revisited

Snow Storm

– Several successions of dry drushing using a big brush and Space Wolves Grey to try and fix the disaster that was Asurmen Blue
– light white drybrush
– touched up some sloppiness on antlers
– wash of sepia on antlers

I am back to being happy with this model.  Disaster averted!

Alt Rasputina

Nice model…too bad I hate this game now too.

– Primed with gesso
– Based cloak in Shadow Grey

Warhammer Fantasy

Terradons

– Primed with gesso
– Based with Codex Grey
– Generously washed with Badab Black.

Dark Age

Gazelle/Red Hot

Sorry about the odd perspective.

– Primed with white gesso
– washed with Gryphonne Sepia
– white dry brish from knee up to elbow and onto face
– Baal red wash on feet, hands, and tip of tail
– washed hair red and added red wash spots to calves and knees

Broodhounds

A bit too dark.

– Primed black with Vallejo brush on primer
– Painted underbelly with Rotting Flesh
– Painted back down to a hard line on side (to clean up sloppy r.flesh painting) with Dark flesh

Plights

Acid Spraying Goliaths.

– Primed black with Vallejo brush on primer
– Blocked in flesh with Fortress grey
– planning on doing a purple wash…maybe…
– Leviathan Purple wash done, very lightly.
– Rotting flesh base on skirt.

Ratchets

The line trooper of the Brood.

– Primed black with Vallejo brush on primer
– Roughed in some codex grey on non-arm/non-armour plates

Unlikely to be another post after this one but if there is it will probably be about the Menoth starter for Warmachine… we’ll see.

All the best,

Andrew

Advertisements

I hate to paint #5   1 comment

Last time I said I was going to do smaller posts more often…yeah, that didn’t happen.

Lizardmen Saurus Warriors

I did a few test models to see if I could get a scheme that I like for the Lizardmen.  I didn’t want them to be the Hawk Turquoise that I am doing the Skinks.  I don’t want an entirely baby blue army.  I thought I would try for an Aligator skin look and it seemed to work ok.  Good enough for me to be happy with the result at least.  I won’t show a picture here because the photos of them made them look terrible, like a 2 year old painted them, but honestly they look ok.  Here is the recipe:

– Based with Dark angels green
– Metal bits done in Shining Gold
– Non-metal weapon bits done in Chaos Black.
– Dry brushed the scales heavily with Skull White concentrating on the back, face, and spikes.
– Washed the whole model with Thrakka green

Pretty simple.  The first 2 models took about 40 minutes to do.  Once I get going I could probably drop this down to 15 minute per model.  Maybe.

Snow Storm (Silent One)

“Snow”, or the Silent One that sits on the base in front of the nice model “Storm”, is a fairly plain model.  It is kind of unusual to take a really nice high detail model like Storm and plunk a low detail kinda plain model right in front of it…oh well…my paint job is certainly not going to show off the beautiful details anyhow.  Here is what I did so far:

– Primed with gesso
– Based her robes with Liche Purple being careful not to hit any of the fur but going over the laces.
– Washed the fur with Asurmen Blue then drybrushed it white
– Dragged a very dry white dry brush lightly over her robes to catch just the very edges if folds and to whiten the laces

Here is where she is at:

Progress on “Snow”

Snow Storm (Storm)

Here is the recipe I used for Storm which was both very successful and a complete failure… 😦

– Primed with gesso
– Base coat on antlers and hooves with Bleached Bone.
– Base coat on skin with Space Wolves Grey…washed over this with diluted SWG to catch missed spots and to smooth out the surface.
– Finger nails with Bleached Bone
– Dry brushed antlers and hooves with white
– Hit just the highest strands of fur with an almost dry brush to leave very white hi-lights.
– Washed fur with badab black.
– Washed nails and hooves with Gryphonne Sepia.

Here is where he is at:

Progress on “Storm”.

I am happy with Storm up until this point.  I just did a white drybrush on his skin and then washed him with Asurmen Blue and now I am unhappy with how he looks.  Not sure how to fix this.  Maybe a careful new base coat to leave some of the dark blue behind in the recesses, maybe a dry brush, maybe something else…

Base

I am going to put “Snow” and “Storm” onto a scenic base.  If you can visualize it, Snow will be standing on the smaller of the three platforms and Storm will have a foot on each of the two other larger platforms.  Here is how I painted it:

– Washed then primed with gesso
– Based with Ice blue
– Heavy dry brush on tops of platforms with white, light dry brush everywhere else.

