Wednesday, September 14, 2016

Improved Old Card Creator

I've been a bit inspired lately, so I went back and re-built my old Warmachine card creator. The new one is MUCH more user friendly (no more invisible buttons! Yay!). Here's a sample card:


Sunday, September 11, 2016

New Card Creator

I designed a new card creator. It was actually quite quick since most of the difficult work had been done for the old one; this one basically just required a bunch of copy-pasta. Here's a sample of the kind of card it can be used for:

Monday, September 5, 2016

Minions can crack armour now?

Strakhov again. I ran the same list as last time but swapped the Spriggan for Black Ivan (for to be shooting at evil baby elephants) and Sylyss for Valachev (for reasons that will soon become clear).
Strakhov
- Torch
- Black Ivan
- Berserker
Alexia & the Risen
- Valachev
Nyss Hunters
Croe's Cutthroats
Widowmaker Marksman
Kell Bailoch


I played against Gru and his Minions. With the reduced model restrictions Gru was running a whole bunch of new models that he wasn't familiar with yet. For now there were some proxies being used.
Rask
- Blackhide Wrassler
- Ironback Spitter
- Bullsnapper
- Bullsnapper
- Targ
Wrongeye
- Snapjaw
Nyss Hunters
Croak Raiders
Gatorman Witch Doctor


Pre-Game:
We rolled the scenario with two flags and two objectives. Gru won the roll and chose to go second, picking the side with the forests. I chose the Effigy of Valour (that lets models stand up for free) and he chose the objective that heals beasts and lets you tank hits with your heavies.


Deployment:
I deployed Strakhov in the middle with his jacks around him. The Risen went on the left with the Nyss behind them. He deployed his battlegroups in the center, and his Nyss opposite mine.

I put the Cutthroats as close to the left flag as possible, and one sniper on each side (Kell got the side with the nearby forest). His Croak Raiders then went opposite the Cutthroats.


Round 1:
Superiority went on the Berserker. Everything ran up and spread out. I actually screwed up here and put Strakhov too far from models that he wanted to put upkeeps on; not very smart on my part.

Gru moved everything up. A few of his Croaks got close enough to shoot my front line of Cutthroats, killing a few models. He put a Veil of Mists cloud in front of my Widowmaker.


Round 2:
OK, it was time for the jank to begin! Last turn Alexia had stepped out Valachev's command range, leaving her out of formation; this meant the unit no longer had Spellward, allowing Strakhov to cast Occultation on a Risen! Alexia was then able to step back into formation, allowing me to upkeep the spell. My Stealthy Risen were now invincible!

Strakhov also put Overrun on the fully-loaded-up Berserker. The plan: to Overrun off a Croak and destroy the objective. Unfortunately, there were two problems with this plan: first, the Objective could not be attacked yet. Second, the Berserker whiffed all four of his MAT 7 attacks against the Croak. Impressive. Well, at least he passed his Instability check.

The Widowmaker stepped into the could and shot down a Nyss Hunter, likewise Kell stepped forwards and killed a Croak. The Cutthroats moved up to attack the Croaks, killing a few. The Nyss Hunters took a few shots at Warbeasts (I think).

The Spitter killed my Berserker. The Croaks killed Kell and some more Cutthroats. The Nyss Hunters charged up and killed the Marksman and the front line of Risen. The Snappers charged some Nyss Hunters and whiffed. I think Wrongeye cast Starcrossed.


Round 3:
My Nyss Hunters gunned down most of his and the Risen killed one or two more, giving me a stack of corpses. Alexia created a Thrall who charged the nearby Snapper, leaving it on one box. Strakhov swapped Superiority over to Torch, who charged the Spitter. Sadly he couldn't finish him, meaning Sprint didn't trigger. I think Black Ivan shot the objective, but rolled crap for damage.

The Spitter frenzied, smacking Torch with a respectable hit considering he had lost some aspects. Rask tried to shoot Torch but missed, pinging the Spitter but doing no damage. The Wrassler put Rage on Snapjaw, who then charged Torch and proceeded to roll an amazing number of 3s. Even with the Ancilliary Attack from Targ, Torch was left with 5 boxes. What's more, Gru had been quite unlucky with his damage rolls, leaving all of Torch's systems running.

His Nyss Hunters killed Valachev, meaning Alexia would not be able to benefit from Strak's feat. The Croaks finished off the Cutthroats and starting pinging Black Ivan. One Spitter whiffed against a Nyss Hunter again, but the second killed the Thrall.
This photo was taken at the start of Round 4, after I had converted my corpse tokens to Risen.


