Showing posts with label camouflage. Show all posts
Showing posts with label camouflage. Show all posts

Tuesday, November 29

+ inload: Lamb's World camouflage tutorial test +

+ Mustering the Guard +


Dearest beluft Sîa,

It hath bene many a moonth synse last I wrot. And forre it I am sorrowed. Ther hath bene scant chans. Butte now Worron hath lendedde me hys pensil and I have savedd some offe my rashion pacc cardbord onne wych to write. And so here is my letter. Wrytting is not come natural to me as you knowwe well, beluft. But I was torn and wont to you to write.
[…]

The vittels are scant, but good. We drinc well, and so far we haff not found the [REDACTED] we arre tolt we are to fyte.

And soe we slepe in the baracs (a sort of grete living hutte like ourres but to hous not a famillie but three-scorre menne) and feast in the messehall. Ydris is the cooc and, when stocc is ryte, he coocs dyshes of Lammb’s World. Of home.

Over the droppe scones the others oft fyt forre a sore remyinder of home they arre; but to me they are ascces in my mouth, for they remind me only offe you, beluft. And howwe apart we arre. Throne willingge, home to you schalle I come in somme days.
[…]’

+++


+ The Bolter and Chainsword forum is running a 'Muster the Guard' hobby challenge [+noosphericexloadlink embedded+], which invites you to paint any Imperial Guard models to help celebrate the release of the new Codex. It seemed the perfect excuse to deploy some Guardsmen from sentry duty in the Cupboard of Opportunity, so above you can see a twenty-five (twenty-six, if you include the dog) strong platoon of Lamb's World Guardsmen, who've been malingering in the barracks for too long. +

+ One of the very first inloads on this blog, back in (coo) 2013, was a camouflage tutorial for the Lamb's World desert camouflage. You can find it here: [+noosphericinloadlink embedded+]. +

+ One of my older models – the result of following the tutorial. +


+ Coming back to a paint scheme some years later inevitably raises the question of whether to try to match the original, do a sort of 'redux' version that benefits from developments in the materials, techniques and – of course – one's own experience, or to throw everything out and start from first principles. I usually err on the side of the latter, but here I was interested to see whether the blog could live up to its original vision. 

Death of a Rubricist started out as a place for me to record my paint recipes, techniques and ideas for when I wanted to scribble something down.  Useful when trying to work out what paint I'd used on a particular army, for example. It's grown a bit in scope since, but using 2013 me's advice would be fun, I thought. +

+ My plan, therefore, was to try to follow the tutorial. Of course, some things in life are inevitable: the sun rises, the world turns, and GW updates their paint range. As a result, a lot of the paints are no longer extant. I'm planning to work through a squad this week, so I'll see what tweaks I need to make. +

+++

+ Seeing how it works +

+ The numbering below relates to that in the original tutorial; I've simply appended my additional comments here.

_I–IV
+ The models were built, primed with Halfords Grey and undercoated with Humbrol Desert Yellow 93, both of which I'm pleased to see are still around.


_V–VI
The first stage of the fatigues used to use Scorched Brown and Gryphonne Sepia, both of which have been replaced. In place of Scorched Brown, I'd suggest you use Rhinox Hide or Mournfang Brown, though the principles apply to any dark tone. I used the former here. 

Gryphonne Sepia has been replaced with Seraphim Sepia. I was initially sceptical of this wash, but after a few years I've either succumbed to Stockholm syndrome or Seraphim Sepia has proven a worthy successor, so it works just as well here.


+ More to come over the next few days, I hope. Once I've worked through, should I update the old tutorial or write a new article out? +

+++



+++

Wednesday, June 8

+ inload: Catachan Spotter for Kill Team +

+ 'Get me fire support – now!' +

+ Another of the Ever-Readies finished up on the painting block last night. I was working the remaining half-dozen, and now have just the skin and details to do on the others. I didn't want to end the night with nothing finished, so worked this one up to completion. +


+ He'll be used as a Spotter specialist in Kill Team, so I wanted this role to be clear from the pose. The downside of single-piece metal models is that conversions are considerably more involved. Choice of figure is thus important. +

+ The sculpt is a loader from a lascannon team, so he's (appropriately enough) already pointing out a target to his team mate. +


