Thank you all. I need to go back to the park to get some more rocks before I can finish the unit's bases. Then I get to start sawing night goblins in half and lopping their heads off!
On a more 40K note, I need help deciding which Runtherd to count as which Platoon Commander. I've got 3 Runterherds to count as Chenkov and Al'Rahem. What do you thing?
A is haughty enough for Chenkov IMO; and if you turn the hook from C into a powered hook, you've got yourself a nice claw of the desert tiger for Al-Rahem
This isn't really an update, I just wanted to whine about the changes GW made to their Warhammer Fantasy Orc Boyz box. Bumping up the price while dropping content is absurd. So I'm not gonna follow to 8th edition, as much as I'm sure GW cares. I've decided to finish the using the bits that I have to get as close to what I want finished as possible, then I'm done. :( .
On a more productive note I have finished gluing rocks to the bases for the Squig Catcher and Fungus Forager units for the cult, and I've settled on modeling the platoon command squads as personal staff of the commanders, as opposed to the grots being the head's of the different departments of the dinner and brewing company.
Bin a little while since I posted... been a while since I had the chance to work. My workspace is still all packed up in preparation for painting (which seems to get further away the closer we get on the calendar). But I had a flash of inspiration when I spotted a slab of plasticard in the corner and started working on this: *pics edited*
The overall design is taken from Lord Dirk's Sawfish design. (which is based on the piranha for those of you that don't know it) Here's a sketch I did for my version:
Basically a half sized troops transport for a unit of kommandos, replacing the tau drones with grots. The canopy is build already, too, but I will wait for paint to glue it on.
It feels good to be modeling again. I was having trouble getting use to being in school again and working. I think I've got the hang of it, but I still don't have too much time or money for modeling.
Anyhow, thanks for reading and please let me know what you think.
Hey, GG, is that grot head converted or does it come in kit? Great work by the way! And, thanks to you, I've maneged to get more work done on my orks! (You know where to go)
@Git: Yeah, it was a wonderful moment of inspiration. I'm just glad I could get that turret bit off the trukk.
It fits perfectly, the whole thing is held together (in the first two pics) by sheer pressure and luck. The plasticard body, the grot's turret and the kopta aren't glued together yet, they ended up just fitting together. (go figure)
@Matt: I think the grot head is from the stormboyz kit. There's one with goggles like that in the grot box, but it's screaming and a bit larger.
The new stormboyz kit is plastic. Here's a pic of three of them, with the grot head I used at the bottom of the pic:(ps-not my work) Again, not my work, but very well painted I think.
The wings are together, with turrets. The last major feature to add is the vent/engine things on the bottom, then it's all details and worky-bitz left to add.
Wow man, this is a great blog. Your conversions and modeling are just great, stuffed with crazy amounts of character. I also really dig your night gobbos' basing trick; I am going to try something like that one my next WHFB army.
Seriously man, I feel guilty now, not only for not looking at this sooner and saying how cool it is, but for failing to do so and lowering my long term modeling capacity. I could have integrated some of those basing ideas in my WoC, and now the chance has passed :(
I know it's not great, Git, but did you have to capitalize "just"?
Sorry Runna. I'll probably load a few of the key pics onto Dakka's gallery, because I think it's better than photobucket. The bucket is just easier for me right now, cause of the phone pics.
Thanks again for the kind words.
Also, here is a bit of work on the left wing turret:
Here's a pic of the vent I was working on when my knife turned on my. Also featured in this post is the hand-bar for the passangers to hang on to. Here's most of the co-pilot, who will be holding onto the bar in a day or so. The bit of bar that crosses the ship sits right on top of the pilots chair, so they will get GSed into the same thing. The corners of the hand-bar are also getting cut down to a more rounded finish, then GSed.
On a side note, I'm still working out the fluff for the rest of my Tyrant Star saga. SO I just wanted to record this before I forgot it. It's an excuse to include a unit of Space Marine Scouts. Drawing on the idea of the scouts becoming more elite, specialize marines and being put on that path early on.
So my idea for including them is as a kill team style squad of scouts that all specialize in different skill sets. SO, a tech-scout, an apothecary scout, a librarium scout and so on with all the other special character/weapons in their force. They have been put together in a special task force to recover a lost brother from the tumultuous goings on of 88 Tanstar.
The reason the scouts are sent, instead of some full fledged battle brothers: The troubles on the planet do not yet deem their presence. That's kind of it. Also it is a good display and test of the scouts ability. The space marines have a better grasp on the story of the planet than the orks or the imperial navy. The eldar have a better understanding and it is with this understanding that they have enjoyed the presence of ...
ok, break through? So this marine, this lost brother... could be he was a member of one of the chapters that have been forsaken to chaos, but he has, through his trails (Greek pantheon style trails) has proven himself worthy of redemption. So some members of the =][= and a group of elite scouts are sent to determine if he has truly been reborn loyal.
The =][= uses the opportunity to send many operatives to the planet, mainly coming form the Tyrant Star Kabal, though few would know it.
Anyone have any fluffy business to back up a SM coming back from damnation? Have any been redeemed without being killed?
Could look at the Exorcists for examples. People who have been Possessed by a demon, and managed to force the Demon out, are often welcomed by the upper escelons of the Inquisistion.
*edit* Not strickly an update, so I'll cut to the auto-amend my self.
The Scouts will be Deathwatch scouts, as I've got a unit selection for such a group in an unofficial =][= codex. Easily explained (why are Deathwatch scouts picking up a grey knight survivor) by the fact that the place is crawling with filthy xenos.
Deathwatch Scout Squad modeling note So, I'm thinking about this as the line-up for the deathwatch scout squiad (also, they will be mounted in a storm speeder): *good resourse - http://warhammer40k.wikia.com * (Chapter)[Career Path]{Specialty}
*Brother Eregoth and Brother Ranulf live out the brotherly fued of their primarchs within the one squad, always trying to out-do or best the other in some way. Eregoth being the younger, is the more eager in the struggle, but Ranulf enjoys showing the boy what for.
The above marines would split into two groups of three. Bethor leading Eregoth and Hedron on a more ranged mission while Ranulf tracks the enemy with Lucian and Abdiel in tow.
The Scotsman: (Grey Knights) [Termi Brother-Captain] with Hammerhand and Destroy Daemon (probably... I still have some reading to do)
Still thinking about the above listing...getting closer
In the mean time, I've decided to give the Looted Sawfish a burna in the front turret.
I started work on the Shokk Attack Building, for Gutsnik's "workshop" terrain, a night ago. It's coming along nicely.
Each floor is removable and the whole comes off the big base. You can see some of the floor plans for what's to come. I'm very happy with it so far, but my super glue is getting old.. :(
Thanks everyone. Your waiting will be appeased in another hour or so. I'm working on the warehouse walls right now.
Automatically Appended Next Post: This'll probably be auto-amended, but I figured that much when I posted earlier today... oh well.
and here's a shot of the grooves I cut for the walls.
The wall's come apart in three sections, and as you can see in the last pic, the lean-to also comes up. I still need to clean up the lean-to roof and where the SAG building and the warehouse meet.
Here's a quick question: How many of you already knew the ork glyph for the SAG is the Nurgle 3-circle symbol. It makes a lot of sense but I was still kinda surprised.
A small update: I've got the first layer of roof roughed in on the warehouse, and some bits came in the mail, so I can start work on the looted sawfish again.
Unfortunately my phone died while I was taking a pic for this post, so no pics with this update... but there's not really much more to show at this point.
Awesome man
Terain is so important when you think about it nobody wants to look at models on a plain table or something....
and I'm interested in those meks you got there running around show us some pics and indeed good luck on exams
Thanks for the luck. I still feel kinda narly, it usually takes me a little while to come down from a math test. I do enjoy math, though... and I'm pretty good at it.
Most of the base-work on the rooftop and some embellishments. All sorts of layering. I need to make the walling around the SAG lab, as well as the roof for the SAG lab... soon enough. I need to gather bitz for it still. Anyhow, here are some pics:
It's cool, the pics I've been posting lately haven't been in my gallery here... but I don't think that will continue much longer... that is, I'll be uploading more images to the dakka gallery again.
Also, I found the plastic dome I was looking for, for the SAG lab roof.
Automatically Appended Next Post: So, I figure this should auto-amend, but I am really happy to have found this bit of plastic today. I used the bottom and top of a huge v8 bottle. It's just about perfect. Even 8 sides on the bottle, so there are 8 little slots around the end of the barrel on the roof. I'll use those cubbies for the "ball" elements of the SAG device.
Also, this is a very early stage in the process, so there isn't a lot to see (the other reason I'm kinda hoping it auto-amends)
Here's one last update before I attempt to pause all hobby activity in favor of cleaning and painting my front room (which has been my hobby room for a while).
