17244
Post by: The Good Green
So... I've been thinking about starting a third thread in this section to put a broader range of my hobby stuff in. I will start by trying to organize my time by planning which units I will work on in order.
The Good Green's workbench: *out of order* (PLUS!!! Russian Rocket Factory pics for inspiration
First up, the Cult of the Great Cave Squig:
I've got 20 night goblin archers modeled... somehow I thought I had enough for a minimum sized unit. So I need a few more of them, but since that is a solid block that just needs some GS and detailing before I can start painting it, additional models will have to wait.
I've started bases for the spear toting gobos, very rocky terrain. I have also done a few sketches for the close combat night goblin unit.
Let me say that again: The Fungus Foragers are the furthest along with almost a minimum unit and the bulk of modeling done, with the Squig Hunters trailing behind with only a hand full of bases started. The Morks Blood Miners have yet to cross the starting line, but they look ready... looks can be deceiving, however.
Then there are the Pirates of the Sour Sea. Misty Mountain, the home of the Squig Cult, overlooks the Sour Sea, for those of you that don't know. The Pirates are more aptly described as Mineral Merchants, depending on who you ask. They are the crew of Christos Luciano's ship. This "army" could go two ways. I can make it a "counts as" Empire army, with the special rule that Dogs of War can be chosen as special instead of rare, or I can run it as an unofficial Dogs of War army for which I am currently using the Dogs of War Online army book. There is a lot of fun human conversions waiting in this army, as well as abhuman conversions. But it is still on the back burner untill I have more done on the cult.
On to 88 Tanstar and The Tyrant Star:
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 a high ranking Mek in Da Kult Mekaniakz, the Mechanicus counterpart to Da Chapta WAAAGH, a Blood Axe WAAAGH that models itself after the Space Marines. Gutsnik is driven by visions of Da Great WAAAGH, when Mork and Gork leave the warp to join the fight. He has spent his time using Shokk Attack Gun teknologee to open a hole for them to come through. He has traveled the universe sending grots into the warp looking for his gods and searching for the best place to let them through. Now he is exploring his options on 88 Tanstar.
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?
SO - on to an order of some kind-
Front burners:
Squig Kanz
Mobile Kroot
Green Stuff Shelf:
everything that's done being assembled
TO DO LIST - (*Started)
(faze 1: ork table)
-Gutsnik and his retinue (big mek and nobz)*
-Kommandoz*
-Uzgrim and his grots (Company Command Platoon)*
-Da Boars Toof Staff (Infantry Platoon 1)
-Da Snake Toof Brewers (Infantry Platoon 2)
-Deff Skullz Towing Company (Trukks, Lootaz and Shoota Boyz)*
-Da Boar Boyz
-Mobile Kroot*
-Gutsnik's Battlewagon*
-Looted Sawfish*
-2 Tow Trukks and a Hawling Trukk*
-Gutsnik's workshop*
-Grot Alley*
-Bigtoof Proppa*
-Stop Trukk Garage*
-Gork and Mork (counts as Stompaz)
(faze 2: imperial table)
-The Naval Depot
-Naval Convoy
-The Wicked Peter
-Crew of the Wicked Peter*
-The Vast Horizon
-Crew of the Vast Horizon
-Inquisitorial Ship
-Inquisitorial Conclave
-Houses of the Naval Depot
-Genestealer Cult in the Naval Depot
(faze 3: eldar table)
-Ethildorin
-Exodites
-Harlequins
-Scotsman
-Deathwatch Scouts
-Landspeeder Storm(s)
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Post by: The Good Green
Thanks for voting everyone. Right now the grots and goblins are tied with two votes each (the third vote for the grots was me, I forgot about the "view results" button).
Just to give everyone more of an idea about what you are voting on:
Gutsnik needs gap filling and details work, but otherwise, no major work, besides the mek's backpack.
The Squig Hunters are getting a rocky scenic base treatment, which is where I'm starting. Lots of small caves and bushes for squigly beasts to hide in. Then they will be spear gobos with nets.
The Super Grot Company Command Squad starts with the Zogrod Wortsnagga model, as Company Commander. Then there will be super grot veterans. Since they are green skins, loud weapons are favored. Also there will be a full compliment of Advisors, so to Ork Boy Bodyguards, a Master of the fleet (sending smoke signals to the Snake Bit Boarboyz), a master of ordinance (radioing Gutsniks orbital base), and the astropath (a Deff Skullz Towing dispatch operator).
So, there you have it. 1 Big Mek, 25 Night Goblin scenic bases, or a green skinned CCS.
Thanks again for voting, and thanks for voting for Gutsnik, he appreciates it.
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Post by: The Good Green
Bumping for more votes. I'm never sure how many people read anything but the first page.
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Post by: CommissarKhaine
Super grots! That's what I voted anyway, but I'm biased
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Post by: The Good Green
I was wondering who you would vote for.
Thanks for the vote, and the post.
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Post by: indiana1000
Super grot!
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Post by: Yggdrasil
Of course, super Grots!!! That's what they're here for uh!
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Post by: The Good Green
You may have a point there...
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Post by: CommissarKhaine
The Good Green wrote:I was wondering who you would vote for.
Thanks for the vote, and the post.
It looks like I'm not the only one  . Go Grots!
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Post by: Yggdrasil
Grots FTW!!!!!!!!!!!!!!!!
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Post by: The Good Green
So here's what I'm thinking as far as "counts as": Colonel Straken Veteran w/ Regimental Standard Veteran w/ Vox Veteran w/ Heavy Flamer Veteran w/ Flamer Master of Ordnance Officer of the Fleet Astropath Bodyguards But I was wondering, should I do two Snake-Bite boyz for bodyguards or should I do a counts as Nork? Any requests for the CCS can be posted here. I think it's pretty clear their winning this poll. there are a few more days before it closes, though, so there is still time for the others to make a comeback... How do people feel about the weapons, too? I wanted to throw in a GL, instead of the flamer or hvy flamer, to add a bit of range. Can grenade launchers stun a tank for a turn? I'm thinking the GL would stop a tank from moving for long enough to get a PK in there, or at least a meat shield to stall it even further. The Super Grots are hitting the field to collect scrap, and everything is scrap... or will be soon. So they will get in the way of everything, but can a GL shoot over friendly units? If it's a no for both GL questions then I doubt I'll use them as much as I want to now.