+ One of the nice things about the Perry sculpts is that they're always well thought-through. This figure works well from any angle, and despite being taken from a two-part mould, has a very naturalistic and convincing pose. +



+ The face was fun to paint; you'll notice that it's worked up to a greater degree than the rest of the figure, in order to draw the eye. +

+ I also added 'Property of 634th' as a bit of kit graffiti. Large areas like the backs of jackets give nice opportunities for details like this that hint at the figure's character. +

+++

+ Catachan Devils +

+ The old Codex: Catachan had the regiments' veterans called 'Catachan Devils' in honour of the ferocious predator of their homeworld. I'm really hoping we see a dedicated Catachan Devils kit for Kill Team. In the meantime, I'll make my own! I'm a little limited by available figures, but I'm aiming to field:
  • Sergeant Veteran* with plasma pistol and power sword
  • Confidant Veteran with boltgun
  • Comms Veteran
  • Demolition Veteran
  • Hardened Veteran
  • Sniper Veteran*
  • Spotter Veteran
  • Gunner Veteran* with flamer
  • Trooper Veteran
  • Trooper Veteran
+ That's a bare bones list, with the unfinished figures picked out with asterisks. I'm confident that I'll get at least those done, in which case the Team will be ready to field alongside Tactical Assets (which I was tempted by anyway, as the idea of calling in off-table support seems quite fitting for the pulp Vietnam War-inspired Catachans). + 

+ If I manage to get them done, then the stretch goal will be to replace the Tactical Assets with:
  • Bruiser Veteran
  • Medic Veteran
  • Trooper Veteran
  • Trooper Veteran
+ But even these specialists will be counts-as figures (e.g. the bruiser will be armed with a chainsword, not a trench club), until I can spend some time sourcing some more appropriate models or convert them. +

+ Finally, I'd really like to build a Catachan-themed ogryn for friendly games. Ogryns are a favourite of mine, and they seem very fitting for a Kill Team-style narrative. It'd have to use homebrew rules for the moment, unless I swap over to using the new Kill Team Moroch Traitor Guard rules, which include an ogryn. +

+++


'No, over there!'

Tuesday, June 7

+ inload: Catachan 634th – The Ever-Readies +

+ The Ever-Readies – Catachan 634th +

'He raised his eyebrows at the question, then leaned in with a conspiratorial grin. "Regimental Motto? Well, 'ficially, it's 'Wherever, Whenever, However'. Ain't remember a time no-one used those words 'zactly, of course." 

You couldn't help but respect the Catachans – for all their burliness and noise and flash, their fieldcraft was second to none.'

[+Ambrose Osctain, Embedded with the 634th+]

+++

+ Last time we looked at the Catachans here on Death of a Rubricist was to look at the two special releases – the Catachan Colonel [+noosphericinloadlink embedded+] and sergeant 'Ripper' Jackson [+noosphericinloadlink embedded+]. Since then, I've been the recipient of a kind gift of a dozen or so Guardsmen from fellow PCRC droog Omricon, and have picked up a couple of specialists. +

+ What does that spell? That's right – Kill Team. +

+ I'm delighted to say that we've got a big meet-up planned for the first time in... ooh, a couple of years, I think; and Kill Team is on the agenda. Amongst others, I'm hoping to see Bob Hunk's awesome Gron's Kommandos [+noospheric exloadlink embedded+] in the field at last; and rumour has it Warmtamale is bringing his Kroot. +

+ Do I bring one of the many things I've painted in the big lacuna since we last met up for gaming? Of course not – this is our gang, the PCRC, where last minute panic-painting is de rigeur. Onwards with some Catachan Devils from the 634th, then.+ 

+ From left to right, the squad so far is made up of a Comms Veteran; two Trooper Veterans; a Hardened Veteran (the Catachan Colonel, with the power fist counting as the bionic arm); a Confidant Veteran (Sergeant Jackson, whose boltgun fits in perfectly with this role) and a Demolition Veteran. +

+ We've looked at the previously-painted figures elsewhere [Vizref: inloadlinks above], so here we'll just look at the newly-painted additions. +