Ice base

That’s it for now.  Thanks for checking it out.  Next time will have a bit more on my Lizardmen, a finished Snow Storm (hopefully), and some Alkemy models (definitely!).

Empire vs. Lizardmen (800pts) – 3/27/12   5 comments

a.k.a. “A Tale of Blood and Glory…and Lots of 1s”

You’ll see why.

Deployment

So I got there a little early, rolled up “Blood and Glory” and set up the table.  I sort of forgot how annoying lots of terrain can be in WHFB, as opposed to other games where lots of terrain is a better thing.  My board looked pretty, but the bunch of Marshes meant that maneuvering would be difficult and charges would be dangerous.  I regretted the set-up during the game, but I guess it was a nice change from the blank table we used last time.  As well, we actually stuck with the “Blood and Glory” scenario this time, which we have never previously done.  Luckily our armies were somewhat prepared for it with a number of banners.  Although thankfully my Empire had two more than Andrew.  And since Men are usually a lot squishier than Lizardmen, it was a good thing.

Empire

  • Wizard Lord (Level 3 – Metal, General)
  • Captain (BSB)
  • 20 Halberdiers (Banner, Musician)
  • 5 Knightly Orders (Banner, Musician)
  • 10 Handgunners
  • 10 Greatswords (Banner, Musician)
  • 5 Pistoliers

Lizardmen

  • Skink Priest (Level 2, -Heavens, General)
  • 13 Saurus Warriors (Full Command)
  • 13 Saurus Warriors (Full Command)
  • 12 Skink Skirmishers
  • 12 Skink Skirmishers
  • 12 Skink Skirmishers
  • Salamander Hunting Pack

I was finally going to try out Halberdiers, who lose 1 WS, Initiative, Armour Save and a Parry Save, and gain 1 Strength and cost 1 less point.  Hitting power at the expense of staying power.  The Strength would definitely help out against the Saurii, but would losing the rest spell certain destruction for them?  I also brought out Greatswords who have not yet been effective for me, I think because they are always only 10-strong.  And would the two small cavalry units work out?  Let’s see!

Turn 1

We both rolled a 6 for going first, but thankfully I finished deploying first and got that much-needed +1.  So I sent the already Vanguarded Pistoliers up and around behind the Salamander, hoping to knock it out before it knocked me out.  The other units moved up a bit, except the Handgunners who had to sit still to fire.  I got Transmutation of Lead off on one of the Saurii units, and dropped 3 from the other unit with Searing Doom.  The Pistoliers managed to do 1 wound to the Sal and drop 1 handler, which meant they were probably going to die on Andrew’s turn.  The Handgunners actually managed to drop three more Saurii from the Transmuted unit, S4 AP guns and -1 Armour Save meaning they did outright with successful wounding rolls.

Andrew spun the Salamander and the nearby Skinks around to face the Pistoliers (*gulp!*), while everyone else moved up.  He successfully cast Chain Lightning, which the Knights avoided to lose anyone to, but the Halberdiers lost 3 to. Skink unit #3 took blowpipe shots at the Knights, and with three poisoned hits managed to drop 2 Knights!  All I didn’t need to roll were 1s, and they would be safe.  And so began the avalanche of 1s that plagued this game.  Mostly for me.  Unit #2 managed some hits, but they were properly saved.  The Salamander toasted up 3 Pistoliers, and the rest ran away like little sissies, right off the board.

Turn 2

Once again cavalry is proving not to be the most effective unit choice, but I continue to field them and hope for the best!  I sent the remaining Knights charging at the Priest’s Skink unit, who chose to Flee! and paid for it with their squishy little blue lives.  They were just too close to the Knights to survive it, much to Andrew’s chagrin.  At this point he had a little rant about the uselessness of Skinks every time he has tried to table them, and what he plans on doing with them (it involves collecting them all and depositing them into a trash bin!).  He wrote a post-mortem post about this game and he’ll talk about all this, and why these Skinks died and why the Priest shouldn’t have, etc.  Anyway, the Knights trampled them and continued on, while the Halberdiers moved back a touch.  It was either Searing Doom or the Handgunners helped by Transmutation again that dropped two more Saurii from unit #2.