I finally got started on the Looted Sawfish's exhausts.
Man you have an incredible imagination when it comes to modeling, putting your head to work in real life is a talent to be admired and I do sir.
Always a pleasure to catch up on your work. That SAG lab is coming along amazing, considering where it started from, a friggin mazing, as it may be said, will stay with this blog and make sure I get to see the end results.
As they say in China, *jia you*.
He forgot to mention, that 加油 jia you litterally means "add oil" and could be translated as "Go!", "Step on it", "Keep it up" or "Keep going". And I agree, 加油!!!
How the frizzik did you that catwalk!!!??! Mother of goldness!!! I looked at it again and it still looks exactly like a frellin catwalk!!! Blip blip bloop man!!! How?!
(Everything else looks good too, but I can see how you made them, I just can't figure this one out.)
I pinned a lot of it together so it would be more secure... but I used wood glue so it got real messy. I don't think you can tell though. Also, for the flooring, I used the bottom of some delivery food containers.
Thanks, schank23. A turtles pace is perfect for me.
Dude, woah! You just showed me the answer to a problem I've had for the longest time!!! The catwalk you have there is AWESOME and I am SO going to try doing that, like RIGHT NOW! Man that is sick and awesome and so cool and thank you!!!
I'm starting to organize my work on the Tyrant Star campaign that I've been playing in my head and modeling for a while now... but I feel like it should get it's own thread. The thing is, where should I post it? Would it make sense for me to start putting together the campaign on a PM Blog or in "You make da call" or where? I'll start the process here so you can get an idea of where it's going and maybe give me an idea of where I should put it.
PS: I still need to work on my fluff writing.
The Threnos Zone has been avoided for centuries. The dark cluster, home to thirteen mysterious planets, has remained off limits to all but the most foolhardy or desperate travelers (none of whom have ever been seen again). Not too far from the cluster, the planet of 88 Tanstar is home to a number of developing communities.
The Imperium has maintained a naval depot on the planet for generations, a portion of it's massive fleet standing vigil over the every quiet Threnos Zone. The depot keeps running so few raise question, but the population seems to be growing restless. Several cults have sprouted up around the compound, preaching ever so slightly different tenets to that of the Emperor. Whispers drift into the great void, this lieutenant, that crew chief, the company commander has started acting strange; maybe they are in with the cultists?
Traveling on down the road, across the plains and past the roaming boar boy herds, we come to the ork settlement of Bigtoof. A trading post for the brave and strong of stomach. Here you can find a bite of squig burger, a sip of fungus brew and any fancy gubinz you need. It'll only cost you a few teeth. Bigtoof is home to Uzgrim's Runtz, Stop Trukk Towing (a death skulls clan towing company) and the latest of Gutsnik's workshops. Wortgob Gutsnik is the leader of the Ordo Gorkamorka, a mek-centric organization of ork specialists, traveling the stars on a mysterious mission... looting and plundering all the while.
Moving on from Bigtoof, we travel to the far side of the planet to find the oldest colony on Tanstar. Ethildorin is a wondrous and lavish Eldar Exodite city embedded in a dense forest. The Exodites have stayed hidden for all these years, biding their time. The farseer that lead them to 88 Tanstar was old and wise and saw the importance of this planet in the future of the universe even before the great fall. When it became clear his people were doomed for their indulgent ways, he gathered all those that would listen and set off to this planet. That seer has since died, but remains a strong presence in the planets infinity circuit.
Some time after the Imperium established itself on the planet a strange and powerful warrior was sent to the Exodites amidst a savage attack upon the planet by a demon host. The witnessing Exodites joined the battle, recognizing the armour of the warrior as that of the space marines. The powerful warriors bonded and became friends over the coarse of the battle, the space marine vowing loyalty to the Exodites. It was through their psychic abilities that the Eldar learned of the warriors struggles, of the loss of his unit at the hands of the demon that then possessed the marine himself. As the marine and the demon battled for control of the marine's body, the demon tore them both through the warp until the marine gained the upper hand and they plunged out of the warp onto 88 Tanstar. The space marine's memories of being a space marine wiped clean and replaced with those memories that the Adeptus Astartes had stripped from his mind.
As the inquisition learns more of 88 Tanstar and the goings on of the naval depot, the ordos hereticus and xenos begin talks with the ordo malleus, deciding finally to send a small force of scouts to gather intelligence and prepare the ground work for a successful assault, if one is required.
Yet other members of the inquisition make landfall on 88 Tanstar in hot pursuit of the rogue traders of Luciano Limited, a small trading company specializing in rare commodities. The rogue traders are met by the naval fleet with the same grace and servitude that the inquisitor is met with, as both are allowed to enter Tanstar's atmosphere. While the rogue traders head for the hills in hopes of alluding the inquisitor on their tail, the very same inquisitor is dramatically distracted by the heretical fervor echoing through the naval depot.
The inquisitor already on 88 Tanstar calls for support, while the death watch scouts send their reports, but will reinforcements make it in time? Will chaos take the depot? Will the ordo Gorkamorka have time to set their plans in motion?
Stay tuned for more details and let me know what you think. Thanks for reading and please let me know if I should continue this in it's own thread somewhere else on the forum.
Just some ideas about the Rogue Trader characters:
So the Wicked Peter is used as more of a smuggling ship than a trade vessel. It and it's crew are charged with exploring the farther, darker regions for valuable goods. They specialize in rare minerals, especially since they took on the Demiurg brothers.
The regular crew consists of Captain, Navigator, Technician, and four crewmen. Long before the beginning of the Tyrant Star Campaign they rescued several Demiurg and Tau alike from the Inquisition, after which three of those Demiurg vowed an oath of loyalty to the crew and their ship, on behalf of the Demiurg race. The Wicked Peter picked up one additional passenger at the onset of the Tyrant Star Campaign. He is one of the few surviving members of the Luciano family that has rights to the Rogue Trader [License], whom the crew, again, rescued from the clutches of the Inquisition, but also from the slums of a hive sprawl.
So the regular crew are not rag tag, but dressed to fit in with the scum... to disappear in a crowd, but when they land on 88 Tanstar, they land in the Naval Depot. So the crowd to blend in with is a bit different, and they have to use their Rogue Trader clout to get out of the depot before the Inquisition sends word to detain them... and they have to get 4 xenos out. The three Demiurg and the Technician, who is a wookie.
The Navigator is gonna be pretty weird looking, with an octopus for a head (essentially) and I want his body to look kind of puppet like, more like he is using telekinesis to move his body rather than his muscles. Robes and a few electronic bits.
I'm modeling the captain after Han Solo, and then Chewie as his second (the tech).
One of the crewmen is a Zabrak (Darth Mauls race) and a horticulturalist, which makes him cook on away missions. He is proud and wears his customary long coat with its fancier bits. I'm still working on the coat, but I'm thinking sleeveless (so more like a long vest, but thicker, like a coat).
The crew will be geared up a bit more than usual do to the severity of their situation, and the high armament surrounding them. Because almost everyone at the depot is carrying a clipboard or a gun, if you don't have one or the other, or both, or multiples then you stand out. So the crew gears up and makes for the door.
Thanks, Arakasi. It's good to know I'm not chasing everyone off with all this text and no real update on the minis.
So, I've been trying to use the IG codex as a guide line, but I've been moving toward the =][=munda rule-sets that are out there for a bit more depth into what the models should be carrying. So I've decided to model the crew of the Wicked peter however I want and, if ever they get to play a game, as what ever. The idea being they suit up for what ever is at hand, leaving the "safety" of their ship with what ever equipment is likely to help with their current mission. So, usually they travel light (pistol, dagger) but for the Tyrant Star game they need a bit more punch, they are running for their lives after all.
I've decided to use the Rogue Trader Retinue unit rules as a guide for modeling, as it allows for any gear from the armoury. (then "couts-as" for codex only games) Couting as Shock Troops for their part in the Tyrant Star.
I've also been planning to work more with GS when my workbench is put back into working order. So fancy long coats and new hair-dos and so on. Also, I have 5 scout torsos and I'm going to use the lower legs (from a bunch of AoBR marines) and GS for the scout legs. We'll see how well that works out, but at least I will be able to get any pose I want.
Thinking about the Naval Depot... going to model it after a Royal Naval Supply and Transport Service style agency. I figure that should be pretty spot on. Also I'm thinking the Wicked Peter travels to 88 Tanstar to rescue Darius from the Inquisition. Because he is already employed at something rather similar enough. Why not make that the reason the Wicked Peter arrives at 88 Tanstar, instead of their hasty getaway. What do you think?