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Post by: monkeytroll
Not to be greedy or anythink, but howz about 2 boyz as bodyguards, and a Nork, so you can use either, and we can see both
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Post by: CommissarKhaine
Toss in a medic for FNP, and ignore the grenade launcher; it won't be doing all that much, and you need all the assault goodness you can get IMO. The MoO is cool, but is move or fire, so I'm not sure the best place for him to be is with gung ho Straken
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Post by: The Good Green
Ok, I'm rethinking Straken and the assault squad, but only because I want to take the Master of Ordnance. I was going with Staken for some of his special rules, but Creed might give me what I need, too... I can't remember at the moment. Another point is that the Standard is a most., which makes the medic a tough call, but a tempting one. This little gem I'm gonna model the flamer as a BBQ, cookin some squigs up for Uzgrim. *looking up Character info* Ok, Creed and Kell and two Body Guards AND Nork (If I can find the bits)... Full compliment of advisers... So... two snipers and a hvy flamer? Is one sniper worth it? I'm gonna do a unit of Sniper Veterans later, so should I bother adding any snipers to the CCS or skip them and give the CCS a hvy weapon? And thanks to all of you for voting! I'm happy to see Wortgob and the Squig Hunters are still gaining a point here and there.
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Post by: The Good Green
OK! The poll is closed. Super Grots take the cake and I'll get started on the CCS tomorrow, and once they are built I'll start the next poll. I can't wait to see who wins that one!
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Post by: model collector
Lots of interesting ideas here, any chance of some pics, wip or otherwise.
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Post by: The Good Green
certainly, but less here than in my Bigtoof or Squig Cult blog. I'll post pics here of the poll winners when they are more or less assembled.
Hopefully that means you will see some pics later today.
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Post by: CommissarKhaine
The Good Green wrote:Ok, I'm rethinking Straken and the assault squad, but only because I want to take the Master of Ordnance. I was going with Staken for some of his special rules, but Creed might give me what I need, too... I can't remember at the moment.
Another point is that the Standard is a most., which makes the medic a tough call, but a tempting one. This little gem
I'm gonna model the flamer as a BBQ, cookin some squigs up for Uzgrim.
*looking up Character info*
Ok, Creed and Kell and two Body Guards AND Nork (If I can find the bits)... Full compliment of advisers... So... two snipers and a hvy flamer?
Is one sniper worth it? I'm gonna do a unit of Sniper Veterans later, so should I bother adding any snipers to the CCS or skip them and give the CCS a hvy weapon?
And thanks to all of you for voting! I'm happy to see Wortgob and the Squig Hunters are still gaining a point here and there.
Straken and Creed are a different breed, so choose wisely.Still this will be more about coolness then sheer efficiency, so I say go for it
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Post by: The Good Green
Thanks.
I've decided to go with Creed and Kell for the orders bonuses they both have. These are well trained and able bodied grots after all. For the remaining vets I'm doing a counts as hvy flamer (the BBQ) and a missile launcher. Then the full compliment of advisers. This way they can pick off tanks with the rocket launch, char anything that gets too close and lie down an orbital bombardment, because they wont be assaulting, Uzgrim will have three "Look-out-sir" wounds and I'm gonna give them the armour upgrade.
I'll post wip pics in the bigoof blog later tonight... if I'm lucky.
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Post by: CommissarKhaine
Sounds good! You seem to have miscounted somewhere though: Kell is bought separately, so Creed + ML team + HF is only four guys; the MoO and the bodyguards are additions to the ccs, so you have one more thing you could add, or you culd leave the guy to be the redshirt
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Post by: The Good Green
Kell replaces one of the vets, and none of the others can have a vox, but one could have a standard... which is kinda weird. Unless there is something in a GW faq that I missed.
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Post by: Arakasi
Whoops - missed the poll  I think this is a perfect example of what I am trying to avoid - too many projects! It will be great to see some (all) of them come to fruition. Keep up the good work. I'm watching!
Arakasi
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Post by: The Good Green
Yeah, that's why I started this thread/the poll. So I don't have to decide myself... because I can't. I just keep working on everything and it doesn't seem healthy, so I've called on my friendly fellow Dakkites to help give me direction. And you have spoken! Thanks. Super Grots will probably win the next poll too, so I'll have to do some work to make it a bit more even... Grutsnik and his retinue or something tempting like that. Remember, there are grots and super grots in his crew, and orks and mekboyz. So they will go up agains a platoon command or maybe the vet squad. We'll see, that wont happen until I have mostly glued the CCS together. Thanks again for the votes. Automatically Appended Next Post: Ok, Pics are up of the WIP CCS in my Bigtoof Blog. Check 'em out, let me know what you think.
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Post by: The Good Green
The CCS is getting closer to the painting table... their missing a bit here and there and some green stuff has yet to happen, but the models are all accounted for, with a few alternates to boot. (a medic and Nork/bodyguards).  Gutsnik making an appearance to confer with his Master of Ordnance.
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Post by: The Good Green
Ok, everyone has both arms now. Some glue, GS and a small amount of pinning and they will be assembled and ready for paint! No pic yet, as I don't have much time today. I just wanted to give the minor update that the unit is wall armed (though the missile carrier could use a hand  ) and I am starting the poll for the next unit to hit my modeling table. I've run out of arms for the super grots so they are out of the running for now. The options are the Mobile Kroot (Kroot on mopeds), the Squig Hunters (again) and this time Gutsnik's whole retinue is in the running. My aim with the retinue is to max it out. But I will probably model a few extras for options. ...Maybe I should put some terrain in the poll too... maybe next time?
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Post by: monkeytroll
Well, obviously it was going to be Gutsnik's retinue, but then, blam, out of nowhere came Kroot on mopeds. That's a must-see
Ciao!
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Post by: Arakasi
Well apparently my vote for the Retinue didn't help
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Post by: The Good Green
They all help, Arakasi. I'm kinda hoping the retinue wins this one. The mopeds would be fun, but a lot of work. Plus I just got four new OOP freebooters for Gutsnik's crew.
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Post by: Arakasi
I know what you mean. I think I have like 12 Ork Warbiker models - one built (which took ages to put together and paint - well, it felt like it, but I think my Trukks and Deffkoptas have now easily exceeded it!), one or two missing "looted" parts - but otherwise still 9 or 10 to assemble - and I am both looking forward to and dreading putting them together!
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Post by: monkeytroll
Well, I'm guessing the retinue would have won by a long shot if you hadn't of mentioned those crazy europ...err kroots  I voted for them just in case it turned into one of those projects we all have on the back-burner and we never saw it again, but I do want to see the retinue progress too. I'd settle for one mobile kroot and then the retinue if that helps any.