+ As I've harped on about before, the Catachans offer a great opportunity to practise painting skin. Unlike most of the bare-faced figures I paint for 40k, I wanted the Catachans to (mostly) look vigorous and healthy – a perfect opportunity to try out rich, tanned skintones from a variety of ethnicities. +

+++

+ History of the Guard +

+ All sculpted by the inimitable Perry Brothers (the Catachans largely by Michael, I believe), the 90s-era Imperial Guard models have lots of sentimental value for me. I'd owned the Rogue Trader plastics and metals, but these larger-than-life single-piece figures were full of the character and motion typical of the Perry Brothers' work. +

+ While they're certainly more caricatured and 'heroic scale' than the cool new Cadians revealed yesterday, the exaggerated features and single-piece nature made them also hugely rewarding to paint. Indeed, I think my 2nd ed Imperial Guard army, led by a Rogue Trader model rejoicing in the name Colonel Whittaker, and made up of a motley mix of Catachans, Cadians and Valhallans, was the first fully-painted army I owned. +


+ Each of the Imperial Guard Regiments was originally released as a ten-man boxed set. The Catachan Jungle Fighters box included a sergeant with a bolt pistol and chainsword, melta gunner, missile launcher and loader, and five lasgunner sculpts, two of which were duplicated. The figure above is one of the duplicate lasgunners. +


+ After the various Regiments had all been released, follow-up waves expanded each range. These typically included four new lasgunner sculpts for the regiment; a new sergeant, Lieutenant and Captain; a vox-man; three additional special weapons; and more heavy weapons teams. This particular trooper is from the later expansion blisters.  +


+ The Catachan Vox-trooper is one of my all-time favourite sculpts, as it really sums up the Imperial Guard: engaged, resolute, and disciplined – but with a definite sense of weariness and being under-supplied. +

+ This particular example is second-hand, and came lacking a vox-backpack (replaced with a plastic one) and the aerial on the handset. +


+ The Catachans were unusually well-served in comparison with the other Regiments. They got their own mini Codex, which was accompanied by a few news metal specialists, like this demolition trooper. In the next inload, I hope to bring you a look at one of the heavy flamer troopers and snipers that was released at the same time, too. +

+ Besides these additional releases, they also got a plastic kit (not a favourite of mine); a Catachan sentinel sprue; a special release grenade launcher (making them the only regiment that had access to all the special weapons); and, later still, some new officers. These were released later than the others, and so are rarer to find second-hand. + 

+ The holy grail of Catachan collectors is the banner bearer, which remains unreleased. +

+++


+ In terms of paint scheme, I've gone for:
  • Uniform combat trousers (the method's detailed in the Sergeant 'Ripper' Jackson inload linked above, but basically Gretchin Green and Zamesi Desert patches over Halford's Brown Primer); 
  • Charadon Granite gun casings and hard equipment (grenades, scabbards and the like); 
  • Battle Green soft equipment (pouches) and armour;
  • The bandanas, jackets and shirts will be slightly more motley, and provide the contrast and impact of the scheme. The vest are usually white, yellow or olive green (i.e. the same colours as in the camouflage trousers), and the jackets are green or Charadon Granite. The latter are differentiated from the hard equipment by getting a warm Agrax Earthshade wash rather than the Nuln Oil black used for the equipment.


+ This WIP shot shows some of the colours I'm using, including the two for the bases (on the left). It's also a sneak preview of another two on the blocks. +

***

+ Halfway there, and three days to go +



+ The full set. Which models can you pick out? +

+++


'The God-Emperor needs your service, soldier. He ain't here right now – but I am; and I need you to capture that hill.'
[+Colonel Carl 'Mustang' Oakland , 634th Ever-Readies+]

Thursday, December 9

inload: Beyond the Gate of Antares

+ Joining the Concord Combined Command +

The PanHuman Concord is one of the two great panhuman, most technologically advanced factions of Antarean space, the other being it’s ‘parent’, now known as the Isorian Shard or Senatex. The Concord is a society of both human and machine sentience bound together by integrated machine intelligence or IMTel. It is in practically every respect a utopian society in which humans are free to devote their lives to chosen endeavours entirely free of compulsion, or the necessity of toil and unwanted responsibilities. The IMTel anticipates the needs of each and provides a benevolent governance to all within its reach.
From the Gates of Antares Nexus [+noosphericinloadlink embedded+]