Also, I'm getting closer to formalizing the campaign. So far there are at least three tables (in my mind) to represent 88 Tanstar; a human table (the naval depot), an ork table (Bigtoof), and an eldar exodite table (Ethildorin). There is a road that connects them, but it doesn't take up much room on all of them. It will be a major feature on the human table and near Bigtoof, but a much smaller feature in the corner of the eldar table. I'll post a list of notable features and common details that I have in mind for the tables a little later on... probably today though, if work is slow.
So here is the ground floor, roughed in, for the Naval Depot table, that's the whole table (4'x6'). It's a project for next year... or the year after that. We'll see how my time gets spent.
Anyhow, the big circles, with the gray scale radiant, are landing pads for smaller space craft. They will be big enough for the wicked peter to land, or two valks if I have the size right in my head. The smaller gray rectangles are water treatment plants, each of which will act as the base level for the tower of it's controlling "family". The smaller circle in the middle is the power station and the base for the central governing tower. The two odd shapes at the top of the city are the shipping docks for larger space craft and sea faring vessels. The red lines are underground corridors for the major plumbing and electric lines.
My workbench is still in boxes at the moment, but I'm nearing the finish line as far as painting the apartment. So, I'll be working on arranging the rooms over this weekend. Hopefully I'll have some time to work more on the looted sawfish or some of the terrain. In the mean time, you can expect an updated map in the next few days.
Pro-Imperium Forces: Delaque, Cawdor, Goliath, The Cult of the Emperor's Redemption, Spyre Hunters, Enforcers Pro-Rogue Trader Forces: Escher, Orlock, Van Saar, Ratskins
*EDIT* Necromunda Territories to add to the depot: Chem pit Slag Settlement Tunnels (around the table's edge) Holestead Drinking Hole Friendly Doc Guild Contact Workshop Gambling Den Spore Cave
Nah, not at the moment anyway. But you never know where a modelers ADD will lead.
For know, though, nothin' doin. I might start planning a large Inquisitorial vessel to be at the docks (having landed in the water and mostly off the table) but that's for a
also - Movies to watch this weekend: Resident Evil: Extinction Omega Man I am Legend (I know the last two are basically the same movie, I'll be comparing them)
I just wanted to jot this down, and I thought some of you might be interested. I've been thinking about the goals of each scenario in the campaign; which sides the different characters involved are on in the over all campaign and it's boiled down pretty well so far.
If you are playing the Rogue Trader or Eldar then you are playing both, starting with the Rogue Trader. Basically it's rescue mission after rescue mission, each rescue Darius gains more allies.
If you are playing the orks, then it's gorkamorka style games mixed in with battles against the Naval Depot that include special rules for "gettin the right gubbinz" for Gutsnik's gang, while the other gangs will have more freedom to simply WAAAGH!
If you are playing as the Imperium then you have at your disposal the Space Marines, the Imperial Guard and the Inquisition. Normal allied rules apply, I suppose. As far as game play, you will be responding to the scenarios drawn by the first two player selections. Your job is to capture and/or retrieve characters and artifacts, and to purge the xenos and the vile heretic. This means: expect some of your forces to turn against you for any number of reasons, all of which have their punishment.
THe other part to play is that of chaos. This roll comprises a myriad of forces to select from. Your options include all the daemons of the warp, a controlled selection of tyranids and all of the humans and xenos who fall prey to the former two (cultists, dark eldar, pirates, genestealers and their cultists, raveners, rebels and freedom fighters). You are free to take whatever spin you want with the exception of the tyranids, as they are pivotal to the narrative of the campaign.
The Tyranid player gets to play havoc in the naval depot and around the planet as forerunners, heralds of the hive fleet laying in wait. Genesteeler cults and the other nids that have infiltrate and the like can be selected early in the campaign. In the final stages of the campaign, however, you will be granted vastly overwhelming point allowances as opposed to every other player.
The Good Green wrote:Thanks, Arakasi. It's good to know I'm not chasing everyone off with all this text and no real update on the minis.
So, I've been trying to use the IG codex as a guide line, but I've been moving toward the =][=munda rule-sets that are out there for a bit more depth into what the models should be carrying. So I've decided to model the crew of the Wicked peter however I want and, if ever they get to play a game, as what ever. The idea being they suit up for what ever is at hand, leaving the "safety" of their ship with what ever equipment is likely to help with their current mission. So, usually they travel light (pistol, dagger) but for the Tyrant Star game they need a bit more punch, they are running for their lives after all.
I've decided to use the Rogue Trader Retinue unit rules as a guide for modeling, as it allows for any gear from the armoury. (then "couts-as" for codex only games) Couting as Shock Troops for their part in the Tyrant Star.
I've also been planning to work more with GS when my workbench is put back into working order. So fancy long coats and new hair-dos and so on. Also, I have 5 scout torsos and I'm going to use the lower legs (from a bunch of AoBR marines) and GS for the scout legs. We'll see how well that works out, but at least I will be able to get any pose I want.
Thinking about the Naval Depot... going to model it after a Royal Naval Supply and Transport Service style agency. I figure that should be pretty spot on. Also I'm thinking the Wicked Peter travels to 88 Tanstar to rescue Darius from the Inquisition. Because he is already employed at something rather similar enough. Why not make that the reason the Wicked Peter arrives at 88 Tanstar, instead of their hasty getaway. What do you think?
Also, I'm getting closer to formalizing the campaign. So far there are at least three tables (in my mind) to represent 88 Tanstar; a human table (the naval depot), an ork table (Bigtoof), and an eldar exodite table (Ethildorin). There is a road that connects them, but it doesn't take up much room on all of them. It will be a major feature on the human table and near Bigtoof, but a much smaller feature in the corner of the eldar table. I'll post a list of notable features and common details that I have in mind for the tables a little later on... probably today though, if work is slow.
Oh yeah. I thought those were great! I believe those were done by our very own Migsula here on Dakka. I'm basing that off of the inquisitor in the same thread.
Also, it just struck me. The Boss' 'ouse is gonna be the dinner and bar. I was having getting stumped on that building, oddly. Thinking: do I model it ready for the boss' return, or run down and beat up. I couldn't decide if Uzgrim would take it as his own house with the big boar boss still out there, no idea when he would return. I had been leaning toward having the grots take it over and sort of ruin it, but just a moment ago, it accured to me that Uzgrim and the grots could use it as the diner and bar.
Just wanted to get that in a more permanent way than my brain allows.
letting you know I'm still following, just haven't had a lot of time to comment, busy busy, cool creative habits you have, enjoying the world your making!!!
Thanks, Runna. I know what you mean about being busy.
I have been too busy to be working on this, lately, but I can't keep from thinking about it. I have had a little time over the last two days, so I started a thread in the Campaign section (which I had totally forgotten about *facepalm*).
I'm going to start with a bit of fluffy descriptions of the kinds of smaller scale games participants could play, depending on which faction they ally with. Then I'll try to list, in "order", which codex scenarios would fit to the narrative best.
I also want to figure out some rewards for taking more thematic units, like taking lots of Inquisitors or some IG configuration that fits the populace of the Depot. I'm thinking more of the Imperial player's choices at the moment, because that's where I started with the summary higher on this page.
I think maybe I am thinking about it on two different scales... is way I'm having trouble at the moment. I'm starting with a more Inquisimunda scale scenario selection. For the ork players it will be more Inquisimorka, if you get my drift.
I've been thinking about the super grots again, how to model them so as to better liken them to a diner and microbrew staff. So, I'm sticking with the IG Platoons for two groups. The two mandatory infantry squads will be combined. So the Sergeants for the diner will be restaurant managers, while the sergeants at the brewery will be bartenders. The voxcasters (1 in each platoon) will be the cashier. The heavy weapons will be modeled as the stove and grill and deep fryer for the diner, and the stills and brew vats for the brewery. The diner will get conscripts, too, modeled as snotling bus boyz. With the company command squad getting whatever Uzgrim wants to give his favorite grots (which is to say, I'm not sure yet), but the "bar & grill" staff is figured out. So yay!
Just to touch base with my own blog... now that I've been lurking and posting again for a few days.
I've been learning Blender over the last week, and I'm pretty close to having a working understanding of the program. I'll be using it to map out the Naval Depot. I also just received a large pack of bitz... I got carried away on ebay. but now I have lots of cool new bits to play with.
So, I'll be doing some more modeling fairly soon... no wait, never mind. I still have way too much to do before I can open up my modeling station again. I will keep working on the Depot, in blender, little by little. I'll try to get a screen cap. of it some time next week.
On a side note, there are a lot of competition/challenges happening on the forum right now that are all really exciting, and I'm bummed I don't have the time to get into them... so hopefully the trend will continue. I like the community modeling fun it brings out.