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Post by: The Good Green
monkeytroll wrote:those crazy europ...err kroots 
Eruo-whats? `,:~)
I have been staring at every moped I see just trying to form some blueprints in my head. I think it's working so far... I just need to play with the plasticard again. (and pick up some more, now that I think of it!)
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Post by: CommissarKhaine
Retinue for me, though the mobile kroot were tempting
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Post by: The Good Green
Thanks!
The retinue will be the harder unit to design, but the mopeds will definitely take more work.
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Post by: monkeytroll
heh, I was just imagining the Kroot as Italians on their vespas, Dakka-dakka,boom...ciao
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Post by: The Good Green
More like Dakka-dakka, boom, LUNCH!
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Post by: The Good Green
It's kinda funny: The Mobile Kroot look like the clear winners (even though there is still a week to go if I don't finish the CCS early), I've almost got one version of Gutsniks retinue put together. It's all classic models. The trouble I've been having is picking what kind of henchman each will be. I've been thinking about how to work on the kroot too. If I should build the mopeds then model the kroot on top, or model the kroot and build the moped out from the seat and petals. I think I will have the opportunity to do both. A couple kroot off the bikes feeding. SHould be fun once I figure out how to make the bikes! ;P Automatically Appended Next Post: Happy to see the Squig Hunters catching up to second place! But they'll have to be faster than a squig to beat the kroot, I think.
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Post by: The Good Green
I posted some pics of Gutsnik's wip/pip retinue. Mostly to start organizing the unit and remembering what I want in it. I'm almost ready to cut out a second rough draft moped... or finish the first one. The wheels are still gonna be a problem, but I think I'll try the technique Arakasi used for his Scorpion Class Deffkopta's blade housing... if that would be what it's called.
I still haven't gotten around to the GS work that the CCS needs...  but, perhaps tonight!
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Post by: Arakasi
Depending on da Mek Boy's mood - it ranges anything between "Grot protectors" and "a Pile'o Junk"
"Blade housing" is as good as any. Not entirely sure how that connects to wheels - unless you plan to cut it in half to make mud guards...
Waiting in patient anticipation (ok, not so patiently...)
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Post by: monkeytroll
You thinking of using the 'grot protectors' as tyres, then adding spokes/wheel bits to the inner space? Maybe a similar idea but using foamboard instead of several layers of plasticard, think this is the route I'll be going for my own enclosed rotors. Or theres this guy that makes awesome tyres out of paper : http://www.dakkadakka.com/dakkaforum/posts/list/302107.page
Can't wait to see some, whatever method you use
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Post by: The Good Green
Thanks for the link! Those paper tires are rad! I think I'll be using that for the mopeds... with some alterations of course. But it will make an amazing leap pad for me.
The 'grot protectors' idea I was thinking about using was to leave the middle sheet solid and add hollow circles on either side so they mach the outer line of the wheel. Steel tires, so to speak. Then add rivets and treads. Maybe do some with spokes instead of solid.
I think I'll be using this new paper tire method too, now. Great find!
17244
Post by: The Good Green
SO, I'm calling it for the Kroots on mopeds. I've got a good papercraft vespa that I'm cutting out right now, to see if I can work it into a moped... or at least get some better idea of scale for making them.
17244
Post by: The Good Green
I'm back from my family reunion. It was fun and I got sunburned in a few new places... of course, now that I'm back everyone else at work need me to cover for them. :~\ Additionally, a week without working has left me penniless - well, that and books for school. ($130 for a light paperback!!) I do have most of the pieces for the body of a vespa cut out of plasticard. I just need to find the blow-dryer so I can bend it into shape. It will act as a scale guide for the mopeds. Also, the paper craft template also has tires (of course) so I've got a start on tires... I need to work out a few variations still though. I won't be getting any time to work on anything for the next week or so, I imagine. :( But as my school schedule becomes routine (and I find a job with a regular schedule) I should be able to pound some mopeds out. I need to stock up on some thicker plasticard too. I'm saving up, right now, for the PVC sheeting for the Dread Klaw, a few bits to finish off Uzgrim's CCS, and the previously mentioned plasticard. With such a full work schedule I should have an easier time saving up... I just hope it adds up to more than I need. So, I've been two weeks away from the hobby. I might go for some painting to get back into it... that way I could have a chance at getting some painting done. Speaking of which, I don't think I posted finished pics of Batman and Robin wierdboy duo. Batork isn't quite done, he has three trophy heads on the back of his belt that I still need to paint, but Rob-ork is done... I think. I'll finish painting them next chance I get. As a last note, while I'm working on the moped design is there any unit you want to see mock-ups for? I'm excited to get into the Moble Kroot, but I'm aprehensive about how long it will take to get a working design. I have to find a new line of work... too many people's pets are dieing right now. Most of them are just old, but it's still so sad. The people come in to get the last bag of treats or something to that extent. It's hard to keep working after that, I'm very empathetic to that sort of thing... as many of us are.
17244
Post by: The Good Green
So, while I don't have enough time to concentrate on the further along projects, I find it far too easy to start new (sometimes smaller) projects. Case and point: Markers. I'm getting closer to a working template for the mopeds, but I haven't found the time to test it yet. I have, however, found the time to throw together a Sewer Rat marker.
(I also haven't found my camera / sorry for the poor quality pic)
The idea is that the orks were sneaking through the sewers and didn't find a "manhole cover" where they wanted to find one, so the made one the best way orks know how: the blow the pipe open!
17244
Post by: The Good Green
Found the camera... battery dead.
17244
Post by: The Good Green
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Post by: Death Gear
Looks cool so far
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Post by: The Good Green
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Post by: The Good Green
Ok, well, they've been based now. I've got a little more work to do on Sewer Rat A, and GS for A and B, but they are almost ready for paint.
moar pics to come...
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Post by: Yggdrasil
The Good Green wrote:
This one is astonishing in that it's damn simple and bit-only requiring, but awesomely efficient in illustrating a sewer-ambushing Ork!!!
Well done! As always, you manage to give full of life to your minis!!
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Post by: Commander Cain
Very nice! I love the ork in the sewer pipe.
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Post by: The Good Green
Thank you 
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Post by: Arakasi
Yggdrasil wrote:The Good Green wrote:
This one is astonishing in that it's damn simple and bit-only requiring, but awesomely efficient in illustrating a sewer-ambushing Ork!!!
Well done! As always, you manage to give full of life to your minis!!
+1!