+ I'll be honest, the above read like gibberish when I first looked into what the models I was painting were. On the other hand, it was intriguing gibberish – the sort of gibberish I remember from reading the Warhammer Fantasy Battle or Rogue Trader manuals for the first time when I was still in single chronodigits. In answer to the unasked question, yes, I did want to read more. +

+ As I understand things, in the Beyond the Gates of Antares (BTGoA) universe, there is no need to be welcomed to the IMTel (the Integrated Machine Intelligence) that benevolently oversees the PanHuman Concord faction, as once you're in it, you become part of it. +

+ All across the (colossally huge number of) worlds of the setting, the planets and ships are mostly immersed in a soup of nano-machines that infest the materials around you and the very air you breathe. So far, so dystopian; but as you read more into it, it's all surprisingly – refreshingly – neutral. Far from there being a centralised robot hivemind, it seems more of an extended internet with a very accurate set of algorithms. Most humans require implants to integrate – much like an on-board internet browser – and the IMTel itself is a gestalt of their thoughts and experiences together with the colossal number of machine intelligences (and aliens) that make up day-to-day society. Y'know, an actual hive or swarm mind, with no single controlling intelligence. +

'Driven by the collective desires, needs and anxieties of its citizens, the IMTel of a world simply does what is best for everyone.'

'Taking everything into the balance, the IMTel is unable to make mistakes'
[Beyond the Gates of Antares rulebook]

The rulebook's narrative 'voice of god' mostly plays the above straight – for the members of the PanHuman Concord, the largest of these sort of societies, and one of the prime movers of the game background, the life of most members appears utopian. Fortunately, however there are a lot of those very British smirks at authority in the rulebook – mostly in the little bits of colour text and in-universe quotes – that make it clear there's very definitely more than one point of view... +

That's not to say, however, that the PanHuman Concord is evil, either. One of the things I'm finding very appealing is the fact that while you could just as easily base your Concord Combined Command, or C3, (the military arm of the PanHuman Concord) army that leans towards a Matrix-like local IMTel, with humans largely subjugated and exploited; or a more neutral one that plays around with the themes of Aldous Huxley's Brave New World; or a genuinely optimistic Star Trek-like post-scarcity society. +

+ For a game ostensibly about recreating fictional future war, then, the background raised some very interesting implications of questions about how the IMTel tallies up with freedoms and liberties; of how a benevolent dictator's intentions marry up with the messiness of real life – and more besides. In short, it's a very rich setting – and that's within just one faction. +

+++

+ Show me the models +

+ Well, quite. +

PanHuman Concord Strike Squad

+ Starting as a simple palette cleanser between other projects, I've enjoyed painting these models. I put my thoughts on building them in an earlier inload [+noosphericinloadlink embedded+]. In terms of colour scheme, I used a similar approach for my Lamb's World Guard, but wanted to include some more eye-catching visual 'pop' – something usually outside my wheelhouse for regular  puny hu-mans. +

+ With the scheme decided, I looked at techniques. I probably wouldn't have opted for edge highlighting for these figures (given their size, it's easy to make them look crude and blocky, which didn't fit with the background) except for the fact that the models I'm most excited about for the setting – the creepy biomechanical Isorians – have much more organic shapes, and I want to contrast the two styles. Since the Isorians won't allow for edge highlighting, it seemed okay to use it here sparingly. +

+ Being quite slight, the figures painted up quickly. I got the squad of eight completed in two evenings' work. The detail's sharp enough, though there are a few softer areas that required a bit of head scratching on whether to add an edge highlight or not. +

WIP shot – after one evening's painting.