I'm feeling the pain, not having a workbench at the moment. I've lost one of my bitzboxs in the hustle too. I'm confident it will turn up, but I'm super bummed in the meantime. It has most of the accessory and weapon bits in it. As well as the Kroot Moped bitz, which I have been thinking more about. Ugh, I'm itching to be able to model again. This "remodeling" of my apartment has turned into a super long job... which I expected. Being summer and all, tho, we have had friend and family staying with us almost every other week. It's draining having vacationers around while still keeping a full work week and still be working on the house at the same time.
I'm really excited about the new GK codex (now that I know about it). I still don't have anything to show, but I realized there has been some work done since the last pics I posted... not enough to warrant a photo both session though. I think I'll try some GS work when I get my bench back... I have a lot to finish.
Just felt like sharing, no need to pay any mind to this post. Thanks for reading, all the same.
Nothing worse than being in the mood to model and not having the required bits or tools to act on it - whatever the cause! Hope everything turns up soon.
Yeah, it'll be worth holding out till you can re-start everything properly. I didn't wait for my workroom to be sorted completely after the winter flooding incident, and boy is it in a real state now because of my impatience.
And you know, there's a couple of long-term modelling competition type things going on, plenty of time to get involved before next July
Thanks for the support. My workbench is still quite in-operational, but I have started working on a test grot. GSing him a torso.
By the way, Monkeytroll, have you started up on the Rogue Trader & retinue yet? I'm finally putting the two together, as GW has finally released an up to date =][= codex entry. It does take me a while to catch up...
So, I started work on a test model. I'm GSing a super grot for the brewer platoon. Well... his torso and arms at least. I'd have a couple pictures but my photobucket app isn't working. So they'll have to wait.
I've been collecting bits for different characters in the mean time. I'll try to get a pic of the plans for the Naval Depot too. It's still very rough, but the overall layout is there, as are some of the key buildings other "plot point" sorts of things.
The next step for the plans on the Depot will be construction notes... how I should put it all together to get the most playable space out of it, and what is better left "impassable terrain".
It's going to be a ridiculous jigsaw puzzle the way it is now. So I've been paying attention to four and five store terrain and seeing how people make it easy to use terrain.
There is the hollow building (or ruin) which has floor only near the windows and doors of the upper levels. Sometimes they have a complete second floor.
Then there are the stacking buildings. Each floor and walls lifts up off of the one below.
Frankly, I much prefer the second style, as it allows for the most detail... but it is a lot of detail. The Depot takes up almost half a table with more than 4 stories in the shortest buildings.
So I'm thinking a combination of the two. After all, some of the tallest buildings are government buildings, so it is feasible that some of the rooms would be locked or have security enough that only a select few people could get in. Those rooms could be the impassable terrain that helps hold up the levels above or the empty space to make the rest of the building playable.
I think I will make most of it stacking, but with a fair amount of impassable areas so as to make the buildings that much stronger in structure. Maybe I can narrow it down even further to only "plot point" rooms and details and leave everything else solid foam.
Plenty of planning left to do while my modeling itch gets worse. I've almost got a usable space for modeling, but still no time. I've been GSing little bits at a time on one grot while watching TV with the fam. It works, but it's slow. Sooooooon, though...
First pic in a while: I'm seeing how hard it would be to GS the whole lot of these little guys. He's gonna get a poncho and his hat will get some more work. Some will get vests, others jackets... most will have some kind of hat. It's pretty fun so far... just slow.
I got some bad news recently, so I've been diving into list building lately, more than modeling, but I'm feeling that little drinky grot calling to me again. So, I think I'll do a bit more work on him today.
As for the lists though... I've been working with the GK Inquisitor & Henchmen units to fit them into the narrative of the Naval Depot. I've been thinking about their gender. To keep the forces somewhat "legal" I'm using Cotaez and a Xenos =][= as the HQ. While I like the Cotaez mini, I still want to model the character myself, and make it fit my scene a bit better.
So the "Cotaez" character is there to figure the whole mess out and squash everything that isn't already under "his" thumb, but this character is also the acting superior officer for the investigation into the loyalties of the Scotsman character. So I thought it could be a fun narrative detail to make the two characters have history. "Cotaez" coulb be the Scotsman's wife, sister, uncle, brother.
On the other side, the Xenos =][= is dark eldar themed, with the Arcos in the retinue modeled after the grotesque experiments of that race. The mystic will be an imprisoned seer, and so on. So I'm thinking male/female? I don't know if it makes a big difference for the story, but it could change the dynamics of the narrative within the Xenos =][='s forces.
The xenos =][= is getting the crazy gun too, at least in bigger games within the campaign, so it can shoot at the ork SAG Tower. I figure, the =][=s are well informed, and thought they may not know the buildings intended purpose, they would at least be aware of the potential and background of Gutsnik and the other orks on the planet. Reason being, orks aren't subtle. Their stories get told, loudly, and Gutsnik has traveled the stars, trading and fighting with many different races and planets. So the =][= in question would bring the gun that could hit hardest from the greatest distance away.
On the other hand, it just occurred to me a character like that would probable be ok with Orbital Bombarding a friendly unit, and I have always like that throne... Maybe the crazy cannon isn't necessary. Something for me to think about... any input on the subject (or anything else for that matter) is greatly appreciated.
On the other hand... I think the xenos =][= will go out in the field, having direct knowledge of the potential combatants already on the planet. "Cotaez" will stay t the depot to rase the suspected traitors.
Thanks again for the warm reception for my first GS work.
*edit* Just ran across this and it rings true in my ear, so I thought I'd save it:
Exopheric wrote:Occasionally local scholars and universities get mentioned in the background. The POV character of Prospero Burns is an archaeologist who organized an institute to research the histories of human worlds as they were reabsorbed into the Great Crusade. The Ecclesiarchy might organize expeditions to search for and recover relics, bodies of saints, and so on. Some Space Marine chapters do the same thing; Dark Angels have a somewhat scholarly bent, and Blood Ravens mount exploratory/historical missions through their librarium.
Obviously the Inquisition prefers to control research into certain areas of the past, and they probably are responsible for any serious xenoarchaeology. Rogue Traders might conduct some of their own, though it's usually with an eye for profit and often proves little better than informed tomb raiding. The Adeptus Mechanicus might quest after artifacts, but they are mostly after machine-knowledge; non-technological aspects of human cultures wouldn't interest them , and orthodox explorators would gather limited data on xenos.
So that grot has two arms now... and a barrel. I don't have a pic yet, cause I'm not quite happy with how his right arm came out... rather, it needs more work. I'm thinking about redoing it all together, as the way I bent the wire ended up putting his elbow in a weird place (like the middle of his forearm )
I started working on plans to build a stompa inside Gutsnik's workshop... I'll post those over the weekend probably.
I hope to get some more done on the grot tonight... we'll see how tired i am. Also... I need to replan Darus' group. I'm still not happy with the unit composition and how it fits with the fluff. I like the models I was working on though, so they probably wont change much. They may not continue being these characters tho.
Two arms AND a barrel? Luxury. When I was a servo-grot I counted myself lucky I had half a claw and my body WAS a barrel. Young people today.
Build a stompa inside the workshop? Made sure the doors are big enough?
Glad to hear it's the characters, not the models you're thinking of changing.
edit: And to answer the question you asked at the top of the page I keep forgetting it until I post and get returned to the top.
Err, no. I looked at the GK codex to see what I could do with an inq, but didn't really like what I saw, so didn't get a sudden urge to go work on him any. I did later come up with a feasible plan (especially as I don't game, disregarding the Aegis rule for some units is no biggie ), but it didn't grab me, came to me more as a way to use the codex, more of a problem-solving thing. I guess at some time I'll look into Inq28 or similar, but the ideas are just milling around in the cavernous rooms at the back of my mind for now.
monkeytroll wrote:Two arms AND a barrel? Luxury. When I was a servo-grot I counted myself lucky I had half a claw and my body WAS a barrel. Young people today.
Build a stompa inside the workshop? Made sure the doors are big enough?
nonono, not in the mekshop... rather as the mekshop. So that about half the building (a little less) will be the stompa, while the rest will fall away as the stompa gets stompin'. You'll see... I'll post drawing.
I'm sorry to say I still don't have pics to show for the little work I've done. I had scarcely any time for hobby fun, but I did steal a few precious moments and almost finished putting the DAF Trukk driver. I still need to sculpt the hand set for his radio, but he has sunglasses and a trukker hat alla Jack Burton
Spoiler:
I tore off the little grots right arm and pinned the barrel to his leg. I'll be resculpting in in the coming days... hopefully. And I need to work on the dashboard around the steering wheel. But, you'll see (i hope)
Sadly I may be dropping the two classes I was taking as recent circumstances have made it hard for me to focus in general. What this means in a more possative light is more time for hobby-ing... as it is the one thing that I can still be engrossed in.
It does seem to be broken... darn. Let's see what this does...