17244
Post by: The Good Green
Thanks, Arakasi. I just realized I haven't posted pics of the based markers on this thread yet... time to overlap! sorta- just a couple extra views: As you can see in the last pic, the sewer hangs over the base a bit in the back. I don't really want to deal with it, though. Does anyone have an easy fix for that, or does anyone think it doesn't need fixing? OOO- I also wanted to mention the Warp stone tokens I'm working on for Cedrug and his squig cult. Their random figures from Reaper, if memory serves. I'm just replacing the heads with the smallest gnoblar heads. Their not with a pic yet, but I'm hoping to have them painted in the near future... at least blocking the colors in.
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Post by: Gitsplitta
Hey Good Green... I sense that you've become distracted from making progress on your army by all of these objective markers...
... so have I by-the-way.
Great job on these. Gave ma all kinds of ideas (not like my orks really need more objective markers).
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Post by: Rose_Mountainz
I like the small cut down choppas!
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Post by: RiTides
Lovin' the orks comin' out of the pipes  full of orky DIY character, just like any self-respecting ork should be!!!
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Post by: The Good Green
@ Gitsplitta: What me, distracted?  I'm glad I could inspire you to further madness.  Have you looked at matchbox car engines for Da Bug Boyz pack? I don't know if they would be the right size, but I just thought of it. That nurgle marker you made is inspired, by the way (speaking of inspired). All the back-story that is well implied by the died marine, minus the gore and all.
@ Rose_Mountainz: Thanks. I figured the regular choppas would be too cumbersome for a sewer mission, and I've got a few of the old kommando models now and they all have short choppas, too.
@ RiTides: Why, thankyou. I may have to sig' that.
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Post by: Gitsplitta
TGG: Figured out what I'm going to do. Watching football tonight but expect to get back to modeling tomorrow. Keep an eye out!
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Post by: The Good Green
 ooooohhhhhhhhh-I'm so excited. caniseeit-caniseeit-caniseeit??? huh-caniseeit?!?! *edit* ALSO- Thanks to your prodding  I have taken a look at the rough riders unit option to get a better idea of what I'm making with the Mobile Kroot. THe basic unit size is 5 riders, 1 sarge and 4 solders. The hunting lance will be fun to model, but I haven't thought about what I'll do at all... so I have no idea, currently. Since they are use to using their guns as close combat weapons, I don't think anyone would mind "counts as both" for a cut down kroot rifle with the blades on it.
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Post by: Gitsplitta
That sounds really cool... don't see a lot of kroot on dakka, but nice to see some done well. Especially the riders.
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Post by: The Good Green
I was thinking a flamer would be a shew in for the weapons upgrade, but then I realized, the kroot would eat the fallen warriors raw. I can't imagine they would take the time to build a fire, and their bird-ish heritage is more inclined to raw foods, be they vegetable or animal. Soooooooo- I'm thinking plasma. I don't want to go with meltas because Gutsnik is looking for parts, not melted metal. He wouldn't want them to be using that kind of weapon at all, though I'm going to give the sarge metla bombs, for emergencies.
I need to get a little candle set up on my desk to work with them. Using a lighter is kind of ridiculous... a bic anyway. Any the gas fumes are not good for the anything.
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Post by: Gitsplitta
Your reasoning makes sense, though I think with any of the special weapon options you're going to end up with "fried enemy". An oil lamp might work for you, and it's a little more secure than a candle.
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Post by: The Good Green
ooo- thanks for the tip
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Post by: The Good Green
 Swap out the helmet for a bucket of shrooms. Pretty simple. I just wanted to get it on paper, so to speak, before I forgot. Thanks for being patient with me. *edit* Also- I want to thank DakkaDakka for providing this fine forum and gallery where I get to look at all the minis I've uploaded into your gallery and figure out what I want to do to them... with them... hm... what I want to make. Thanks, keep up the good work.
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Post by: crimsonmicc
I really like the middle one the helmet with the big nose is cool looking.
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Post by: The Good Green
Thanks, that guy is for the planetary bombardment. He's also a base for the counts as tech-guard grots I'll be working on soonish.
I threw together another mock up for the grots working the bar, which will be part of Al'Rahem's platoon. They are mostly old night goblin parts, with bits of flora from a bunch of different sets.
Here's the first mock up:
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Post by: CommissarKhaine
Looking good  . A bucket of mushrooms would fit the bill, maybe with a small squig hidden inside?
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Post by: Yggdrasil
Love the Master of Ordnance with his radar, so characterful!!!
Also like the last one, but... Is he trying to tickle a carnivorous plant?
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Post by: The Good Green
@Yggdrasil
He's plucking a bit of it for some grub. But he's cultivating it too, so he's not gonna rip it outta the ground, just yet.
I can definitely hear him saying "gichy gichy goo" though. lol
@CommissarKhaine
A squig small enough to fit in a bucket full of shrooms might be a bit outside my range at the moment, but I like your thinking. Maybe I'll have to figure a squig in there some other way, a bag full of squirmy snakes and squigs maybe.
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Post by: The Good Green
Quick update on a bit of unpolished rubbish. Mock-ups for the Saloon Platoon, Al'Rahem's. I figure they would be the ones dealing with more of the poisonous fungi and plant life, so why note night goblins as a base. Besides, these older night goblins don't fit in with the new ones at all... ( imo) There's an objective marker thing behind them and the spear will be gone... there may be one or two spears in the platoon (for probing those deep dark holes in the ground). At any rate, they'll all be carting or collecting plants and animals. I picked up a pack of lizard swarms the other day for some poisonous critters. I will have to be sparing with the night goblin bits, though, because I want to use them for the tech-guard as well, and I've only got one box. Sorry to say I haven't gotten anything more done on the objective markers. I've been swamped since last wed. :\ I threw two of those guys and the objective together last night before bed. Anyhoo, I hope to have some more time to work on this stuff when I'm dead. ps: I got a template ready for the mopeds. I just need to cut them all out and start carving away and adding bits. I'm gonna use the round fantasy shields as wheels.
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Post by: Gitsplitta
I just love the look of those figures!
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Post by: The Good Green
Thanks.
I think the Saloon Platoon will have the most varied look to the troops, because I'll be using night goblin, goblin wolf rider, and catachan bits. We'll see.
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Post by: monkeytroll
Saloon platoon looking good so far.
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Post by: CommissarKhaine
Looking good! I really prefer the old night gobbos; they looked more fun then the new ones.