+ The group above show the basic scheme. Granite-grey hard armour and weapon casings, and desert yellow for most of the remainder. I've added a few patches of camouflage to the helm and upper arms, on a whim more than anything planned. It adds a little visual interest. +



+ In terms of other colours, I've used a blue-grey for the visors and sights,  hints of gold as metallics, and flashes of purple, green and orange for accents. Using all the secondary colours gives a balanced, unthreatening palette, and keeping the accents small helps to ensure they don't overwhelm the overall scheme. +

+ The group above show three members with plasma rifles and one with a plasma lance – a specialist weapon. I've marked it out with a different colour glow – quite refreshing to colour code things on a whim after many years of working out what colour X 'should be'. I think the scheme's got a nice semi-realistics/semi-fantasy feel that fits for me. +

Test figure

+ The final scheme varies little from the test figure above. I substituted gold for silver on the test figure, and changed the gold plate above the visor in favour of extending the camouflage area. +

+ I'm not really intending to do a giant army of C3 for gaming. These were fun, but I think I'd like to explore some of the other factions. Isorians were the ones that had the biggest vissceral appeal to me, and I've got a few on order. Given that I'm unlikely to find anyone local or in the PCRC (my gaming group) to spontaneously pick up the game, I thought it'd be nice to have a squad or two of each for small games. That way, if I manage to twist any of my friend's arms, I've got little preset forces to play with – a bit more like a boardgame than a full tabletop wargaming experience. +

+ It was with that in mind that I opted for a desert basing scheme. It allows them to be folded into my Lamb's World Imperial Guard army if it never takes off – but more pertinently, the light-coloured bases will contrast wonderfully with my planned Isorian scheme. +

Other half of the squad

+ The green icons above the heart mark rank. The 'First' (leader) has a little triangle to hint at the C3 (see what I did there?), the others a largely abstract sigil of dots and a line. +

+ Although I say the squad is finished, it's worth noting that BtGoA includes lots of drones – little flitting machine intelligences that enhance your squads in various ways. I think they're a nice way to differentiate these spacemen with laser guns from my lower-tech Imperial Guard armies, so I'm planning to paint up a few – they come on the same sprues, so it's just a case of building 'em. +

+++

+ Making my own army +

+ Part of the appeal of the game is its largely blank slate nature. Despite a hiatus caused by events in the real world, the background is continuing to be expanded and built. There's lots of space to build and develop the story as you wish to. +

+ Indeed, there are a huge number of open doors even within one faction's background. The Concord is a colossal place – millions of worlds – but it's not a monolithic culture. Because of the nature of its integrated technology,  the 'future internet' requires physical interaction – world to spacecraft, spacecraft to world – in order to stay roughly aligned. +

+ Extended isolation from other Concord worlds sees the local IMTel evolve slightly to better serve its own needs, just like a geographically isolated animal species will start to evolve away from a common ancestor. You need continual interpollination to prevent these 'shards' (as the individual groups – worlds, factions, even military squads – are called) from diverging too far. Small divergences are gradually diluted away when meeting again but, to reiterate, there's not a central government or centralised leader that decides. Instead, integration, development and agreement is unconsciously decided upon by the involved IMTel shards until a compromise is reached. +

Worlds can protect themselves against Concord nanospore by not allowing their technology to interface with it, but the Concord technology enjoys the advantage of total integration, allowing it to overcome resistance given time. The surest defence against contamination comes in the form of nanites called nanophages designed to identify and destroy unrecognised intruder nanospore. Ultimately, if sufficient Concord nanospore can be generated to become a self-sustaining shard, they will inevitably overcome any planetary defence and form a nanosphere, after which the world effectively becomes part of the PanHuman Concord.

So, perhaps the worlds of the Determinate have good reason to fear the IMTel civilisations. The IMTel itself is devoid of ambition and malice yet is intolerant and pitiless. Although IMTel technology is highly prized, contact with the IMTel nations is risks absorption: it is safest to acquire it through intermediaries such as the Freeborn who are capable of sterilising the technologies attachment to its parent IMTel.
[Beyond the Gates of Antares rulebook]

+ Background-wise, that's intriguing and full of depth to explore. In terms of tabletop gaming, it sets up some good opportunities for fighting! And on that note, here are a couple more shots. +





Monday, August 16

+ Catachan Sergeant 'Ripper' Jackson +

+ They make 'em tough on Catachan +

+ I finished painting Sergeant 'Ripper' Jackson and Colonel 'Definitely-not' Carl Weathers a few weeks back – and they've been here been sitting patiently (lying in ambush?) ready to go up on the blog. +