Round 4:
Torch finished off the Spitter and turned his attention to Snapjaw, but left him on two boxes. I succumbed to temptation and took a shot at Rask with Ivan, but missed. Risen did nothing as I needed them all on the flag, but Alexia killed a Nyss Hunter with a boosted hand-cannon shot. Nyss Hunters... didn't do very much. Something killed a Snapper. I finally scored a point on the right flag.

Snapjaw shuffled over a bit to base the flag before finishing off Torch. The rest of his models killed a few Nyss Hunters and Risen and continued pinging Ivan down, after Rask disrupted him. I scored a second point.


Round 5:
Alexia was amassing a nice big horde of Risen at this point, enough to seriously threaten the Wrassler should he get too close. She did spend one to kill another Nyss Hunter though. Strakhov gunned down the remaining Snapper while Black Ivan shot at the objective again, not doing very much without focus. I scored again, putting me at three points.

Using Boundless Charge and Veil of Mists, Gru was able to get Snapjaw into Alexia. I burned the Risen to try to keep her alive, but it was all for naught. He wasn't quite able to kill the last Risen though, so he didn't actually score this turn. I think Black Ivan lost his cortex this turn.


Round 6:
Black Ivan took another shot at the objective, putting a few more points of damage on it. Then Strakhov cast Overrun on himself and moved up to finish it off. After my first shot hit however Gru passed it on to the Wrassler. Oh yeah, I forgot the objective could do that. Strakhov used his second shot to hit Targ, but he toughed. This was a problem, as Strakhov was standing completely unprotected out in the open and needed to trigger Overrun. Luckily the Cinder Bomb scattered in the right direction and reached Targ; a boosted damage roll finished him off and let Strakhov move back behind Black Ivan.

Meanwhile the Nyss Hunters charged Snapjaw, but Wrongeye had Star Crossed up and two missed. Cylena herself was out of range and landed a hit, but it wasn't enough.

Snapjaw killed two more Nyss Hunters, Snacking giving him back a couple of damage boxes. Rask and the Croaks shot Ivan, putting some damage on him - he was getting low on boxes now. The Wrassler moved up to threaten my stuff.


Round 7:
Cylena put a couple of points of damage on Snapjaw. Black Ivan shot the Croaks in front of him, but many tough rolls were made. Strakhov then used his gun, cinder bomb, and magics, but many more Tough rolls were made and in the end one Croak was still left contesting the flag.

The Wrassler killed Black Ivan. Snapjaw killed Cylena. The Witch Doctor charged Strakhov, rolling high and putting seven damage on him despite my spending two focus to reduce the damage. Gru scored the flag on the right this turn, giving him one point.


Round 8:
Strakhov moved out of engagement with the Witch Doctor while still basing the flag - luckily the free strike missed - and gunned the Croc down along with the Croak. Ram pushed the Wrassler just far enough to clear the flag. We both scored this turn, bringing me to four and him to two.

Wrongeye moved up to base the right flag while Snapjaw charged and destroyed my objective. The Wrassler ran around the forest to bast the left flag, which Strakhov doesn't contest. This meant Gru scored three points this turn, bringing him to five and winning the game.
That Nyss Hunter at the bottom had actually been trying to destroy the objective for several turns but was not getting the damage rolls he needed.


Post-mortem:
That was a very long game, but I enjoyed it a lot. Our lists were quite well matched: we both had two beatstick heavies, a shooty heavy, and two shooty units, with some other bits and pieces on the side. His heavies hit harder, but I had better threat ranges, and also Alexia winning me the war of attrition on the infantry side (until Snapjaw happened).

I made some mistakes, but probably nothing too major; the biggest one was probably forgetting that he can pass off hits to the objective and trying to destroy it at range rather than focussing my fire on his warbeasts. Letting Alexia die was a shame; she had accumulated a lot of Risen, enough that things were looking good for me for a bit there.

Rask seems like a good Warlock: Boundless Charge and Veil of Mists are great for getting to important models, and Fury gives his army the armour cracking that Gru's lists have tended to lack. All that and also a boostable RAT 7 gun that removes upkeeps, disrupts warjacks, or steals Focus? Sounds good to me. The Wrassler getting the Rage animus feels like a really good thing for Minions too, something that they probably needed.