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Post by: The Good Green
I would agree with that, Khaine. They retain that humor the green skins used to have. Now they are all blood and murder. They had that before too, but they also had ridiculous and silly. Do you remember the Mad Boyz Mob? Craziness! Thanks Monkeytroll. I hope to get a few more stuck together this weekend. That and paint at least the one marker that doesn't need any green stuff. I can't find my stash! Also, I want to make a note about my modeling plans. More for my own sake, so I don't forget it. I'm going to model the Mek Shop after a gargant or two. Sort of two gargants joined at the shoulder. With two "heads" on the top of the structure, one being Gutsnik's office and the other being a control room for the siamese gargant. In the middle of the heads will be a tower for a Mega Force Field or whatever you want to call the force field for the building. At either end will be big crane arms. So, yeah... gargant(s) coming to Bigtoof. Keep yer earz to da ground!
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Post by: The Good Green
Good News: I found my GS! and set up my hobby station again. Proppa! And the Sewer Rat markers are base coated/primed at this point. I'm really wishing I hadn't glued the ork into the pipe... marker B. I'm thinking it would have been better to not glue the head and bolter in too, but that's not as much a bother. Also, once I figure out the shadows things should be a bit easier. Gutsnik has half a backpack now. I'm pretty happy with it at this point... tho it is clearly lacking the other half. Diced up some lootas gunz. I'll throw some pics up when I find the camera... in the mean time, sleep!
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Post by: The Good Green
I found the camera so here are some pics of the half a backpack I managed to get on Gutsnik's back the other night. I hope you like it... let me know. Unfortunately, the Tau aerial on his bionic eye was too fiddly for the backpack, so it will be reattached later, iwth a very small pin. There is the other half, which I plan to make a servo-arm of some sort. And there are all those wire input sockets that need to be wired. The piece on the back, with the meter, I am thinking of putting it on the side of the tank on the bottom. Easier for a grot assistant to read, more room for a large servo-harness, but this looked better for now. What do you think Dakka?
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Post by: Arakasi
Very promising!
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Post by: Gitsplitta
Excellent work GG!
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Post by: The Good Green
Thanks! All the bits came from one Loota gun and a burna's gas tank. It was fun reorganizing the details. Now to figure out what to use for the servo component.
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Post by: BLACKHAND
I like the Grotsnik, thats sum nice cuttin and snippin!
Sorry my Ork speak obviously needs work
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Post by: The Good Green
harhar, yeah I have trouble with the ork speak some times too. It's a mood I have to be in.
Thanks. I think he's coming along well. I cut of the ammo drum on his hip. It seemed in the way with the back pack on. Now I have room for a ton of wiring to go into his gun... he's getting a new gun, or a lot more on that one. we'll see.
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Post by: monkeytroll
He's coming along nicely there GG. Moving the meter part down will be pretty cool and should fill the gap nicely, but if you kept it up you could have a grot hanging off part of the servo-arm trying to read it
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Post by: The Good Green
I've nixed the servo-arm for now. Looking at him it would make him quite lopsided, I think. If I could reverse the power source bits it would work... but I can't, so that's where it's at. I'm thinking about a tool cabinet or something, maybe a scorcha tucked in there somewhere. Maybe a perch for his favorite runt to keep an eye on the worky bits of the pack. Of course there will be plenty of wires too. I've also got some more painting done on the Sewer Rats and one kommando. I'll post some pics when I've got a bit more done (hopefully monday) Automatically Appended Next Post: Here's why I tossed the servo arm for Gutsnik:  I was gonna use that bit from the kopta for the base of the arm, but with his PK it's just too much on one side, I think. Maybe a thinner arm would work, but I dunno. What do you think? Here's a shot of some of the Moped bodies I have cut out:  I still need to cut them down to the final shape and round the edges... before I can start adding things to make them a bike. I've got the chain from the kopta propeller on two of them now, just to see how it look, and I like it so far. And just because I was taking pics, here's one of my desk with the sewer rats and a kommando: Anyhoo, let me know what you think of the back pack: Is a servo arm on the same side as his PK too much?
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Post by: Yggdrasil
Sorry Workbench, but I don't see what you're asking about... I don't see no servo arm on the mini... Is it supposed to be folded, on his left shoulder? Or is it just another part you plan on fitting?
Anyway, some clearer pics would be welcome!
But the model if really fine already, his backpack is awesome!!! (I always have problem when assembling some ramshackle backpack, so seeing some that well-executed do make me want to say AWESOME!)
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Post by: monkeytroll
Think it would depend on the configuration of the servo-arm. If you used something like the tech-marine arm folded in on itself it would be OK, or maybe if it was angled across to the left it may work. Would be a bit much if it was just going straight out from the base though. Just my tuppence-ha'penny's worth
Good to see the kroot mopeds taking shape too
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Post by: The Good Green
Yeah, the servo arm would be hard to see... cause it's not there. My plan was to build it stemming from the Kopta bit on his right shoulder... that little peg sticking up. I think if it was a tiny arm it might work, but what would an ork be doing with a tiny servo arm. Besides, he already has a DDCW for a hand. So, it might turn into a comm satellite... maybe.
Thanks for the (AWESOME), Yggdrasil.
I'm pretty happy to see the Mobile Kroot finally coming underway too. I feel kinda rediculious for not figuring it out sooner. I've got ref. pics of mopeds, I just needed to shrink them down to scale and print. Oh well, live and learn.
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Post by: Yggdrasil
Ok I do get it now... Well, a huge servo arm would be quite Orky, even if it appears that HUGE!! (Also, I didn't buy AoBR, so the scale of the Koptas' "arms" is quite obscure to me...)
But a satellite dish would be nice as well, it's already so nice on the grot!
Cheers,
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Post by: The Good Green
Ok, I think I've got a good idea for the backpack. I'll do a satellite and an interface console for a snotling running around on Gutsnick's shoulders. Something like a small keyboard and a screen. The snotling will get a tau hat of one sort or another. I will have to redo his gun though, I want it to look more like a rail gun. http://www.aircraftresourcecenter.com/AWA1/101-200/walk156_P-3C/images%20Mike%20Block/P-3C%20Comm%20Station.jpg http://www.vummf.org/slideshows/pcf/pcf11.jpg http://zorconsword.blogspot.com/2009/10/tau-objective-markers-showcase.html I'm thinking a Tau drone for the satellite and some IG vox bits for the console. Maybe even a servo-skull-esc hookup for the tau drone, so it's hoovering over Gutsnik and his snotling helper. Yeah, Tau drone attached with a big cable to the backpack, which will have a console for a shoulder mounted grot to work. Yeah! and I'll do a few different drones for different options, skorcha, rokkits, KFF, and what ever else I can come up with. I found a list: http://wh40k.lexicanum.com/wiki/Drone#Command-link_Drones
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Post by: The Good Green
Not much of an update - I still can't find the camera... :(
On a more productive note, Gutsnik's pack has come a long way. I've got the beginning of a crew deck and a stand in for the tau drone. I've started on the exhaust pipes too. He's gonna get one coming out on either side... so for. Right now I've got three snotlings on his back too! One is holding on to the cord powering the drone and another two arguing about where the dot on the radar screen is... or something like that.