After recovering his resolve Andrew had revenge in his eyes, and sent both Saurii units in.  One failed the charge and lost 1 warrior to the Marsh, while the other one made it in.  The Skinks and Sals moved about to find new targets.  Andrew rolled for magic, forgetting his Priest was dead.  In shooting, Skink unit #2 managed to drop another 2 Knights!  Yup, 2 more 1s rolled for Armour Saves.  Yeesh.  The other Skinks felled 2 Greatswords, after the Salamander burned up 4 others.  Just like that the unit got neutered.  Finally in close combat, the Halberdiers managed to kill only a single Lizard, while the Lizards dropped a whopping 6 Men!  6!  With no ranks to keep them steadfast (I had spread them out for more attacks), they Fled, losing the BSB Captain and another model to the fleeing banner.  And then, yes, you guessed it, more 1s on the Dangerous Terrain test.  Guess how many.  Yup, another 6.  6 more 1s, just like that!

Turn 3

The Halberdiers rallied.  My single Knight had the Skinks just enough in his forward arc that he was able to charge them, which he did.  The Greatswords turned slightly. Searing Doomdropped another 3 Saurii from the unit nearby, which the Handgunners could not shoot at.  So they took aim at the other unit and blast two more Lizards away.  The S4 AP guns are great against Lizards, if they hit.  The Knight missed with his lance, but his trusty horse managed to hoof one Skink to death, and the Skinks failed to hit back (surprisingly, at this point), but they made their combat res test with 2 1s!  Yup, another 2 1s, this time for Andrew, but this time a welcome roll.  Yup, the 1s are never in my favour.

The aggressive Saurii unit continued their attack, losing 1 to the Dangerous Terrain test.  The unengaged Skinks moved up to get within 6″ of the Greatswords to try and finish them off, the Sal moved in for a Wizard and Handgunner Roast-a-thon, and the other Saurii moved sideways out of the Marsh.  The Sal only managed to hit the Wizard with his template, which was enough to drop a Handgunner who jumped in the way.  The Skinks darted another two Greatswords, leaving the unit with only the banner and musician.  The 4 remaining Halberdiers failed to kill any more Saurii, who struck back and dropped another 2, also leaving the unit with just the banner and musician.  The Halberdiers, somehow, stayed put.  In the other combat, neither the Skinks nor the Knight were able to do any wounds, but the banner saved the day for combat res, and surprisingly the Skinks fled this time.  But not far enough, as the Knight was able to chase them down and destroy the unit.  This also brought him closer to the other close combat, which would be do-or-die next turn.

Turn 4

Well, that lone knight made the charge into the flank of the Saurii.  No one else moved, likely due to all the tension surrounding that one important melee.  Or because moving was pointless.  Anyway, the Wizard Lord went all-out and Irresistably cast Searing Doom on the other Saurii, hoping to hurt them enough for the Handgunners to finish them off, just in case the melee didn’t go well.  Well, the backlash of the Irresistable spell killed the Wizard and knocked out 6 more Handgunners, leaving 3 behind.  Wow.  I don’t even think he killed many Lizards.  What a waste of a valiant sacrifice!  And in the do-or-die, winner-takes-all combat the Knight and his horse of course failed to do anything, but the Halberdiers managed that single all-important kill, taking out the banner and winning the game.  I like to think that it was a standard-on-standard duel-to-the-death at the very end, with the entire battle riding on it, both generals dead and it all coming down to one…single…die.

And that was that.  What a seesaw game!  When the Skink general’s unit fell Andrew was ready to give up, but he stuck through it and even though he lost in the end, it was amazingly close.  Too close.  We both looked back and were happy that we continued the game, something that at other times we did not do.  Now I wonder how some of those other games would have gone if we kept playing past major losses.

The Empire was left with 1 Knight, 2 Halberdiers, 2 Greatswords and 3 Handgunners.  But because I had musicians and banners in those first three units, the 1 or 2 survivors in each included the standard bearer, which kept me in the game.  Andrew, on the other hand, had champions, who are the last to die, which is how I won in the end.  I did not plan it this way, but I was very fortunate.  If we were playing a standard to-the-death scenario, I definitely would not have won this fight.