+ Both are absolutely wonderful models; just the right mix of comic-book exaggeration and fluid realism that I think sums up GW at their best. I collected the original Catachan Jungle Fighter models on release (long since gone on to a better place), but rather fell out of love with the range when the plastics replaced the superbly characterful metals. +

+ Time hasn't aged the infantry kit well (though even at the time it had a muted reception), but the command squad and heavy weapon teams are actually pretty good, in my opinion. The release of new characters gives me some hope that we will one day see a new Catachan range, but I'm not holding my breath. In the meantime, I'll pick up fantastic models like this, and hope that one day they'll have some soldiers to boss around. +



+ Since we saw the Catachan Colonel near-enough finished in an earlier inload [+noosphericinloadlink embedded+], we'll concentrate on Jackson here. Painting camouflaged soldiers is a tricky balance. Make the camouflage too realistic and effective, and it'll do its job – leaving your model looking bland or boring. Adding too obvious a contrast can appear jarring. That can work – particularly where the camouflage is heraldic, as on (say) Executioners Space Marines  but here I've tried to strike a balance between a couple of eye-catching areas on contrast and a generally muted tone. +

+ Here, the bandana and light t-shirt frame the face and create patches of tonal and colour contrast with the jacket and skin. The flat area of cloth was given a sense of texture and age with the addition of a touch of yellow ochre (Iyanden Darksun). The same yellow was used for the bandana and also in the first layers of highlighting on the skin, creating a cohesive and warm palette. +


+ Insofar as anyone in the Imperium is a 'goodie', I've always thought the Catachans have a fairly appealing culture of community support, humour in the face of danger and an adventurous spirit. Bringing warmth into the palette by avoiding cold hues except where necessary (metallics, for example) or for intentional accents (green lenses for 'pop'), creates an attractive palette that invites further viewing. +



+ The camouflage patches – Zamesi Desert, Gretchin Green and uh... Battle Green? Or whatever the modern equivalent is – are added over a Halfords brown spray undercoat (from their Camouflage spray range). The pattern matches that used on the Colonel, providing uniformity that makes it clear Jackson's a soldier – even if her veteran status and Catachan demeanour afford her a little personalisation to her kit. +



+ The sword is nicknamed 'amiga' – a little nod to the likely inspiration of the hispanic infantrywoman Jenette Vasquez from Aliens, played by Jenette Goldstein. I very nearly went with an hispanic skintone, but enjoyed painting the warm dark skintone on the colonel (and Inquisitrix Barbari Kills) so much that I decided to use something similar here, too. Imperial Guard are a wonderful place to explore painting different skintones; and the goes doubly for Catachans, with so much muscle on display! +

+ If I find another for a reasonable price, I'll probably work up a conversion – perhaps an homage to Michael Perry and Mike McVey's 54mm Catachan that turned up in Golden Demon years back. +


+ The boltgun and chainsword received the same dull mid-green used in the camouflage patches, and I've highlighted these cleanly to add some harder lines that contrast with the softer blending used on her musculature. +


+ The bionic leg is treated exactly as a piece of military equipment, with the same dull mid-green. I really love the relatively low-tech look. It's a functional replacement for a warrior. + 

+ The dead tyranid on the base was painted red and blue to evoke the hivefleets of the rest of the PCRC, which mostly use these colours. I haven't tried to match any one specifically as they're all done in a lovely vivid, classic 'Eavy Metal style, which would clash with this muted look. To mute things, I added a spot of red to the blue, and a spot of blue to the red. +

+ Lovely sculpt, great model – I can only hope the God-Emperor sees fit to share more lovely Catachan sculpts with us soon! +



Tuesday, July 6

+ inload: Catachan Colonel +

+ Boots on the ground: Catachan Colonel +


+ War of the False Primarch? No. Augustine Crusade? No. Alien Wars? No. Scallop Star Purges? No. Just a kick-ass model that I wanted to paint? Yes. +

+ ...and of course, being an awesome model doesn't preclude him from being used in any of the above scenarios. Themes, campaigns and stories (to my mind at least) should provide inspiration and a broadening of the possibilities, rather than making you feel you can't using your hard-painted models in different ways. +

+ There's a balance to be struck here, between using your models exactly as you want, and the unspoken social contract that is key to everyone having a good time. All participants having consideration for the other people involved, and what they want out of a game, is perhaps the most important bit! +