Also, I found a sweet references for some IG Naval buildings to stand against Bigtoof:
http://forums.relicnews.com/showthread.php?t=128048
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Post by: The Good Green
I found the camera!  And as you can see, it's fairly well balanced for an ork  I've started the second exhaust pipe (going off to the right there) and you can see what will probably be the only permanent grot rigger. Here's a few shots of all three riggers at their stations.  I'll magnetize the two metal ones to count as wounds or something.  As you can see here, the platform is a bit too small. I still have to build it up a bit. I'm thinking of putting a railing on it... what do you think. and here's a shot so you can see the one rigger looking at the radar screen:  Of course there is still all the wiring to be done, too. SO, I still have the platform, the exhaust pipes, and the wiring to do before I can call the pack ready to paint. Not to mention the magnets, and I'll be converting the grots so they are holding tools... maybe a bionic eye or an ear antenna, too.
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Post by: Gitsplitta
I LOVE the platform and the snotlings GG!! Oh I'm gonna so steal that...
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Post by: Arakasi
This does have awesomeness written all over it  Can't wait to see the end result!
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Post by: Yggdrasil
Definitely AWESOME!!! That's gonna be a Big Mek!!
And the magnetized Riggers / Wound points are a nice idea!!!
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Post by: The Good Green
Thanks fellas.
You have fun, Git. Let me see what you can make of it.
Also, does anyone have a tip on what size magnets to get? I need a couple to go in the snotlings feet and at least one that can fit under the platform (which will be a bit larger). Do they come small enough to fit into snotling feet?
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Post by: Arakasi
2mm (diameter) by 0.4mm (height) is the smallest I've used - very fiddly. I've managed grot feet before with 2mm x 1mm - which tends to be my standard. I think the idea is "largest that fits"
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Post by: BLACKHAND
The Big Mek is fantastic!
Have you thought about adding an understated exoskeleton to his legs, literally just a a couple of bars with a joint at the knee and attach them to the outside of his boots and his belt, just to help with the huge weight on his back?
Not a critisism, beacause he rocks, just an idea
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Post by: monkeytroll
Awesome backpack GG
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Post by: The Good Green
Thanks for the good words.  You know, Blackhand, I hadn't given any thought to his legs. Thank you for bringing that to my attention. You have put back the "Table-Ready" Date by months. I am so excited!! I just bought the PVC for the Dred Klaw!!  So now I have to kut it all out. I'm soooo happy. I might have it done for Halloween! I'm not sure if I'll have enough for the the fingers, but I'm hoping the cut-offs from the forearm and "palm" sections leave me with workable pieces. Speaking of pieces, I picked up a new bits-box with the intention of organizing my bits a little better. I'm so excited! ... Dred Klaw! Also, I ordered a tau drone and a bunch of other bits from Bitzbarn. I'm looking forward to replace the proxy drone. Stompa Factory: http://senjistudios.com/?p=1826 http://www.gamereplays.org/community/index.php?showtopic=441768 http://s3.amazonaws.com/data.tumblr.com/tumblr_l1jtc5iYFN1qbfdqyo1_1280.jpg?AWSAccessKeyId=0RYTHV9YYQ4W5Q3HQMG2&Expires=1285385103&Signature=sGB%2F65lomw4ojBD%2BUkbsK%2Bxc32w%3D
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Post by: The Good Green
I've done some more concept sketches for the mekpack and I think I should be ale to get it finished the next chance I have to work on it. Some of you may have seen the bit of painting I managed recently. I'm hoping to have a little more done on their bases soon, too. I'm starting to get very anxious about finishing the marker so I can send it off to Sum1. Also I've got the next stage for the mopeds in mind. I'm gonna make a bunch of front forks... kinda obvious, but it had to happen. And lastly, check out my Bigtoof list thread to see some of the Super Runt units I am looking forward to. Now for some reference material: -General Building Types http://archive.kontek.net/empires.strategyplanet.gamespy.com/game/buildings/germany/index.html -Crane "Hand" http://img2.allposters.com/images/MEPOD/10140790.jpg -Mining Town on the Sour Sea http://mythicmktg.fileburst.com/war/us/herald/images/liveevents/2008HeavyMetal_03.jpg -Some pics of Factory Interior (scroll down) http://www.allempires.net/irans-defence-industry_topic17564_page6.html -Rosenwach Tank Factory Fire http://www.flickr.com/photos/42987002@N00/3689590841/in/photostream/ -Awesome Terrain site http://www.diy-terrain.com/category/terrain/ -Utility Trucks http://www.trksrus.com/bucket_trucks2.htm -Stompa Factory (another awesome terrain site) http://senjistudios.com/?cat=8 A bit of reference for the Tau inspired portion of the Mek Shop: http://dragonball.wikia.com/wiki/Central_City I want to have a few features on the shop to look distinctly tau
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Post by: The Good Green
So I have been stupidly busy of late (with both pleasurable and responsible things). I haven't hat much time or energy to work on anything this small in a bit, but I have managed to get a little bit done.
I worked on the Deff Skullz first towtrukk a little more, got the driver blue-tacked into what will probably be his final pose, and an ork riding shot gun... well, here's the pics:
As you can see I have some work to do on the towing rig, but the idea is there. The two orks in the front are likely going to stay that way (with the exception of some weapon swaps), the ork in the back, however, is just there to fill in the space a bit. The towing line lokes rather puny all by itself. :( I'm also trying to figure some way to use the boarding plank for a canopy over the stand in ork.
PS: for any of you that might still be waiting for the Mobile Kroot; the chainsword bits make great moped engines, as do the back of IG spot lights  their are still on the work bench.