I love the Spitter's model, but it has some of the worst defensive stats on any heavy I've played against: DEF 10 ARM 18? Any yet Torch didn't kill him on the charge (and my dice weren't bad). That P+S 17 is kind of depressing; I'm not happy about it anyway. Torch went from a decent beatstick with a lot of situationally useful abilities, to a mediocre beatstick who is also a mediocre gun platform who has a lot of situationally useful abilities; it kinda feels like a more dedicated jack would be more valuable (especially with Strakhov wanting to alpha and all that). His bond with Strakhov is so good that I can't help but take him though.

Putting Occultation on Alexia was entertaining and might have helped force the Nyss Hunters to come to me, but after that turn it wasn't important and I dropped it for the focus. I probably should have re-cast it on Strakhov, but I figured he was immune to most of the shooting that was still on the table.

So far the Berserker has just not been working out the way that I keep feeling he should. He is a cheap way to start the piece trade however, which is not such a bad thing.

Tuesday, August 9, 2016

First Game of MkIII

Strakhov felt as though something was off. He didn't know when it had started, but the sensation had been growing stronger for several weeks now. It was hard to say for sure, but he was starting to suspect it was something to do with his magic. It just seemed... different somehow.

Pushing the persistent thoughts to the back of his mind, Strakhov focused himself on the task at hand. The Skorne scouting party he had been sent to intercept was coming into view, their Titans bellowing angrily at the sight of the bright red, highly visible warjacks the Khadoran master of stealth had brought with him. Well, looked like it was time to earn his paycheck.

This was my first game of MkIII. Needless to say I'm still hazy on what's different in the rules, so it's quite possible that I might have screwed stuff up. Anyway, I picked Strakhov, Torch, a Spriggan, my sniper-solos, and my usual Merc infantry. I had 12 points left after that, which I ended up spending on a Berserker and Sylyss; I debated some other combinations, but I though it might be interesting to try Berserk on a MAT 7 warjack with Overrun.
Strakhov
-Torch
-Spriggan
-Berserker
-Sylyss
Nyss Hunters
Cutthroats
Alexia & the Risen
Kell
Widowmaker Marksman

Beanpole was playing the new Battlebox caster:
Xekaar
-Bronzeback
-Gladiator
-Cannoneer
-Shaman
-Agonizer
Slingers
Bloodrunners
Beast Handlers
Willbreaker
Master Tormentor
Orin Midwinter


Pre-Game:
We rolled up a game with two flags and a zone, that looked quite easy to score your own flag. Beanpole won the roll and chose to go first. Out of habit I picked the side with more forests (I need to remember that Hunter doesn't work the same way anymore).


Deployment:
Beanpole had his warlock and battlegroup generally tending to my right, near his flag, with the infantry to my left.

I put Strakhov behind my flag on my left with my jacks lined up across the center. The Nyss Hunters went on the right to take advantage of the forest. The Risen were in the center behind everything.

The Bloodrunners went on my left, facing my caster.

Obviously I had to deploy the Cutthroats on my left to protect Strakhov. I wasn't sure what to do with my snipers so I put them together in the center to start.


Round 1:
Beanpole advanced everything. The Bloodrunners got Tough from the Willbreaker.

I put Superiority on the Berserker, Occultation on Strakhov, and Sentry on the Marksman. The Cutthroats spread out to jam a bit; I tried to use the wall to hold off the Bloodrunners by taking up most of the space behind it, which would also protect the Cutthroats from the Slingers. I decided I wanted the Snipers on the far right, so I ran them across. The Nyss Hunters spread out and tried to use the forest protectively. Alexia ran to my left as I realised I was probably going to lose a lot of Cutthroats.


Round 2
Xekaar debuffed the Nyss (-2 DEF and ARM). His infantry killed some Cutthroats. The Cannoneer fired at something and missed, but the deviation drifted over Cylena and the Widowmaker Marksman, killing them both. I was quite sad to lose the Marksman. The Agonizer used an ability that would debuff the STR of any of my models if they got close.

I was going to have a very hard time killing his Titans if that Agonizer was allowed to keep that up, so I decided to trade the Berserker for it. The Berserker got two and I gave out some focus to the other two jacks for boosting. Strakhov moved up to the flag, cast Overrun on the Bersker, threw a cinder bomb at it to kill the nearby Bloodrunner (I may have forgotten to give it the defensive bonus for being engaged), then killed a Slinger with his gun. Everything else worked on clearing infantry, except Kell who put some damage on the Agonizer.