Well, I am not in love with the Empire as I was last summer when choosing them for ToG army.  As with Andrew’s frustrations with the Lizardmen, I think we need to be playing 2000pt games to properly see how the armies work.  The Empire needs a combined arms sort of list, and at 800pts I don’t think they combine strongly enough to do much good.  I’m contemplating trying to sell off the Empire with my Elves and just stick to Skaven.  We’ll see.

And let’s just forget about all those 1s, shall we?  If I wasn’t rolling 1s to die, Andrew was rolling 1s to survive!  And ‘6’ was a special number for me this game too: I lost 6 Hals to the combat, 6 to the Dangerous Terrain test, and 6 Handgunners to the Irresistable Force explosion.  Man, 1s and 6s hated me this game.  But I managed to squeek out a hard-fought victory, oh so slightly.  Hopefully we’ll play again in a week or two, while the game is till fresh in our minds.

Go check out Andrew’s post-mortem post here on ToG, and see if he learns anything from this game for the next.

Thanks for reading.

Posted March 29, 2012 by mrborges in Battle Report, Empire, Lizardmen, Warhammer Fantasy

Back to the spawning pools   5 comments

So Justin and I revisited Warhammer Fantasy last night.  I know he is working on a batrep so keep an eye out for that (his batreps are always a good read … and it is up here – Empire vs. Lizardmen (800pts)), but I wanted to do a postmortem of my list selection.  This is what I used:

Skink Priest – Lvl2+Dispel Scroll
13x Saurus Warriors w/FC
13x Saurus Warriors w/FC
12x Skink Skirmishers
12x Skink Skirmishers
12x Skink Skirmishers
Salamander Hunting Pack

I rolled up Curse of the Midnight Wind and Chain Lightning.

Justin rolled up the scenario and laid out the terrain while he waited for me to arrive.  We got “Blood and Glory” and he prepped a fairly busy table for us.  Different from our last game which was wide open.  This one was a bit more annoying to manoeuvre in but was much more interesting to play out.  Whenever we roll up “Blood and Glory” we ALWAYS say: “hmm, maybe we should roll again.”  And we do.  This time we stuck with it.  Good choice too as it adds an interesting depth being forced to watch out for your banners.  As you can see from my list I started with 4 points, Justin had 6: BSB, 3 banners, and a general.

A few things happened during this game that I wanted to talk about.

The first and foremost is my issue with Skinks.  I have tried on many occasions to get Skinks to be useful on the field and it has provided me with the single largest source of aggravation in my gaming “career”.  I read on forums and see some LM players talking about how they use Skinks and while it seems to make sense theoretically, in practice it doesn’t.  I know, I know, maybe I am just doing it wrong.  There is always that possibility.  Problem with that is I am not an incompetent gamer and I have thought quite a bit about various was for the Skinks to function and most get defeated by all of the negatives working against them.  Lets talk about the negatives now so you know what I mean.

1) Blowpipes.  On paper the blowpipes look great.  Poison.  Double-shot.  Combined with a Skinks decent BS and Move and Shoot should be pretty good right?  Should be.  Problem is the range of the blowpipe is 12″, Skirmisher formation is pretty spread out, and Skinks still take a penalty for being more than half range away.  All these things combine to make it almost impossible to shoot without either a) being way too close or b) not double-tapping.

2) Fleeing.  A Flee reaction to a charge moves the unit 2d6″ directly away.  Not 2d6″ + Movement.  The book justifies this by saying the fleeing unit is disorganised and panicking.  IMO skirmishers should not suffer this penalty because their whole point is to get close enough to shoot and then disperse when they are attacked.  To be forced to flee (read: Panic) when a charge is declared is ridiculous.  So having your movement (flee) range reduced to 2″ to 12″ from what should be 8″ (2 + 6″ move) to 20″ (12 + 6″ move) makes selecting a flee reaction to a charge highly variable.  If you get away, great, rally and fire next turn.  If you don’t you get overrun.  Against CAV you will “always” get overrun, against infantry you will almost always get overrun.  Not good odds.  Sorry to pull the math-hammer thing but sometimes, when a unit isn’t working for you, you need to do some analysis as to why.

