Sunday, March 30, 2025

Aly's Brown Magic Wash

 

Aly's Brown Liquid (or magic wash, as I call it).  It's almost the perfect shade for all colors.

Original link:

https://alystoysoldiers.blogspot.com/p/a.html


Also here so I don't forget:

"40% Agrax Earthshade, 40% Seraphim Sepia and 20% Lahmian Medium...
The final ingredient is a few drops of Drakenhof Nightshade..."


Dwarf Longbeards

When I got that WHFB 4th edition Dwarf Army book, I would stare at the pictures for hours and hours, wanting desperately to have every unit in the book, painted the same way. One of those units were the Longbeards (in the center).  I had all of the figures, but never painted them. I distinctly remember the night before one of our "grand battles" frantically gluing the bare metal figs onto bases just to have the unit on the table (heresy, I know). They were falling down off the base as I tried to move the unit. It was terrible. 


Anyway, the past few months I've been painstakingly working on the unit. I managed to sort through my collection, match each figure, get them in the same order as the picture, and even found the same shields. I did my best to faithfully recreate the unit in the picture, only taking artistic license in extreme circumstances. 


Example of artistic license - in the solo picture of this dude, his cloak is green, but I painted him blue to match the rest of the unit.


I was rushing to take pictures so the green background is not great. Ah well - the unit is done!


Blood Bowl Dark Elves

When 3rd Edition Blood Bowl released, we fell in love with that game and played it a lot.  I wanted the Dark Elf team as soon as I saw the boxed set.  I had quickly glued them to bases, primed them, and painted two of the lineman, but then stalled.  For about...30 years. 

Now that Blood Bowl has returned to our regular gaming (my 10 year old loves playing), I realized it was time to finally finish painting this team. I painted them quick but I'm pretty pleased with the end result, however they're pretty fragile in the games. I think they need some Assassin Star Player help!




Herohammer Hammerers

In my continuing quest to hammer the backlog down, I finished this unit a few years ago. I never bothered to take a picture because I planned to sell them unpainted at one of the HMGS Convention flea markets, a.k.a. Wally's Basement, but they didn't sell. Then I painted them and was going to sell them painted, but never got the chance.  So...I changed my mind and decided to keep them. The other part of the story behind these guys is that when 5th edition WHFB was released, this was one of the first of the new sculpts of the revamped Dwarf army.  Obviously, they were new and shiny and I thought they were cool so I quickly bought them.  But staring at them unpainted for so long, the "sameness" started to wear on my and I realized I didn't really like them.  So they just remained unpainted and unloved for a long time (not even prepped).


Anyway, here they are.



Kill Team

It's been a while since I've posted to the blog, but I've been plugging away at the hobby.

Some friends at work wanted to give into Kill Team, so I grabbed a box of Sisters (Adeptus Sororitas) and painted them up quickly.  Mind you, this was sometime early last year 2024 and we still haven't played any Kill Team. Ha.



Saturday, November 9, 2024

Escort the VIP - IHMN V2.0 Battle Report

 Quick battle report from our first run through of the v2 IHMN rules.  My 10 year old son loves playing this game, and he also likes making up rules so we added some additional rules to the Escort scenario.

Notes on the pictures - some of the pictures were taken before we added the fog, so the chronological order of the pics is not totally accurate.

Scenario - Escort the VIP, Fog rules, "activate the gates" special rules

A company has to get their escort from one end of the board to the other; other company gets to set up as an ambush. Also used the Fog Rules - basically while the fog is in place, roll a die to determine visibility in inches. On a double, the fog is lifted.

Background -

The Mad Scientist Dr. Horscher has lost control of one of his experimental "Stone Men", and has hired Lord Curr's company to escort the Stone Man (the VIP) back to his laboratory, The Horscher Institute.

The US Secret Service has found out about the loose experimental Rock Man, and has dispatched Special Agent Dempsey to extract the experiment and return it to the USA in the interests of "Global Security". Agent Dempsey, along with his second in command Agent Sigma, have commandeered a squadron of US Rocket Corps for the mission.

The main thoroughfare is Queen Street which leads to the Horscher Institute.  

Additional Scenario Rules - The escort company (Lord Curr) has to enable the generator to activate the gates at the end of Queen Street, to open the pathway to the Institute.  Model needs to make a successful Pluck roll while in base contact with the generator.

The foggy streets of England.



Lord Curr's company at the far end of Queen Street, with their VIP.
The experimental Stone Man
US Rocket Corps deployed on the top of factory building, waiting for their quarry to appear...
Curr's company rolled first initiative - rocketmen on the building.
The generator behind the factory.  Also needed to make a successful pluck roll to move the barrels out of the way...