*edit* there's one that works
Also, I've decided I want to be able to field the supergrots as grots and runherds should the need arrise, but also so I could field an all orkoid apoc. army (no counts-as units that is, as they will all be modeled as greenskins at any rate). This means the supergrots take a shot to the stats, but so what, they are just grots after all... and they'll still look cool
I'm thinking of setting Uzgrim up with a unit of Kanz, as the 3rd edition Command Platoon allows for a Sentinel squad... and Kanz are piloted by grots. Fluff wise, Gutsnik gave the kanz to Uzgrim as a partnership contract. Uzgrim would keep the Ordo Gorkamorka fed and supplied with worker grots and the Ordo would protect Uzgrims herdz from the bullying of other orks. So if I run the grots as IG, the kanz are part of Uzgrims HQ slot, but if the grots are grots the kanz become... what are they-heavy... fast? I can't remember, but the point is they would be their own unit, or part of a "walking wall of metal" Apoc. Squadron thing, or their own unit for smaller games.
monkeytroll wrote:are we going to see some bad guys with straw hats and glowing eyes?
hm... I don't see why not. A good reference for a chaos cult in the Naval Depot. Maybe some Dark Eldar that have joined with Chaos for the extra fancy powers. Nope, I like the chaos cult idea better. So a theme for the Depot: A chaos cult running a brothel in the Depot. Done... now to model them
That will add some fun to an inter special gang if the Darius (the Sensei) ever recruits an ork. The ork can be an agent of the Ordo Gorkamorka.
Oh, and that barrel is most definitely XXXXXX, but it's not Bugman's brew... it's Rotgut's Redcap Rum!
I decided to get some more work done on Gutsnik himself. So, I pulled him down from the shelf and, without even dusting him off, I started slapping GS onto his elbow. I throw in a couple of guitar string bits for good measure.
I think it needs more wires. I'll probably put at least one more in his elbow somehow. There will be other wires coming out of the Dread Klaw though... of course. I'll try to finalize the work on his grot-dekk over the weekend. I need to make his left arm still, but that shouldn't be too hard, it's just holding the switch for the backpack.
I'm gonna try to work through my WIP pile and get everything paint ready, if not start painting on it as I go... I know it's ambitious for a fellow as slow as I am, but it will help keep me from feeling guilty about dropping out this semester. (It's just for the semester though: "stay in school!")
So my plan for this mountain of plastic and putty (and other assorted rubbish) that I'm working on is starting to form anew.
As I go through my WIP pile and get the GS going, all start sorting bitz for the Super Grots (starting with the command squads of each platoon then the first infantry squad of each and so on.)
I've got the first infantry squad legs and heads sorted already, and the platoon commanders will be the old metal runtherds.
I've been thinking about adding some kind of support for his arm, but I haven't been able to think of anything that matches the rest of the model very well. He has a backpack to, which isn't pictured here. It's in my gallery and elsewhere in this thread., though.
As an aside, I've been working on how to model the different units of the super grots and I think I've got it figured out pretty well, at last. Check out my list blog if you have a spare moment and please let me know if you think I'm missing something.
Also, I'm abandoning all ambitions to make a stompa as part of the Mek Shop terrain. I will instead begin planning for a proppa stompa in the Mek Shop yard.
So I've done the grots arem, holding the barrel. The top of his arm, between the bicep and triceps, got ruffed up a bit. I'm not very happy with it, but it works and I'm hoping to fix it with paint in the end. He is also pictured with two heads and a hand from the Ordo Gorkamorka staff. You may remember the trukker head, next to him you'll see the head for my crouching kommando (who got his gaps filled too). On the far side there is the hand for the trukker. It's very WIP still but it's holding the hand set from a CB radio. Also, I wanted to note, the beanie came out way better than I thought it would.
At any rate, here are some pics:
and here's a hand for this burna boy: This came out a bit rough and the pics are horrid... sorry. I'm not sure where my good camera is. Also, the top of the fingers got smudged somehow while they were drying.
and here's a pic of the Trukk driver missing his bits in the above pic:
Thanks Vash. I hope some day to have lots of interesting finished models too. Feel free to steal the idea... but you better not let me catch you usin' it! (j/k)
I still don't have a proppa workbench set up yet, so not too much plasticard work these days, but hopefully that will change in the near future.
@bigfish: maybe i'll make a "magic" burna boy in your honor. but to be honest... it's still magic *edit*something like this perhap, to go with the Batman weirdboy?
Spoiler:
some additional Batman characters to use for the weirdboyz mob: Cluemaster KGBeast Killer Moth Anarky Black Adam Prometheus Penguin (grot) Mr. Mxyzptilk (grot) Gearhead "I am my car" Terrible Trio Bat-Mite (grot)
ps, the trukker's hand is curing now, so I'll have an assembled driver, finally.
A few good names from ergotoxin's generator: Fat Zagrob, probably the next grot on my GS list.
something to think about for the kommandos: "The commando companies are made up of a headquarters, three commando platoons, a reconnaissance platoon, a training platoon and integral combat service support elements."
I looked up a mechanicus codex for inspiration on modeling and planning the Ordo Gorkamorka units. I found a one that is working wonderfully, attributed to a chap named Jester. It's good. It goes into some good fluff descriptions for the units then goes through the Army selection/points cost bit.
Ultimately what it has convinced me of is that I need to include more cybernetics and bionics in the kommandos and any other unit for the Ordo. So... those of you know who you are, I will be lurking in your blogs for some ripe looting!
What I'm thinking about right now, for a general modeling theme:
Grots as Hypaspists, Menial Malitia, Luminen (electoos), Sagitarrii Orks as Servitors, Classiarri, and most of the characters Stormboyz as Venators Dreads as Battle Engines Kans as Sentinels
I've found my missing bits box! So, I'm quite delighted with that... though some of the kommandos are still MIA. Namely, Green Arrer. But they're tough, they can take care of themselves. I'm sure they'll turn up.
In other news, I've got a wip shot of the first Grotarii. First off, I'd like to say he obviously needs a lot of bionics. I haven't gotten there yet. I'm going to see what I can find in my bits box, but otherwise it'll be GSed bionic eyes and guitar wire.
I'm pretty happy with the kroot carbine conversion. Not only does it take care of two weapons in one go, but I think it maintains some of the axe/staff Mechanicus theme. I will need to play with the blade on it stiil, to make that look more axe like. Might do some with half a gear sticking out. I still need to wire it too his him.
Something I would like help on is what to put in his other hand. I'm thinking some kind of tool, but these guys are suppose to be warriors more than helpers. Bionic hand is the first thing that comes to my mind. Wouldn't need much else, but that's a lot of bionic left hands. I mean, what're they doing with all those left hands?
Anyhoo, any and all input is welcome. If you have any ideas on weapons designs or anything.
Yeah, a couple marine hands will do nicely... but what else would these little blighters have? I'm sort of waxing on these guys being the ticket. There is another entry in this fandex that fits the fluff of grots better, that is the Menial Militia (run and hide and so on) but I like the little guys so I want to feature them a bit more.
I've already gor five of the Grotarii started, bodies are pinned and waiting for gunz. I feel like the gnoblar would make better "run and hide" models next to all the super grots and grotarii. Of course, I don't have any of the regular gnoblar yet. I've got a few of the gnoblar you get with the ogres though.
Good idea, fatty. I should try to get my hands on some epic vehicles. They are good for so much.
@Yggdrasil:It's never too late. Yeah, I'm really happy with how that turned out. It was very easy too (for all of you who want more beanies in yer army). Once I sculpted the lip/folded part, all I had to do was softly press my exacto knife into it to make the lines. I was happily surprised when I was done.
And you know, I wasn't really sure how to finish that one... now I know he needs a grot with a red beanie thing... a la:
As it turns ou, I had plenty of random scrap bits to make an assortment of bionics for the grotarii. They are still WIP, but they are almost ready for GS!
Without further ado, pics:
Here's a grotarii with power weapon
Here's one with a plasma weapon. I figure it could count as a pistol or gun. Also, this gun in particular gave me a lot of inspiration for the rough rider/squig hoppers (to come later) from Bigtoof proppa.
And now some bionics
Here's a nice Trigun grotarii
I haven't decided if he's getting a hand or not... probably will get a marine hand or something.
So, you can see there are s couple arms still missing and the first grotarii (pictured a few posts above) is still standing around holding his thumb, but they are pretty close. I'm quite happy with the lot of them. There isn't as much humor as I like to put into a group, but I'll try to fix that with some paint... The one with a plasma pistol on a stick is gonna be using it like a lantern.
Let me know what you think. If you have any suggestions or critiques or the like, post it. Thanks for reading.