3) Stand and “Oh, I guess I can’t” Shoot.  Combine what I said about the blowpipe drawbacks with the Stand and Shoot reaction and you’ll see that, because the Blowpipes are not Quick to Fire (like the Javelins are) if the Skinks are close enough to a unit to be effective they are too close to stand and shoot AND much to close to run away.  How is this a good situation to be in?

4) Fourth and finally, they aren’t very fun to use.  I discussed (read: ranted about) this at length last night.  A unit of 12 skirmishers is slightly more expensive than a single Salamander but the differences are dramatic.  The Salamander is easy to move around on the table, often very effective, and fun to shoot with.  Often the result of a Salamanders attack is, get this, laughter.  Either because the template drifts, or a misfire at a critical moment, or an awesome shot that envelops a pile of enemies in fiery death!  It is fun to find out what will happen.  The Skinks are exactly opposite.  They are hard to get around on the table, irritating to use, and almost never effective.

At the end of the day I feel like the only good thing about the Skinks are the models.  They look great.  And, as is the case with all the models I think look great, they suck.  You may disagree with me, or not.  I would love to hear some feedback about it that isn’t just, “Yeah, I run lots of Skinks and win tournaments all the time.  Skinks are awesome.”  Please address my concerns, correct me where I have made a mistake or misinterpreted something, give me some strategy advice, explain why it is I should have just been using javelin skirmishers all along, etc…  Thanks for any input.

The next thing is play frequency.  I don’t play very often and one of the things I bump into a lot is the demoralising critical mistake that often gets made due to lake of experience.  I.E. letting my unit with my only priest get overrun.  There are a couple of reasons why these things hit so hard and this is sort of a “time-capsule of self-encouragement”, so to speak.  Looking back to my time as a Warmachine player I remember the early battles where a lucky shot might take out an important system on your heavy ‘jack, or take out the ‘jack completely.  It was tough not to just scoop up your army and say; “well that sucked, good game anyhow, I guess.”  Back then I was able to play more frequently and, since WM was the game du jour, got multiple games in per week.  After a few hits like that you start to get used to the feeling that you have been robbed and keep playing.  You quickly learn that something that looks debilitating to your army often isn’t as bad as you think, you may not win but it isn’t completely lost.  During last nights game I lost a unit of Skinks with a priest.  That was all my magic and just a bit more than 25% of my total points.  I stood, head pounding, eye twitching, for a few moments to calm myself.  (Note: I was angry at myself for not realising in advance the inevitable outcome of my choice to flee)  In retrospect it was obvious what was going to happen.  Once calm, I then thought to myself “Just call it, you are doomed.”  I then thought back to many previous conversations I have had with Justin about working past that initial demoralization and I decided to go on.  This was the best decision I could have made.  The battle was very close and there were points where had a die roll been slightly better I probably would have won the day.  I turned what would have been a negative game into a positive game just by playing it out and seeing that what happened to me wasn’t actually as bad as I thought.  The key is playing fairly frequently which, unfortunately, isn’t possible for me right now so I just need to remember to make the bast of what I have left after one of these incidents.

Finally, I managed to cast Chain Lightning.  It is one of those spells that people tend to hold dispel dice to make sure it doesn’t get cast and it has never before been cast successfully as far as I can remember.  It only jumped once and only killed 3 models but it was still great fun.

Thanks for reading.

I hate to paint #4   3 comments

Malifaux

Kaeris

Kaeris received a Badab Black wash coating everything except skin and hair.  I gave her skin a light wash of Ogryn Flesh.  I need to decide on what to do about her hair and then figure out how much more I want to do.  I may just liven up the colours that the wash muted and then call her done.

Here she is:

Kaeris - Almost finished.

Gamin

I have managed to get the “skin” of the Gamin to a state where I am happy.  I am currently working on getting the base to look like there is lava flowing underneath the flagstones.  Not entirely successful, but not a miserable failure either.  I will probably start over on their legs and the base and try something new.  I am not fond of how white I got each models lower legs.  Oh well, live and learn.  Last thing I did was dot in some Chaos Black for some sort of definition to their eyes.  Again, not perfect but acceptable.  My next big decision is whether I paint in the loincloth as cloth or leave it “fiery”.  So my “to do” list for the Gamin is: fix the legs, repaint the base, decide on painting the loin cloth.  After that I am going to call these guys finished.

These Fire Gamin need some leg work.