The Berserker then charged a Slinger in order to trigger Overrun, but instead got counter-charged by the Bronzeback (who actually missed his charge attack). After killing the Slinger, I didn't think to trigger Overrun to escape or move something else closer or anything, and instead spent my focus putting a bit of damage on the Bronzeback. Fortunately the jack did not explode. At the end of the turn I scored a point for dominating my flag.


Round 3:
Beanpole was planning to kill the Berserker with the Gladiator and charge the Bronzeback into Torch. However, abysmal rolls mean the Berserker actually survived the attack (thinking back though, I don't remember when the movement system got crippled; it's possible he shouldn't have missed one attack - or maybe he would have, I distinctly remember a double-one for one of his attack rolls). Instead the Titan finished off the Berserker by throwing it at Torch. The rest of his  forces focussed on clearing the zone so Xekaar could move in, feat, and dominate for two. I scored one, tying our scores.

I wasn't going to be able to kill his Titans with a total of -5 STR this turn, so instead I jammed the zones with my Risen and toed the Spriggan into the zone in the forest for extra insurance. Torch got Superiority. I finished off most of his combat infantry, making damn sure to kill the Master Tormentor with a double-boosted Torch spray (I did not need to loose half my Risen to a single MAT 8 Reach Thresher). I scored again, putting me at 3.


Round 4:
Xekaar debuffed the Spriggan, then the Bronzeback got Rush and simply walked through the woods to annihilate it. One Slinger ran to contest my flag. The rest of his army managed to take out all the Risen, allowing him to score two points, bringing him up to four.


Well, I pretty much had no chance of winning by scenario now, so it was time for a last-ditch assassination attempt. A Thrall I had from last turn charged the Bronzeback to stop any counter-charge nonsense. Kell and the Cutthroats shot down the Agonizer, Alexia managed to land an aimed double-boosted handcannon shot on Xekaar, doing a pretty impressive 11 damage which was obviously transferred, leaving the warlock with 2 Fury. Strakhov filled up Torch, cast Overrun on himself, walked up to catch Xekaar in his feat, and just managed to kill the contesting Slinger to walk Torch close enough to Xekaar to get the charge. The assault spray missed but the initials hit. I rolled abysmally for damage; on the five damage dice for the first two attacks I rolled four 1s and a 2. It didn't really matter though, because he only had two transfers left and I had three attacks, which was just enough to finish it.

Xekaar's magical defenses finally failed under Torch's spinning sawblade. He fell back, bleeding heavily, but before Torch could follow up for the kill he sensed his master's mind rapidly growing more distant. Abandoning the Skorne warlock, he ran to keep up with his warcaster.

Kell yelled at Strakhov as he ran past.
"Boss! Where are you going?"
"Isn't it obvious you fool? I'm running away, like we always do!"
"But boss! We won!"

Strakhov came to an abrupt halt.
"What?"
"I said we won! Look!"
Strakhov turned to see the remaining Skorne forces hastily carrying their injured warlock to safety. He scratched his head, confused by this unfamiliar feeling.
"Huh. Well, that's new."


Post-Mortem:
As nice as it is to be able to say that I won my first game of MkIII, it was a very narrow and lucky win, and if Beanpole had thought to reave the Fury from the Agonizer, I would have lost.

Which is a little bit of an annoying thought; a fully-loaded up Torch, with a buff and a free charge, and a bit of help from Alexia, would not have been able to kill the most fragile caster in all of Skorne if my opponent hadn't made a mistake. Basically, the big assassination move that Strakhov is partly built around is just not very useful against Hordes.

If course Strakhov isn't just an assassination caster, and he's probably better at general attrition than he was in MkII. Plus it's not like I didn't make plenty of mistakes myself.

Actually, I felt very rusty going in. I must have spent at least 10 minutes at the start of each turn, if not much more on some turns, just staring at the board trying to figure out what to do. I basically did nothing at all with my Nyss and very little with my snipers for most of the game.

I forgot about the Bronzeback's counter-charge again, then after he used it I just left Torch in his threat range when I could have moved him away (I think I had already activated the Spriggan, though I could have repositioned him with the Overrun move from killing the Slinger if I had thought to), leaving both my main heavies in it's threat range, but just out from contesting the zone - in fact I almost completely forgot about the zone, any models contesting it were there by chance.

I'm wondering if I could have reached Xekaar without killing the Agonizer. Of course, if Torch had Bulldoze then that wouldn't have been a problem. It honestly feels as if the kit that Strakhov wants in his main warjack is split between Torch and the Spriggan: he loves Bulldoze and 2" reach to make sure the jack can get to the target, but he wants the better MAT and Sustained Attack so he's not at the mercy of the dice against high-DEF warnouns (which is pretty much all of them). I would have loved it if they gave Torch Bulldoze; I reckon he needs it far more than Black Ivan does.