I was thinking about using the melta arm from the AoBR dread, but it's too much like a praetorian or servitor that way... or a loota. I forgot to make a couple bionic right arms... so I'm going to make one for one of the unmodified grotarii, and maybe just a bionic foot for the other. I might do a couple more eyes, then it's time for wires and GS. I should get to that by the first half of next week, if I don't get to it tomorrow.
Ok, this isn't an update, though I may add some pics to this post later, but I wanted to make sure everyone saw this amazing Ork Warship! http://www.d-clark.co.uk/
Yeah, those two threads/blogs are super sweet. I'm glad you liked 'em.
Anyhoo, I have been working on my entry for WAAAAAAAAGGHH DAKKA's Konvertas. It's mostly basing work but I like it. There are pics up on the Konvertas thread and in my markers gallery if you want to take a look.
I've also been working on the bases for the Grotarii. They are almost ready for paint... maybe a couple more wires and one base needs some chimney bits. I'll post some pics later today. Right now, I have to take the dogs for a walk.
*edit* So here are the pics:
This one is gonna get some shrub or branch of something coming off of the bit of bare base on the left.
This is the one that'll get some chimney action coming from the grey plastic on the left of the base.
The other two just have some sprue bits on the base that will get technophied, but they're not much to look at yet so no pics of them. Also, you may notice a pouch or two on the grotarii.
I said early on, in my interest in taking part in WAAAAAAAAGGHH DAKKA, that I wasn't sure if I'd be better represented by a grot in the Konvertas or as a ork in Da Dirty Dozzen. So I decided to make a figure for both and see which was a better likeness. You have all probably seen the grot (with platform) that I has almost completed assembly on. Well, I started work on the ork for the triple D mob and I must say, I'm liking him. I've got a bit of plastic work still to do on both of them, and then it's on to GS and wires. So here's a few pics of both for your consideration.
Introducing Lokun (short for Low Kunning)
And the grot's Kanz-Do platform
So, at this point I think the grot more going for him than Lokun... then again, Lokun has a name already. I'll have to do the facial hair before making any kind of solid decision but I'm still interested to hear what you have to say.
Also, to Arakasi and Da Dirty Dozzen, I've not yet posted on your mob's thread do to my indecision and the fact that I already posted and am leaning toward using the grot. If it's ok, I'd like to post Lokun on the Da Dirty Dozzen's thread as a potential member.
I think the fantasy orc torso is a bit bigger than the 40K boyz, but mostly right on the top. Where most of the 40K boyz have a row of spikes or suspenders with metal this guy just has a thick shirt. So he does end up looking a little bigger. It's like wearing flannel. You know, I hadn't really noticed it before you guys mentioned it.
@ Arakasi: Thanks. I'll put a newer pic of Lokun up on Da Dirty Dozzen's thread. I found a left hand in my bitz box.
In all honesty I think the grot will win me over, but I still want to make the ork too. I'm gonna call both of them Lokun, though... or which ever ends up joining the WAAAAGH!
Anyhoo, here are a couple of pics of the Grot's platform with wires!
I've just got them glued to the under side of the deck at this point. I still need to figure out what the wires will attach to.
I've just thought of a good bit of fluffy detail. I'm gonna make a bunch of sights on a string, dangling from his belt or something. Trophies from the defeated Lootaz.
Both are looking great GG. Either will be a fine addition to Waaagh Dakka.
But now to the other matter. Gitz. Now I have to focus all my energies to destroy you...... Ok that all I have. Did it work? Gitz? Gitz are you there?..... Oh crap.....(starts running from the Dakka Police)
There are no Dakka police. There is only.... the blog.
Keep acting up and I'll make it so big it uses up all your bandwidth until the only pictures you can post are thumbnails and the contents of your posts will be limited to orkmoticons.
guy's come on let's be civilized adults that play with plastic models that are way to expensive and FOOD FIGHT!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
on the other hand nice platform GG you are going far with just a little base AWESOME!
I found my stash of sights so now Lokun has his trophies. I also finished off the wires on the grot platform.
So, Lokun is ready for GS on his hand and head. Then basing and painting. The platform may get a few more details before I call it build, and the grot needs some GS and a bit of converting.
While I was rummaging through my bitz box for the gun sights I found a little git that I had all but forgotten about:
My old mega grot from way back when a few of us were making the shoulder-pad guys. (of course must everyone else finished theirs, I think)
I'm gonna post a couple close ups on the WAAAAAAAAGGHH DAKKA mob threads that I am potentially in. See you there.
You're quite welcome to make a whole army of the Grotarii. That would be cool
I'm rather satisfied with just the five of them, for now. I will probably make a few more some day... but probably never a whole armies worth. Thanks for the complements too, btw
I remembered (moments after posting on Da Konvertas) that I had not yet installed a ladder for the grot to get up there. I posted that the build was done, and it is... save for the means to get up to the platform.
Looking at the model, I'm having trouble seeing a full on ladder fit any where in there without cluttering the place up () I've got two ideas, so far. The first is a rinkydinky ladder with just one "leg" and two or three steps. The second idea is a rope, hung over the hook, that the grot can climb up AND use to hoist tools and bits up to the platform.
I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope.
schank23 wrote:I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope, on fire, with a shark climbing up it.
I fully agree with either choice. Also Arakasi, should you change to a cyber grot, you could totally get your DCM renewed
schank23 wrote:I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope, on fire, with a shark climbing up it.
I fully agree with either choice. Also Arakasi, should you change to a cyber grot, you could totally get your DCM renewed
So... there's the rope. I'm not entirely happy with it. It was a lot harder to spool the wire than I had thought. So it's just sloppy on there. :\ Grot like, but... you know.
I added some more wires under the control panel, with one going down to the vent/humidifier thing for the mushroom patch. Also, I gave him some nice gubbinz in a spot under the platform that was looking bare. His head is glued on now too, so after a bit of GS he's ready for paint.
There's a few other angles in the gallery. Let me know what you think about the rope. If it's not really working I'll cut it off.
I tried to convince a potential Space Shark player who was looking at using the Space Wolf dex that he needed to have his "thunder wolf cav" riding on Buelettes (Land Sharks of D&D fame). Perfect finish to the joke would have been freakin' laserbeams on their heads...
Went with a different dex in the end... BUT... if he would've gone with the SW dex... I had him convinced. Was even helping him track down some figures that might work...
Would've loved to see that... *knock* *knock* "Who is it?"... "Land shark!" *munch, munch, munch*
schank23 wrote:I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope.
...on a 25mm base... (I'd like to see that!)
whalemusic360 wrote:
schank23 wrote:I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope, on fire, with a shark climbing up it.
I fully agree with either choice. Also Arakasi, should you change to a cyber grot, you could totally get your DCM renewed
schank23 wrote:I think he should repel down from a deffkopta while taking fire from a HammerHead tank which in turn is being assaulted my a squad of wytches. Or just a rope.
...on a 25mm base... (I'd like to see that!)
I think I may have to try that.
@ Da Land Shark:
*EDIT* Ok, I'm gonna try to list all the projects and units that I've got planned, building, GSing and painting. That is, to list everything as being on those respective shelves. Starting with the most finished on down the line:
Finished: -Ork Sewer Rat Markers -Bat-ork & Rah-bin
Well, the models are suppose to represent us, right? ...and they're mutton chops, to those who care.
Thanks Monkytroll and Schank23. I think they really set the grot off, much more than the ork. His character doesn't seem to be changed much by them. I think I might add a beany on the ork, but I also like the idea of them being done.
Well, the models are suppose to represent us, right? ...and they're mutton chops, to those who care.
Thanks Monkytroll and Schank23. I think they really set the grot off, much more than the ork. His character doesn't seem to be changed much by them. I think I might add a beany on the ork, but I also like the idea of them being done.
Hm... good point. It's hard to fit more hair at the bottom of their head, though. Their mouth just goes back so far. I'm not too worried about it, at any rate.
Isn't that burna stompa cool! Not my work at all, but I wanted to share. maybe if some of you are on that forum, but haven't seen that stompa yet, go check it out.
ps... i've got to rebuild my painting station now that i have a few models to paint- oh joy!
*edit* and update of sorts...
Like I said on Da Kanvertaz thread, I've seriously injured my hand. I gashed the space between my middle and ring finger on a piece of broken glass in the recycling. I'm ok, but recovery is expected to be kinda long. :( At least it wasn't my right hand. No offense to you lefties out there. So, unless I can make use of a "Helping hand" clamp thing for painting, I will be out of commission for a while.
Bit of stratiegery for the ordo gorkamorka and it's elite troops: Kommandos go behind enemy lines to confuse and slow the enemy's plans. Tank Bustaz herd da bitz we want into position and cull da bitz we don't want. Stormboyz pounce on da bitz when dey is on da ex. Grotarii play interference.