Gunsmiths

Haven’t managed to get anywhere with these guys.  I pushed some Chaos Black around on them because I felt that they suited starting from a black base to give them a more muted colour scheme.  I did leave the female gunsmiths head white so that I could get her skin and hair vibrant as a contrast to her dark outfit.  Still thinking about these ones.  I like the black plus brown of the studio paint job but am worried that painting a convincing black is too difficult.  Need to give it more thought.

Barely even started!

Warhammer Fantasy – Lizardmen Army

Two things happened at just the right time to renew my interest in Warhammer Fantasy Battles.  I started painting Malifaux stuff and, in doing so, decide to also work on some Lizardmen that have been languishing in bare metal and plastic for far too long.  Justin, out-of-the-blue, sent me a message saying that he missed WHFB.  Well, I did too.  That begin a painting spree that started with a Salamander Hunting Pack, led to my Slann, and has progress to a second hunting pack and a Steg.

Salamanders and Skinks

The Skink Handlers are fairly low detail so I thought I would just try to get them done .  I primed them white with gesso and gave them a heavy base coat of Hawk Turquoise.  I did a light Skull White drybrush all over to get the details to pop a bit.  I then concentrated a bit heavier on the fins and scales.  The jewelry and prod metals were all done in Dwarf Bronze.  The prod was Scorched Brown.  The blade was Chaos Black then a light Fortress Grey drybrush.  Lastly I did their eyes, a tiny swipe of slightly dilute Sunburst Yellow.  Whats left?  Very little.  Maybe a drop of wash on the metal.  Then come up with some sort of basing strategy.  Fin.

The Salamander was just as simple.  Primed with gesso and based with Golden Yellow.  Then a very generous wash of Baal Red.  I left that overnight to dry completely.  I really liked how that look and so was a bit nervous to continue.  Be a shame to ruin it and have to start over again.  After much deliberation I decided that I needed to drop some black in on its scales.  This went surprisingly well.  I was sure I was going to slop paint somewhere.  I didn’t!  I let him dry completely and then gave him a pretty heavy drybrush of skull white.  Maybe too generous. I am thinking, and received supporting feedback, that I should have just drybrushed the black scales and left his skin alone.  I am going to try that on the next one.  I have a bunch of details left to do.  Eyes, metals, teeth/mouth, base, etc…

The other Hunting Pack is not nearly as far along.   The Skinks are Turquoise and the Salamander has had his Baal Red wash.

Just a few details left.

Some minor detail work left. Eyes, claws, base...

Slann

I started on the Slann’s palanquin without actually having it completed.  I was deliberating whether I would use the BSB part or the tiny plain top.  As you can see in the pictures below I opted against the BSB.  Seemed too unwieldy especially on an already unwieldy model.  I primed the chair with gesso up to the BSB attachment and started basing it in Fortress Grey.  While that was drying I stuck the Slann onto a bit of sprue and gave him a coat of gesso.  When I revisited the chair I had decided which build to use and finished the priming and base coat.  I left the tusks, leaves, and skink attendant white.  After that I started blocking in the leaves with various greens (Scorpion, Goblin, and Snot … specifically).  Not sure how well the two washes will work together, we shall see.

I was anxious to start seeing the chair come together so I decided to start putting in a black wash on the back of the chair.  So far I am pretty happy with how it is looking.  Painting in all those vines may be a challenge though.

The Slann got a base coat of Dessert Yellow careful to avoid his belly and cheeks; those were done in Bleached Bone.  He then got a generous wash of…uh…either Ogryn Flesh or Gryphonne Sepia.  I can’t remember.  I’ll have to do a little test to figure out which.  I think it was the sepia though as the flesh is a little red toned.  After the was had completely dried I carefully drybrushed the belly with Bleached Bone to restore the colour a bit.  I did the hands a little bit at the same time to lighten them.  That’s where I left off.

I’m really happy with my progress on this model.  That is a pretty good feeling for a change as often I am unhappy and discouraged.  Yay me!

Starting to paint in the leaves.

Base, wash, and touch ups.

Black wash.