Playing Strakhov is so much less painful now that he doesn't constantly find himself lacking the focus he needs to do even simple things. The fact that he can get all his upkeeps out on turn one feels amazing (which is kinda sad; it really shouldn't be that big a deal). Being able to fully load up a warjack and cast Superiority and Overrun on it is so liberating. I love it. To be clear he doesn't feel like he has more focus than he can use or anything, but in this game at least he felt to me like he had exactly enough; every turn I seemed to have the exact amount of focus needed to do what I wanted.

While I missed Poison on the Cutthroats, I do like that they're cheaper and reposition is nice on them; it actual works as a pseudo accuracy buff, as I can afford to aim more often with it. I really wish Croe still had 2" reach on his sword though, it made him much better at jamming.

Man, P+S 18 does not feel like enough when you've got the Agonizer debuffing your STR. I really should have gone after it more aggressively with the Nyss Hunters, as I basically couldn't touch his Titans as long as it was alive. Heh, it's stuff like this that keeps pushing me to build for shooting against Skorne.

Sunday, July 31, 2016

Are these guys for real?


I just received some more Knight Models in the post. Here's one of them right out of the box. By the way, this model's other leg is suspended and does not help support the model.

I've complained about Knight Models' poor casting quality and ridiculously delicate weapons before, but this is just too much. I mean, sculpting an entire soft metal model - that's a gaming piece meant to be handled, not a display piece - that relies completely on such a tiny little ankle to support it? What were they thinking? This is just unforgivable. A weapon is one thing, but the whole model? I have literally never seen such a stupid sculpt for a gaming miniature. I mean, it didn't even survive transport in it's foam-padded blister pack unscathed, how is supposed to survive cleaning, painting, transport, and handling? Pretty sure it won't, not if I don't install a pin for added strength.

I don't really understand how Knight Models was able to aquire and maintain the rights to all these licensed properties, when there's much bigger companies that are much better at casting. Well, OK, Knight Models' sculpts are usually (in my eyes at least) as good as most and better than many given the scale and subject matter, so I won't fault them for that, but... sigh. Maybe I've just been spoiled, but I can get great sculpts with better casts for lower costs from at least a half-dozen other companies, so I'm just not feeling satisfied with Knight.

Oh well. Let's just hope the end result is worth it I guess.

Monday, July 18, 2016

In the immortal words of James May: "It's the Rozzers!"

With the whole "MkIII" thing going on, I've been somewhat demotivated when it comes to Warmahordes lately, so I took the opportunity to paint these fellows. I actually think I could have finished them quite quickly if I hadn't been quite so busy with Real Life (TM); as it was they took far too long, and I got bogged down with annoying details and stupid mistakes at the end.

I figured these guys would be a good chance to experiment with painting cloth, which I'm not very good at. When painting the ninjas I used simple drybrushes, but I tried a slightly more involved technique for this lot. Basically, I started off by painting the cloth in the shade colour, then drybrushing lightly with the highlight colour, then actually painting the highlight colour directly onto the raised areas that were now easier to see, before finally applying a heavier drybrush with the same highlight colour to soften the transitions. I think the results are pretty decent. The jackets and trousers are Regal Blue highlighted with Enchanted Blue, while the shirts are Enchanted Blue highlighted with Ice Blue.

This is Reginald
Or "Reggie" for short
Named after Reginald VelJohnson
Who played Sgt. Al Powell in Diehard

I actually tried applying a wash of Asurmen Blue to one model ("Reggie" here) before highlighting to further increase the contrast, but I decided that it was too much and did not do it on the other three. I painted Reggie's skin the same way I painted Zeddemore's: Doombull Brown, a wash of Devlan Mud, then a drybrush of Doombull Brown.

Here we have Danny
Named after Danny Trejo
You may not remember this, but Machete was originally a cop
Although I can't image Machete using a tazer...

In order to introduce some contrast I used Vallejo Model Colour Black highlighted with Codex Grey and Vallejo Model Colour Black Grey highlighted with Fortress Grey on different materials. On Reggie and Danny I then washed the blacks and greys with Badab Black, but didn't on the other two. Not really sure which I prefer here. Danny's skin was just Dwarf Flesh washed with Ogryn Flesh. The yellow on his tazer is Iyanden Darksun washed with Gryphonne Sepia (I think) then highlighted with Sunburst Yellow.

