Saturday 23 March 2019

CCXIV. 28: Volume 1 - Free Digital Magazine Released!

28, a new free fanmade magazine focused on unique and personal projects in the Warhammer hobby, has released its first issue last night. The mag's 144 pages are packed with tutorials, essays, interviews, articles, artwork, and a whole lot of photographs of miniatures from various artists in the Inq28, AoS28, Mordheim and other related communities.  

You can download your free PDF here: VOLUME I.


Thursday 21 March 2019

CCXIII. Demonic Snail Critter

Kickstarter update: the campaign is doing really well. Many thanks to all backers! A demonic snail, stretch goal at 6500CA$, is now unlocked. Just finished sculpting it yesterday. It's available as a 5 dollar add on. Still 21 days to go.

The ruler is marked in inches.

 

Size comparison with a couple other demons. They fit on 25mm slotta bases.

It's a concept from a few years ago, when I made a similar snail demon conversion. With my current skills I was now able revisit the idea and sculpt the entire creature from scratch. Working on its skin texture was especially enjoyable. I used white and standard Milliput for bulking out the shapes, and green stuff + Milliput hybrid for most of the detail work.

Tuesday 12 March 2019

CCXII. Kickstarter Launched!

Kickstarter for Harwood Hobbies' release of my 28mm sculpts is now live! You can go check it out  HERE.



Monday 11 March 2019

CCXI. Sign Posts and Animal Skulls - My Sculpts in Metal

The final batch of my sculpts got a lick of paint. As you can see, these aren't standalone miniatures like the rest, but rather accessories for basing or scenery.

SIGN POSTS

 

SKULLS AND ANTLERS

*

Monday 4 March 2019

CCX. Moon Knight VS Tree-people



Couple months ago I introduced Sol and Luna, characters I made for trying out The Dolorous Stroke rules system. In the meantime, I've prepared a short adventure, painted a couple more gaming pieces for it, and at last played it  – with my brother Ivan as the player and myself as the GM.

Area 1: The Windmill. Luna finds a dead soldier and is attacked by a hostile tree-man.

I did not use the setting from the Dolorous Stroke book, preferring as usual to set the story in my own (Isles of Brume), where Sol and Luna are both members of a mystical order named Knights of the Firmament. The order is dedicated to a demon named Giger, who allegedly dwells in a subterranean palace beneath their keep. The knights travel around the Isles, spreading Giger's cult by doing great deeds, including interfering with schemes of other demons (using their followers for such tasks is is nothing out of the ordinary for demonkind). Ivan was free pick his knight from the two available, and he opted for Luna.

Area 2.1: The Well. Luna gets a chance to miraculously heal some of his injuries.
Luna's personality, gender, physical appearance, morality and motivations beyond the mission to spread Giger's religion were up to Ivan. 

Area 2.2: Wolf Den. Luna helps two soldiers, Hunald and Kottar, defeat a pack of wolves. The soldiers join Luna.
I mapped out several areas for him go through, like a dungeon. Monsters and allies await in different areas, with order of exploration impacting what is found. I used 50x50cm quarters of my modular board for the areas within the woods. Since the model count is really low, this was enough space for the action. I intended for it to be contained in the forest, but we ended up having part of the adventure take place in two other locations (village and local lord's keep) because it made sense for the narrative. That part was improvised without miniatures and boards, but since it it involved mostly talking to NPCs and no combat at all- that was perfectly fine.

The plan.

Stats for Luna and one of the monsters. The book has a decent guide for coming up with stats for custom characters.


After the first combat, one thing became evident: combat rules in this game look really cool on paper, but when you actually play - a fight can get tedious and go on for ages. For those who haven't got the rulebook: each character needs a standard poker deck, divided by suits into four piles. Two of those piles are 'Blood' and 'Injury'. When a character loses a round of combat and gets struck by the opponent, they lose a certain amount of blood cards from their pile (when these run out they're dead), and flip a card from the Injury pile to see if they've received an injury (such as 'Left leg ruined' or 'Smashed ribs' - each with its own extra effects). These injuries make fights more cinematic, and I like that. However, I feel that 13 hit points (Blood cards) on each character/creature is too many to keep the game flowing well.

Area 2.3: Luna finds fellow knight Sol, and learns the method to destroy the threat deep in the woods.
I immediately introduced house rules and some scenario changes for subsequent fights: most characters and monsters started out with reduced number of 'blood' cards, and some were automatically killed when they received any injury. That tweak helped. There is another reason why I wouldn't give each character/monster their own full deck of cards - it takes up way too much physical space. And I found myself limiting the number of miniatures I'm using in a scene not to go over the (not so large) number of poker decks I own, which I think is not a welcome sort of limitation. 


Area 3: The Treasure - a large construct of wood and bone, guarding the witch's buried treasure.
The system has its good and its bad sides. The bad are generally fixable with some tinkering. It has more in common with pen&paper RPGs than with tabletop wargame systems I'm used to (which is not surprising since it was meant to lean heavily on the narrative side, according to the author). 

The creature in the woods was successfully destroyed in the end, but not without Luna sadly losing both of his two newly-acquired soldier friends. All in all, it was fun to play for both of us.