Stegadon

I had a small amount of Skull White spray primer and it happened to be a fairly nice day here so I decided to skip the gesso this time and go the easy route.  I did a very generous wash of Thraka Green right over the primer and let that dry overnight.  I then did a coat of Bleached Bone on his belly feathered out to a light drybrushing on the edges to try to simulate a blend.  It worked ok.  I left this guy in the process of touching up all his horn with Skull White to get ready to paint then.  Not sure how I’ll do it.  Probably a sepia wash and then a drybrush.

Starting to look quite good.

GW Spray Gun

On a whim I picked up the GW spray gun.  The idea of hand priming and base coating a hundred or so Lizards was disheartening.  This should help.  I haven’t tried it yet.  I’m a little worried about sending gesso through it.  Anyone know if this would be a problem?

That is the state of the models on my workbench currently.  Since starting this post (and this has taken weeks to finally finish) all I have done is give the Gunsmiths a fairly heavy Fortress Grey drybrush.  It looks like it will make a good base for painting in some detail.  Anyhow, thanks for reading.  I know this is a long post but I had quite a bit to talk about, hopefully going forward I will have more regular progress and will be able to do smaller posts a bit more frequently.

On The Workbench   4 comments

I am borrowing this post concept from the other guys here and giving a heads up about what I have on my work table right now.

Alternate Rasputina and a Silent One.

Rasputina is assembled and has been given a light prime.  I have very lightly glued her to her base as I think I will be moving her over to a Dragon Forge scenic base.  I like this Alt model a lot better than the original.  It is still flat and almost one-piece but this one seems to have a lot of “motion” sculpted in.  The old one looked a bit like someone just striking a pose.  Madonna’s Vogue comes to mind when I look at it.  As you can probably guess I will be fielding the Alt from now on.  What to do with the original…?

Slann Mage-Priest Palanquin

Wild Green Fiendy Liquid

This monstrosity has been sitting on my shelf in a semi-built state for a long long time!  I managed to get 90% of the way through the build but the gaps were starting to bother me so I took a stab at using Green Stuff.  That was a disaster.  Green Stuff is the devils work.  It sticks to your fingers but not metal.  So you need to use, get this, spit or Vaseline to get it to not stick to you which makes it even less likely to adhere to metal.  It cures fairly quickly so if you don’t know what you are doing it starts getting crumbly before you even have it applied to the model.  It is ridiculous.  I wept that day.  I blame Green Stuff for my tendency to drink while doing hobby related things!  Fast forward to mid-last week and a quick stop in at the Scarborough GW to grab some paints.  I notice a bottle on the shelf behind the cash labelled “Liquid Green Stuff”.  I talk to the guy about it.  Ask various questions that he doesn’t really have answers for.  Get him to pop one open and show me the viscosity (about the consistency of, uh, Mayonnaise?).  And end up buying a bottle just to give it a shot.  The verdict is still out but I did get the seams filled (mostly) on my palanquin.  I also used it to fill a ridiculous gap in the neck of one of my Salamaders (see below).

Salamander

Gap was behind the neck frill.

Buying the Liquid Green Stuff reminded me of my Salamanders, I remembered that at least one of them did not fit together well.  I pulled it out of the figure case the other day and got right to work.  The gap in the side of its neck looked like it had been made by a band saw, a large smooth rectangular cut.  I didn’t know specifically how to tackle it so I just started loading up a brush and pushing the filler into the crack, feathering the edges where possible.  Each attempt I let dry for a few hours before applying another coat.  After the last coat I let it dry for almost 24 hours before I took a look at it.  Pretty messy looking but between a file and my hobby knife I was able to clean-up it up to a point where I was confident priming it.  After priming it looked fine to me.

Fiend of Slaanesh

I took out this model last week to see if I could quickly put it together before my game with Justin.  What a laugh.  There are lots and lots of pieces to this model.  All I’ve managed to do is pull out one piece at a time and clean them up.  I have lots left to do and another full Fiend sitting in its blister waiting.  Ugh.

Freebooter’s Fate Amazon Starter

I threatened to Justin that I would grab out the models and get them all finished before him if he didn’t post something to this blog.  He didn’t believe me.  Rightly so.  They are still sitting, untouched, in their box.  I love the look of the models and am pretty interested in trying out the game but, despite all that, I can’t seem to bring myself to take them out and start working on them.  Too much going on I guess, hobby and otherwise.

Lastly, and related to Liquid Green Stuff again, I leave you with this photo:

Steg