For those of you still thinking about my mobile kroot: do you think they could count for Stormboyz? I think that might work, but I'm interested in opinions. The idea being that they are so agile on the mopeds that they can zoom through most obstacles or crowds with ease. I couldn't count them as bikerz due to the dakkagunz. Deffkoptaz don't work for the same reason: the big gunz on board. Otherwise, I'd kinda like the koptaz for the hit-n-run and the big bomb, and scout moves.
So, Mobile Kroot = Stormboyz? what do you say? Please let me know.
Some awesome tankbustas made by Brian. I just found them randomly on google. Brian, if you read this, those guys rule. I will be looting dem gits. Great job! http://www.thediceabide.com/2011/07/bustin-hump/
So I did some more work on Gutsnik's KFF. Added some wires, some reinforcements on the shoulder mounts. Now all that's left is the snotling's tools.
Pics:
Da trigger:
Da new wire:
Da sheildy bit:
and I've added one more bit to the grot platform, but I'll post that pic in Da Konvertas thread.
Thanks Scarper. I'm happy the archer is finally getting some love. I really dig that guy. He's rather a stand out figure on my shelf. Mostly because he is so low tech.
One more thing about the KFF: I'm going to connect the trigger to the KFF via some guitar string from the bottom of the grip to the... it's the klump of wires on the one side of the gas tank. You can see where I drilled it out in the second pic of da new wire, bottom of the pic.
I almost forgot to upload dis here pic of an air compressor idea that struck me last night. So, for anyone wondering what else to make for their mek shop:
Thanks, you two. I hope yer brain is feeling better fatty. The wiring is pretty fun to put on, but it makes me worried about painting. It should be ok in the long run, but it'll be hard to paint some of the wires in the big clump on the pack. Then again, you can hardly see any of those wires when the pack is on Gutsnik, so... meh.
So here's a pic of a big shoota I'm putting together for the nob of a 'ard boyz shoota mob.
The unit is going to be modeled like different mechanicus characters. I was looking into it and I haven't found anything that says the nob can't have a big shoota while the rest of da boyz get regular shootas. So I've decided to model the nob after a techmarine, giving him the big choppa and a big shoota on servo arm. The problem is, now that I have the basic big shoota, I can't figure out how to attach it to the nob.
I think I'll end up using that as the base, but making a smaller arm. I still have a pull toward making a back pack to mount the arm on, though. So I bring it to you DakkaDakka. Should the nob get a servo arm on back pack or grafted to his back? Please help me decide.
*edit*
I'm gonna graft it to his back. I decided because this unit represents a tier above normal skitorkii, but they are still just boyz. Therefore the bionics and upgraded goodness will be implanted. As it were: tied to them so they don't lose it. I am still quite open to suggestions about how exactly to connect the two. I'll be digging through my bits box for the next few days looking for parts.
big choppa's are two handed weapons and so are big shooters i think, so if you gave him either he would'nt be able to use the other? if i was you i would give him the big shooter and just say it is a shooter and give him the big choppa and just say it is a normal choppa. then if anyone asks you can just say the reason why his are bigger is because he is the ard'est.
To my knowledge they've gotten rid of the twohanded/onehanded thing. I just read over the ork boyz entry and the assault weapon entry in the rule book and it dosn't say a thing about hands. So I don't think that's an issue anymore, also - since when does an ork care how many hands you need to fire a gun?
I'm still thinking it would be most characterific if the arm came out of his back, like the dok had fixed him up with it.
Thanks for the good words on the shoota
Ok, I think I'm going to model the servo arm after a cross between Dr. Oct's servo harness (more ingrained in the body) and the lower servo arms of the tech marines. I've still got to see how all the bits fit together. The gun might be too tall to be under-slung, but I'm not sure. I'll test it out later tonight.
*further edits* Ok, I'm scrapping the 'ard boyz shoota mob for now. I might get back to it, but it's off the list until further notice. The shoota will go to a kan or a bike or something. I'm keep trying to consolidate this project and it keeps getting bigger. You'd think I would learn... oh well. I might finish off the big shoota nob as a servitork or something, but I'm not sure if I'll even go that far right now. I need to focus on the core of the Ordo Gorkamorka. Gutsnik is what I might guess the ork equivalent to an barely heretical mechanicus would be. He's loyal to Gork and Mork, but he is willing and happy to use wholly un-orky means to meet his ends. He's a mekaniak who is warp-bent on bringing his gods Gork and Mork into the real. So he has collected the mekboyz wut know wut he needs to know, and enough boyz to get da bitz he needs. The nob squad (that I need to get back to) is suppose to be an eplorator retinue or warband of it's own, maybe sent to keep tabs on Gutsnik, or maybe saved for Apoc games. (fielding burnas instead, for smaller games)
Well... still no paint. But I have started working on the nob squad again. I've got the Harpoon Servitor Nob fitted with his Kombi-Rokkit. Check it out:
As you can see, he still needs work on his back, but the kombi-rokkit is done... save for the rokkit
Well... I sit here, at my desk, and plan it out for a few hours. Then I just start piling on bitz and glue!
No, I sort of plan one or two steps ahead. You'll se a bit more what I mean with the techpriest nob. He's getting a mechadendrite arm, which I've built up one wire at a time.
PS: what does everyone think of this kit for the nobs? Big Choppa, Kombi Rokkit, Ammo Runt Big Choppa, 'eavy Armour, Bosspole Big Choppa, 'eavy Armour Big Choppa, Bosspole PK, Twin-linked Shoota PK, Kombi Rokkit, Ammo Runt PK, Kombi Rokkit Waaagh Banna, Attack Squig Painboy, Grot Orderly, Cyborks
("Big Choppa, Kombi Rokkit, Ammo Runt" wont work because big choppas are 2 handed wepons so it wont be able to use the kombi rocket so you might as well get rid of the kombi rokit and keep the ammorunt then you can still do the wound allocation thing anyway.(this is what i wrote before i the edit because i saw what you wrote before about the 2 hand thing))
this will be a very pain in the ass unit unless your enemy has ap4 strenth 8 weapons at there disposal (instant deathing nobs with no feel no pains(suckyness))
but yea most armys wont be able to kill these very well
bigfish wrote:"Big Choppa, Kombi Rokkit, Ammo Runt" wont work because big choppas are 2 handed wepons so it wont be able to use the kombi rocket so you might as well get rid of the kombi rokit and keep the ammorunt then you can still do the wound allocation thing anyway.
Codexially-speaking, the man is telling the truth here.
but then last time i brought this up this conclusion was made.
The Good Green wrote:To my knowledge they've gotten rid of the twohanded/onehanded thing. I just read over the ork boyz entry and the assault weapon entry in the rule book and it dosn't say a thing about hands. So I don't think that's an issue anymore, also - since when does an ork care how many hands you need to fire a gun?
I'm still thinking it would be most characterific if the arm came out of his back, like the dok had fixed him up with it.
but whenever i go to my local shop i get preached the 2 hand thing so i am just going to leave it, i honestly dont know what the rule is anymore
Well, if it comes down to it I'll just say it's a choppa then. I'd like to just give him a tank hammer (which is how I modeled that one), but that's not codex either. :(
Also, I've read another interpretation of the two-handed rule that goes like this: Big Choppa = 2handed weapon in CC, so you don't get the +1 atack for having a slugga. I like that. It makes snese to me that the nob would sling his shoota over the shoulder when assaulting. How does that sound to you two (and anyone else thinking about that rule)?
Pics of the Mekanikus Nob and a concept WIP of the second Servitor Nob: I'm done with his arm... I may add one more "hand/node" bit, we'll see. Now on to his Big Choppa staff. The servitor is just bluetakked together right now but that's he bit he's getting. I'm gonna run tubes from his abdomen up to the gun and call it a kombi-flamer. So he ends up being much more of a work servitor, while the other is dedicated to hunting bitz.
So there's the pics. I hope you like where this is going. I'm going to GS some extra robes for the guys too.
I'll be digging up my Kanz engines, to put on the servitors backs, tonight. I'll be looking for bits for the kombi-flamer too.
OR, I may forgo all modeling to try and get some painting started. Of course, I've said that before, so we'll see. I need to find somewhere else to store my Dread Klaw project, as it is taking up most of the room on my painting platform. :\
Thanks, schank. I highly recommend it. Playing with wires is fun, but such small pieces disappear or get glued to fingers easily.
Here's a shot of the three with their backpacks. Let me know if you think the engines are too big or what ever. Thanks for reading.
*edit* WOOHOO page 20!
Just had thought of a nice detail for the painting part: For the harpoon Servitor Nob, his right shoulder pad has some sharp scrap metal bolted to it. So I think I'll try to paint those bits like trophies, ripped off of, or picked up from the scrap pile of a vehicle that he just destroyed. They are such small pieces, though, I'm a bit conceared that it won't really be obvious enough. I'll do it anyway (when I get around to painting) and se how it looks. If nobody can tell that'll be fine, it's such a small detail.