Curr split 2 Incorrigibles (Fitz-Curr and purple pants) over to the generator on the first turn.

Rocketmen spotted them, and Rocket Sgt Madison sent to men over to the back of the factory - they dropped a grenade, but with the fog and height, it missed. This alerted the constable guard.


On the back over on Queen Street, one rocketman dropped down to stop the incorrigbiles from resuming escort. Sgt Madison dropped the grenade hoping to take them out as well, but he mistimed the throw - the grenade went off just as the rocketman was landing - killing his own man!

2nd rocketman dropped down to help the fight for the generator, but the Incorrigble Purple Pants knocked him out of commission.  Fitz-Curr joined in support as well.


After rolling doubles, the fog had officially lifted, giving Agent Dempsey a better view of the situation.  With three out of five Rocket Men out of action, including Sgt Madison, Agent Dempsey at this point realizes things were quickly getting out of control and that his remaining Rocket Corps were outnumbered.  He signaled Agent Sigma to begin advancing down the street - Dempsey took cover behind the building, with Sigma behind the crates.  Mohan Singh saw Dempsey and unloaded a burst of fire with his machine gun, but hit the building.  Dempsey fired back, missed while dodging the hail of bullets.



The view from The Institute down Queen Street
Curr and his Incorrigbles escorting the Stone Man
The Rocketmen back at the generator turned the tables, knocking out Fitz-Curr!

With the help of another Rocket man, they took out Purple Pants as well, preventing him from turning on the generator to open the gates. 
The big scrum has ensued now - the rocket men come down Peacock Lane to join in. Multiple rounds of hand to hand combat end in a stalemate with fumbles and amazing Pluck rolls.
With the reinforcements arriving, Dempsey is squared up one-on-one with the infamous Lord Curr, and takes him out of action!  The tables have improbably turned in favor of the US Secret Service.
But then, a series of terrible rolls result in Agent Dempsey as the last man standing, outnumbered, facing an Incorrigible and Mohan Singh.  Dempsey manages to trip Singh and take him out.
With only a single Incorrigible left, Dempsey uses his pistol to crack him on the head, knocking him out. 
He single-handedly secures the Stone Man and boards the Secret Service Ornithopter to spirit it away back to the US.  Against all odds, Mission Accomplished!

It was a really fun game.  The scenario, background narrative (mostly invented by my 10 year old son who was playing the game with me), and fog rules really helped to create a good setting for the game. It's one of the things I love the most about IHMN - every game really feels like a story.

As for Version 2.0 - I tried hard to go slow and actually read the new rules. For the most part, it's the same game with minor improvements (group fights, shooting into fights, etc., all much simpler).  Mohan Singh definitely feels like he's worth his points value now.  Looking forward to seeing how the adjustments to the Mystical Powers works out. In Version 1.0, they were definitely unbalanced. I played a number of games against The Servant's of Ra and Ahkenaton was pretty powerful. 

I'm definitely back into IHMN - I've decided to start upgrading my terrain: better pavements, better buildings, and convert my cobblestone MDF boards to insulation boards. The MDF is too heavy to carry around to conventions.  I'm also going to paint up my additional companies and NPCs so we have more choice.  Can't wait to get in some more games!

Sunday, September 8, 2024

The Return to Herohammer

Note: This post was apparently sitting in "draft" state for 3 years and I totally forgot about it. I never really finished the thought but I figured I'd just post it now and get it there. 

When I dove back into Warhammer and jumped on board the #Oldhammer movement, I really loved the nostalgia, the atmosphere, and most of all, the old sculpts (don't get me wrong, the new modern sculpts are amazing technical miniatures, but I feel like there's just some character missing from them).

But the era that Oldhammer focuses on is Warhammer 3rd edition which was just before my time. I discovered The Hobby and Warhammer when WHFB 4th edition was released in all it's glory, and that's the game that I hold dear.  I will always love it but I also thought I was the only one that loved that version of the game.  It was a time of crazy magic and zany characters; the oft derided "Red Era" where it seems like 50% of every new kit was painted bright red.   When combined with 5th edition, the over-the-top nature of army lists with 50% special characters that dominated the game was dubbed Herohammer, and not in a "charming, nostalgic" way.

The advent of Facebook Groups, however, seems to have provided a place for us forgotten, shunned few that actually loved that era, with red paint and Goblin Green bases.

Anyway, that was a long intro to say that once I found the Herohammer Facebook Group, the nostalgia bug bit me hard and I'm going headfirst into a group of projects that I've always secretly wanted to do.