Meet Kelly
Named after Kelly Hu
Who played an awesome Kung-Fu cop in Martial Law

Kelly's hair was painted with Vallejo Model Colour Black Grey and highlighted with Shadow Grey (which is somewhat bluish-grey) then Blue Horror; I hoped the blue tones would help her hair stand out from her hat, but I don't think it worked quite as well as I had hoped. Her skin is just standard Elf Flesh washed with Ogryn Flesh. Her lips were Elf Flesh mixed with Scab Red (although it seems I accidentally painted Elf Flesh back over the top lip without noticing, I might have to go back and fix that some day). I had initially tried lighter shades of red but once mixed with enough Elf Flesh to start to blend in with the skin in it would get too light, using Scab Red gave me a decent red/skin colour.

And last but not least is Bruce
Named after Bruce Willis
Who has of course played more cops having a bad day than I can count
Here I was specifically thinking of Detective Jack Mosley from 16 Blocks

Bruce's skin is the same Elf Flesh/Ogryn Flesh combo. As you can see in the photos, I tend to have trouble getting Elf Flesh to look smooth. I like the colour though, at least in conjunction with Ogryn Flesh. I might have to try different paints in similar colours; maybe the new GW version will be smoother, or perhaps I should see what PP has (I've never tried their "liquid pigment" paints, I really should). I think his hair was Iyanden Darksun highlighted with Sunburst Yellow, but I don't really remember. I should have done something to increase the contrast further as it looks a bit flat right now, but I wasn't sure what to do and just gave up in the end.

The bases were Doombull Brown with a generous wash of Devlan Mud, same as before. Badges were just Gehenna's Gold over Doombull Brown, highlighted with Auric Armour Gold. I tried Winsor & Newton Galeria Acrylic Gloss Varnish since I've been having trouble with Citadel's Gloss Varnish and the Winsor & Newton is available locally; it went on fine, though I'm not sure how it compares in terms of protection given. Eyes were painted white with a simple black dot, done before skin was washed. While this looked fine on Reggie, the lack of a strong outline didn't look as good on Kelly and Bruce (Danny didn't get eyes as the model was basically squinting); they kind of look as if they haven't been getting enough sleep or something.

I had considered laying down a black or dark brown layer first, then painting the eyes on top to leave a stronger outline, but decided against it because a) it would have taken a lot more work (when working on eyes it takes a lot of back-and-forth between colours to get the shape right; adding another colour into the mix adds a LOT of work), and b) I was afraid I would not be able to get a fine enough line at this scale and it would end up looking bad.

Speaking of the eyes, I found their eyes harder to do than usual. Often when painting miniatures you can get the model to do much of the work by allowing the brush to glide gently along seams and edges and things. When painting these four's faces however, I found problems with the casts (or maybe with the sculpts) meant that the model was working against me instead; the underlying topography did not match what I wanted the eyes to look like. It was very frustrating.

That wasn't the only casting issue I had. While I typically like Knight Model's sculpts, so far I have been quite disappointed with their casts. I've never has as much trouble simply assembling metal Games Workshop or Privateer Press models as I have with these simple grunts. There was a lot of cleanup needed, and quite a bit of reconstruction; separate pieces such as arms often don't really meet very cleanly and need a lot of gap-filling (more than I'm used to).

Take Reggie for example: even though his left arm was not seperate from his body, his left shoulder was such a mess that I had to cut off a lot of extra material and try to sculpt a decent looking shoulder area myself. His original nightstick was of course a hopeless lost cause (why do Knight Models keep sculpting these tiny weapons that they must know won't last five minutes of casual handling, much less actual gameplay?) and had to be cut off and replaced by a length of paperclip, of course the same was true for Kelly's. And by the time I had finished cleaning the mold lines off his head, he no longer had a right ear. I'm not sure if it was actually there or not to begin with, but I don't remember seeing anything except a nasty mold line. I had to sculpt him a new right ear, which didn't really match his left in the end. Oh well, I guess he just got a cauliflower ear from boxing or something.


Overall they just took more work than I expected them to. Well, I guess they look pretty good in the end, at least for grunts. I'm fairly happy with the cloth considering this is quite a low-skill technique, and I expect I shall be using it on most clothing moving forwards. Funnily enough I actually haven't painted a model from my either of my current Warmachine factions all year so far; I should probably do something about that. Meh, I'll think about it.