Here's a quick update on Gutsnik's Mekpak
I've added a layer of texture to the floor and cleaned up where it joins the top half... not that you can tell in the pic. The blutak throws it off a bit. And I finally got the Tau Drone for the top! It's a very small amount bigger than the stand in thing I was using, which I like. It could have been a bit bigger, even. I'm leaving the blutak on the wire for these pics because it broke when I was bending the wire. That's the first reason the grot will be hagning from it (to fill the gap in the wire), the second reason is that once I thought of it, it seemed like I should have been planning it from the beginning.  I still have plenty of work to do on how the underside of the platform.
C&C welcome and wanted. Anything to keep me in this, everything else in my life seems to be pulling my away from this kind of fun...
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Post by: Arakasi
Put the towing line up on a pylon (plasticard tube or rod) closer to the back - probably so that it sits at the same level as the back sides should do it  You could also stand an Ork there operating it (my first Trukk has a similar layout for its Wrecking Ball - when its attached...)
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Post by: The Good Green
Hm... I like that. I was definitely going to have an ork operating it. I just couldn't get there while I was working on it. I know I have a lot of work ahead of me after seeing your trukks. There's no way I can leave them in static, level positions... at least not all of them. I think maybe do one like it's just pulled up to the newest haul. Maybe one with the nose end up in the air like it's towing something that's too heavy, like a baneblade. *edit* this is a cool gargant: http://www.the-waaagh.com/forums/?showtopic=35707&st=20
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Post by: The Good Green
buffyscrubs wrote:I threw together another mock up for the grots working the bar, which will be part of Al'Rahem's platoon. They are mostly old night goblin parts, with bits of flora from a bunch of different sets
wait... what?
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Post by: The Good Green
Just found this and I had to spread it around:
I did not make this.
You can find more on this amazing piece at Jack Doud's website:
http://www.angelfire.com/pa2/jdoud/orkerpriseconst.html
Check it out!
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Post by: BlutEisenRegel
That Star Trek diorama is sweet.
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Post by: Gitsplitta
Oh, that's priceless! Wonder if that's supposed to be inside a gargant or a Rokk.
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Post by: model collector
Lol that is epic! Really like the big mek, especially the use of straw and the trukk looks good so far, the shotgun ork reminds me of the LSS scouts. Nice work.
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Post by: The Good Green
Thanks Model Collector. I hadn't thought of the similarity to the LSS, which is my favorite land speeder. @Gitspittla: It's in a gargant. Oddly enough, just below the neck. Also, the gargant looks to be a red shirt. I started work on the sprue framing for the Gutsnik's Mekshop. I'll try to get it pic worthy by the end of the week... Also some other stuff, if I can find the time. I'm happy to be getting back to the terrain, which was the impetus for this project. I'm gonna go on a motor collecting spree next weekend to try and get a couple mopeds ready for pics as well. I'm feeling bad about how long they've been on the table/shelf thing that I have.
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Post by: The Good Green
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Post by: Gitsplitta
Great job on the markers GG, looking forward to our trade later on!
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Post by: Artsoldier35
Ooooo. I'd like the second one! And I hav an idea for an Ork marker with Snikrot's Backpack to trade for it if you want.
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Post by: The Good Green
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Post by: The Good Green
Ok, I'm bumping the thread to announce an idea for a Wyrd Boy mob with a batman theme. The idea is that I can run them as a Wyrd mob if it's a fun game, or another unit of kommandos and a Warphead if I wanted. Some of you have seen Batork and Rahbork, here are two more recruits, yet to be assigned to batman characters. The team so far: For future reference, a wiki list of characters: http://en.wikipedia.org/wiki/List_of_Batman_supporting_characters If you have any suggestions as to which character they should be, or other orky models I should look out for, please let me know. Thanks for looking. *Note to self* Modeling/painting theme for Deff Skull Towing: Western, Cowboys, Bluejeans, Stripped/Flannel and "cowboy" shirts, cowboy hats, trucker hats, chaps, six-shooters, steampunk
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Post by: The Good Green
A quick update:
I have ben working on a few moped frames that are coming out pretty good. I think I'll need to sit down to a heavy GS session pretty soon, as that is most of my back log...
Anyhoo- here are a couple of pics just to prove I'm still working on "it"
A bit of painting
And here's something that I lost a night to earlier this week
A Utility Truck rig for the Deff Skulls first trukk. I didn't think the crane was big enough to really pull off a towtrukk, so it's just a hauling trukk. I figure, before they had enough parts to make a towtrukk, they had enough to put something like this together to go out and get more parts!
I still need to put doors on it, and a "lazy susan" for the crane. I've already started on the cabnet for hte other side. I'm going to try to have it opening. Then it's time to angle the wheels...
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Post by: Gitsplitta
Looks really good TGG, cool idea too! Don't think I've seen anyone do a utility truck before...
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Post by: The Good Green
Thanks Git. I'm really looking forward to painting the Deff Skullz now, as I have reminded myself of their theme.
The Trukk Gunner body lends itself to overalls, too which I'm surprisingly excited about. Greenstuffing cowboy and trucker hats is also something I'm looking forward to (and dreading).
I'm going to try and get the cabinet for the other side of the trukk on par with the one that's already there tonight.
I've also fallen behind on my math homework, so I am going to have to be strong tomorrow. I don't have enough brain power for trig after I get off work at 9:30pm.
I also have the Mekshop and Towing Garage under way. I think the Garage is furthest along, but the mek shop will have more going into it. It's much bigger. The base for the mekshop is about 20 inches in diameter. The mekshop itself taking up about 6"by10" so far.
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Post by: Gitsplitta
You need to give it mud flaps with the chrome nekked lady on them!
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Post by: The Good Green
ooo- good point. *Modeling refference* Mechanicus Ork: http://www.the-waaagh.com/forums/?showtopic=39254
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Post by: Arakasi
The Good Green wrote:A Utility Truck rig for the Deff Skulls first trukk. I didn't think the crane was big enough to really pull off a towtrukk, so it's just a hauling trukk. I figure, before they had enough parts to make a towtrukk, they had enough to put something like this together to go out and get more parts!
I still need to put doors on it, and a "lazy susan" for the crane. I've already started on the cabnet for hte other side. I'm going to try to have it opening. Then it's time to angle the wheels... 
Looking good! Have to wait till I'm back in the UK to see if I have any more luck pulling off a tow trukk look. Oh wait, I was going to use the wreck'in ball  Waiting with anticipation to see the additional detail...