Also, more work has been done on the two servitors. Their engines are glued on and the buzzsaw nob's kombi-arm is coming along. I'd say it's almost done. Once his kombi-arm is finished I think that means the whole squad is ready for GS... no wait. There's still a big choppa, a bosspole and a WAAAGH Banna to do. Ah well. Pics are in the mail
So, here is the Buzz Saw Servitor Nob's other arm. His Kombi-flamer arm. (sorry for the bleh photos)
So he is getting the kombi-flamer and a PK. I'm not sure how I'll add the shoota at this point, though... maybe he'll get a grot passenger. or maybe just a mechadendrite arm with a bolter or something. Please let me know what you think. I've got at least one more wire/pipe to add, from the engine exhaust to the spikey wire-input thing on the top/back of the arm.
Automatically Appended Next Post: The two Servitor Nobz, just about ready for gap filling and fleshy growths on the wires. I'm pretty happy with how they've turned out. I suppose I still need to add a shoota to the buzzsaw nob, but I may skip it all together. So I've got the exhaust pipes to finish off and I'll be ready to move onto the bannaz and the mekanikus axe before starting the GS work. Anyhoo, pics:
I've gotten the Mekanikus Nob's Big Choppa almost finished. A new batch of bitz arrived in the mail earlier this week so I've got some shoota arms and a few other goodies. One of which is the banna from the Orc (WHFB) sprue, so I'll be able to finish off the Waaagh banna without too much fuss.
I'll update again when the full squad is ready for GS... or maybe after some of the GS... with pics anyhow.
Here are those pics I mentioned: (changed the nobz titles/names to more closely mimic the SM chapters)
The Masta uv Sanktiteez (Hierophant Nob), with WAAGH Banna and attack squig (not vissible in pic) Just have to finish off that banna pole. I'm thinking GS as I have been having trouble finding poles that were big enough. You can actually see the attack squig, on his back banna, through that hole in the Waaagh banna (if you look at the right angle)
Here's the 'ead Rekluziark (Krusader Nob) with bosspole and big choppa: I was having trouble deciding on a bosspole, until I was uploading pics of all the choices. Then it became obvious. So this is the only pic you get until he's painted.
And just to show that I finally did break out my paints: I was saddened to see many of them have dried up... that what I get for not painting for ages. Any color suggestions would be appreciated, by the way. I've been thinking maybe the platform should be black, then I can use red to pull out some details. What do you think?
Hey GG these servitor nobs are wicked , they look really scary, lol , you and monkey keep inspiring me to work on the GDCK again , thanks for that. The Crusader nob is great , sorry to here about your paints matey :-(
for the paint scheme why not try a rusty brown/orange instead of black , i always think black doesn't photo very well.
Colors on the grot are looking good. I think your idea about the black platform are good though I'm not sure how much the details will stand out with red... you'll have to experiment with it a bit. Keep in mind that Yakface is a bad moon worboss so you should try to work in at least a little yellow or yellow/brown. Perhaps you could make the upper platform black and paint some yellow triangles on it?
I was planning some hazard strips for the platform's top, right by the plasma generator, but you've just given me the idea to put the WAAAGH DAKKA emblem there instead. The generator will still get stripes though:
It looks like a sick zebra right now, but gimme a break, I was down to the last to bristles on my brush
Maybe rusty red (thanks for the great screen shot for reference, neil) on the under side of the thing, and make the top look a bit neater. Worth a shot anyway. Thanks for the help guys!
Oh yeah... with that "ice blue": Grot Platform powered by toothpaste!
two more things, first: I've primed Lokun, so painting is really starting to happen at my table... not to say that the painting station is functional, just painting where ever I can at this point. second: This thread (http://www.warseer.com/forums/showthread.php?t=160098) over at Warseer is blowing my mind with it's awesomeness. If you're reading this, Warflag, that is some seriously inspiring work! I will be drooling over it for some time.
*edit*
I was editing this post because I didn't think I was going to write very much, but then I kept righting. So it's in the next post. I don't thinks it's a huge amount of text, but what ever.
A thought for future ork biker gangs in Bigtoof: Snakebite Stormboy droppours - ei, the yoof of da snakebite clan around Bigtoof rebels against da bigger, older orks by joining up wiff da stormboyz. Den, when dey is old enough to know betta, dey bash some teef together to buy a bike and hawl fungus all over da place!
Also (and much later) thinking about other mechanicus conversions. As I was reading through the list of "departments" in the adeptus mechanicus, Centurio Ordinatus struck me as being perfect for my SAG Mek to have been drawn from... perhaps. Anyhoo, I am still doing research on the matter. Secutors will surely be Dreads, and the Skitarii will be most clearly represented in the grotarii.
I've been thinking about Gutsnik's back story, too. Mainly to add that he is but one player in the ordo gorkamorka, which is actually a vast network of big meks and their mekboys. This network would have likely originated on Gorkamorka where so many meks were gathered and sanctified. Gutsnik is akin to the Magos Explorator, specializing, or focusing on the warp and locating Gork and Mork with the intention of bringing them through to the real.
With this in mind, I think the nob squad has turned out to be more of a team sent by the bigest meks of the ordo gorkamorka to check up on Gutsnik. In that way, they lend themselves toward being a gang in an =][=munda setting. Also, they have ended up being easily broken up into smaller groups. The Mekanicus nob, the Servitors in one group, the Hierophant (banna waver) and Crusader nobs in another, and the two Acolyte nobs with Gutsnik or in their respective units (kommandos and tank bustas). So they can mesh even better into an =][=munda scenario, I think.
And while I've mentioned =][=munda, I don't really have any intention of altering these models after a gang fight. Though the prospect does interest me, as some of the other =][=munda enthusiasts have mentioned, the idea of cutting up and redoing an already finished model is so adverse, but it makes the fighting in the game more weighted. If you send that fighter in and they get shot, you are going to have to change that mini... maybe you are really fond of that mini the way it is, so do you send that fighter in or do you bench them? And then sometimes the hole hesitation seems silly. I dunno.
a quick not about the super grots. I'm gonna model the "chenkov" platoon as the diner and bar staff while the Al'rahem platoon will be modeled as hillbillies and trappers, brewing and catching the finer items on the menus in Bigtoof.
Just to reiterate that last bit, I've been stalling on the super grots because I was having trouble deciding how to delegate the tasks of Bigtoof Proppa and the Bar & Grill that is Da Greasy Boar. So I finally decided the other day... yesterday. The grot mob playing the part of Chenkov's platoon has always been in the diner, but now they have gained control of the bar as well. This way, the mob acting as Al'Rahem's platoon will be free to roam the surrounding landscape looking for rare squig and fungus as well as keeping their special brewing recipes secret.
So Chenkov's mob will be broken down into two main groups, the diner and the bar. They will also get a mob of snotlings to act as busboys, and maybe a hvy weapons squad (later) to act as bouncers. Only a few, if any, of these grots will get weapons. Most of them will just look like restaurant staff, while some will look more like customers.
The Al'Rahem platoon, on the other hand, will be modeled like moonshine brewers and mountain trappers. This two main squads of this platoon will both be modeled as fully functioning and independent brewers and foragers. Most of them will have some kind of weapon. They will have a much more rustic look than Chenkov's grots. The will also get some special weapons squads (1 to start with) modeled as trappers (expect some of the trapper gnoblar in this unit).
I'll try to keep the platoons neck and neck, at least until they reach the minimum body count for the IG equivalents (1 PCS, 2 Infantry). Al"Rahem's platoon will get wheels, too (eventually). Their rides will count as the IG transports (when they count as IG) or buggies (when they count as Orks).
Thanks you too. I haven't done any more work on Lokun but I did finally paint the grot platform yellow. It's already looking better, but I don't think it's quite enough to warrant a pic. I did however stumble across this beauty: This is the real reason for this update. I saw it and I had to share. You can find it at this url: http://cslacker.com/images/view/3062
Just so you all know, I am sad to announce that I will be withdrawing from the hobby to some extant. My life has become too crazy for me to spend time playing with plastic. I will be working on the different lists and fluffy bits of 88 Tanstar.
I will try to fit my WAAAAAAAAGGHH DAKKA models in here and there, as they just need to be painted.
I will keep up on the forum, but it's hard to say how well. Thank you to everyone that has stuck with my slow moving blog. I'll try to make my sabbatical as short as possible... because I still find this hobby exhilarating and fun.
As always, thanks for reading. I'll be seeing you.
Best of luck GG. Keeping your priorities straight, good man. Will look forward to your company again when you can afford to give it. Still hope you get your Waaaagh Dakka fig done... would love to see that completed.