+ It's worth noting that being a good person to play against (as opposed to a 'good opponent' in terms of the actual game) doesn't involve just rolling over and running with what the other person/people want to do. Be engaged, be active, and everyone will have a better experience. If you're enthusiastic about something, speak up, discuss, and come to a compromise with your friends; or, better still, create a synthesis of all your good ideas. +

+++

+ Some armies lend themselves more easily than others to being involved in different scenarios within the 40k universe. Guard, Orks and Eldar, for example, are hugely diverse and don't really vary much across the timescale of the galaxy. These armies can turn up anywhere from tiny kill teams to massive apocalypse games, and from the Horus Heresy to the post-Resurrection period of M42. +

+ Some armies/forces require either more though to come up with a cool reason why they'd be fighting – or, as a group, you might come to an agreement not to use them against each other. Perhaps most obviously, highly-themed Horus Heresy period armies don't easily fit into games against Tau or Tyranids – but unless you come to the conclusion that you or the other player(s) won't have a good experience, remember that there's no harm in playing a scenario in which the Tau/Tyranids are played as one of the numerous Xenos species encountered during the Great Crusade, or conversely that the Space Marines are a Chapter blessed with huge numbers of Relic equipment. A good story can help fill the narrative gaps. +

+ Above all this, It's also worth remembering that you can just treat things a bit more lightly, and forget the number of rivets (or limbs!) on your models, and simply have a fun game. Not everything needs to be justified. +

+++

+ Enough talk! More action! +


+ Man, I think this model is awesome. A great combo of cheesy action movie  and video game tropes, cool chunky GW details, and a real sense of character. About the only thing I don't like about it is the fact that the first plastic infantry model for the Guard in about two decades was a limited splash release that can't be found for love nor money. I hope that local hobby shops benefitted from GW's largesse (and I do genuinely think it was a nice gesture), because it seems to have caused a large amount of friction and disappointment in the Imperial Guard community. Here's hoping that it gets a broader release at some future date. +

+ Enough grumbling (that's reserved for when the Longbeards get on the painting table!), let's get stuck into definitely-not-Carl-Weathers-from-PredatorThis figure isn't quite finished, but I couldn't resist showing him off at this point. +


+ As noted in yesterday's inload, it's been a while since I've painted up Guard – though a few baseline humans have been sneaking through. This model was a treat to paint, with a mix of smooth fabrics for detailing, nice clean plates for sharp highlighting, and the perennial favourite, bare skin for blending and glazes. +

+ I kicked off with an experiment, using Halford's Camouflage spray paint to undercoat him. I genuinely thought this was an April Fool's joke when I spotted it in-store, but it turns out it's a range of four matt sprays that you use to build up camouflage on (full-size) vehicles. The deep brown is a lovely undercoat that I think combines the best bits of my usual black and grey primers – lots of depth, but not dead. +


+ I started with the base, then moved onto the skin. Once these were complete, I painted the fatigues using a variation on the camouflage tutorial here: [+noosphericinloadlink embedded+]. The swapped-out colours are pictured above, but note that the brown undercoat is serving as the deepest value. The key thing is to have a deep tone, midtone and light tone. +



+ Bits still to do include the lenses on the field glasses, the eye on the servoskull/banner/aerial thing, and some sort of eye-catching accents – perhaps some bright glowing green xeno blood? +


+ Bright accents don't make much sense on camouflage, of course, but they do make a model more fun. Tasteful and muted is my vibe, but it's nice for special figures to stand out a bit. +


+ The rear detailing could do with some more attention, too. I was toying with the idea of a slight OSL around the backpack generator/battery for the power fist. That cloth could do with a marking or two, as well. +

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+ Jungle is massive +


+ One man does not a killteam make (unless you count Marbo, of course), so I've also been working on his squadmates. Sergeant 'Ripper' Jackson, above, was a kind gift from Lord Blood the Hungry. She's coming along nicely, and I hope to finish her off this week. +


+ Vaguely related to this is a Knarloc who's been sitting on my desk for a long while. Kroot are one of those projects that're always the bridesmaids, never the bride. I thought fitting them in with a loose jungle theme for 2021 might encourage me to get some done. +

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