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Post by: The Good Green
Here's a little bit of progress for you, though I have yet to upload pics of the trukk. How about this:  Slight angle change, but I thought the difference in lighting showed off different shapes in the thing. I haven't put together a front fork yet, but that's next. As for the trukk, I have both cabinets build, with one door not attached. All the other doors are glued shut. I've got the one cabinet ready for be detailed then the door can go on it's hinges. I'm not planning on making them work, but if it ends up looking easy enough I might try it. The "lasy susan" for the crane is build, I just need the magnets to make it work... I really need to pick some magnets up. It looks pretty good, but I think I'm going to have to alter the controls some how. The hand crank and swivel mount don't really fit, but I'm not sure yet. Automatically Appended Next Post: WIP Trukk pics:
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Post by: monkeytroll
WooHoo, it's a kroot on a moped! Well almost anyway  Good start, glad to see it.
What's the issue with the hand crank? It's height? Maybe a step next to it, or putting a little console next to the lazy susan?
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Post by: The Good Green
Thanks, Monkeytroll. I know it's been a long time coming. I'm gonna load up the bare space on the back end, under the crane, with control bits. Knobs and levers and so on. I'll do a smaller panel reachable from the inside of the trukk bed too, or maybe a little grot dangling from the side, working the controls. Just the idea of using a hand-crank on a lazy susan seems too difficult, even for the fanciful imagination of an ork. *notes for da wyrd boyz* http://www.compulsivecollector.com/living-room.html http://www.neogaf.com/forum/showthread.php?t=402671
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Post by: CommissarKhaine
Looking good! Maybe you coud add a small seat and/or a console to the crane bit if you want to make it look more 'worky'?
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Post by: The Good Green
Oh, that could be cool, a seat on the back of the crane. That would certainly make the hand crank work. *scurries off to workbench* -hours later- I have it! The perfect Scotsman for the Jack warlock: a member of the 40K Illuminati. ooOOooooo Yeah, it'll be cool That's how I'll explain the "Counts as" wraithlord. For some background and good sounding rules for an Illuminati: http://members.fortunecity.com/pangolinsaloon/cc/senseiilluminati.html And modeling the Rogue Trader and his crew as Han Solo and other Star Wars characters, with Luke being a Sensei.
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Post by: The Good Green
Well, some of you may already be aware that I have been working on some humies lists... and I was trying to not start modeling yet, until I had more done on the orks... well, I failed, and I think this guy is the winner of the modeling session:  I was so happy to find this head available at bitzbarn... I will need to get more of these heads, or at least more tank crew heads of any sort. A note about the legs... the crew will probably need the most GS clothes out of all the factions of 88 Tanstar. I really liked the pose I got with these legs, but I don't think those pants fit the character at all. Anyhoo, here's some more:  Vox-man cracking open a beer. So, here is my very, very wip "Luke", from here on out named Darius Miska. He's gonna get a few versions to show his transformation to a Sensei. This is somewhere in the middle:  I'm not really thrilled about anything but the pose. He looks like he's pushing something back with the force, or Word of the Emperor. He's gonna get a light saber... of a sort, and more of a tunic for a shirt. Along with some other gear. And here is Lex, the Han Solo of the group: He seems to be one of the most complete. I'm going to work on his laspistol some, adding a sight and making the barrel look more like Han's gun. He won't get too much gear on this model, but Lex will get a few versions, like Darius. Let me know what you think so far. Any suggestions for alternate bits or extra gear is welcome. These are all still very WIP. I need to pick up some more human kits, or choice bits at the least, before I can make much more head way on them... besides GS sculpting anyway. So I'll be working more with GS as I have time... hopefully that won't kill this project, too. It seems to see many projects to a lonely life on the shelf. I will have to change that trend, as I run out of other things to do, and use! A little reference for The Wicked Peter: http://gizmodo.com/5326847/infintas-yacht-spoils-you-for-life-on-land-with-three-levels-of-luxury/gallery/# and just in case that link dies
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Post by: Arakasi
I agree - the top guy is the winner! (Nothing wrong with the others though!)
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Post by: The Good Green
*edit* (added modeling notes)
I will need to cut a large wedge out of their stomachs to get the hunched position I'm after. THen GS their front to a reasonable fashion. I should be ok at GSing after this unit is done. Lots of angled pinning, too.
Ok, I think I got a buddy for the winner from the last session:
His kit: I want to make it look like the gun he has out already is the one in his backpack, so I need to cut that one out and leave the grenade hanging, but I will probably have to GS the fabric loop so it looks like it's empty. Alternatively, I could delicately hallow it out and say it's hardened leather or formed plastic or something. What do you think? Then, of course, there is his reaching hand that I'll need to GS as I don't have any open right hands.
I redid Luke- I mean, Darius:
I was going for a classic Tatooine Luke pose. I think it came out well... it's kinda funny, too. I didn't have a left hand for him to hold the saber.  Here he is with Han... I mean, Lex.
Lex is gonna get a GS holster and a sight for his laspistol. I think I'll swap his hand out, too (for an open hand). Lex gets a different head, if I can get one, otherwise, it's GS on that one. Otherwise, he doesn't change much. He'll get a little more gear on his belt, but that's it.
Here's what happened to the first Darius:
He's now just one of the crew. Mordeci will get some different facial hair, and his gun hand will be rotated. Probably a gun swap too. I'm gonna use a lot of the six-shootas for the Deffskullz trukker/cowboyz.
Thanks Arakasi. I wasn't really happy with some of the other guys. I couldn't find many good bits yesterday. I found some better ones today and finished off the troupe. There will be more bit swaps yet, like Lex's holster should be smaller, I'm not thrilled about the old luke's pistol grip, and Darius and the guy wielding an axe need a bit more gear... a pistol or something.
Anyhow, that's the whole human crew. Green Stuff and Xenos to come...
-and please, let me know what you think.
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Post by: The Good Green
Darius, Lex and the crew of The Wicked Peter (counts as IG veteran kill team) They are still missing a few members...
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Post by: monkeytroll
'...and it's Darius up to bat for the Wicked Peters here at the semi-final of the System Series..'
These guys look great, really like that buddy with the pack going for another of his guns.
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Post by: The Good Green
Thanks, Monkeytroll. I need to find a better head for Darius, still. Something from the Empire range, probably. The fluff is kinda fun too. I'm mashing Star Wars and Dune together for Darius' back-story. I want to get some ladies for Lex's crew, too. I'm trying to avoid GSing them from scratch, but I may give it a shot when I get down to it. I'm sort of leaning toward some heavy GS use for this gang. I'm starting to design some small fliers for them too. Personal speeders, like the ones from Cowboy Beebop, basing the models off the sentinel and some xenos crafts. *edit* Next update should include some cleaned up and partially glued models and some GS results... wish me luck!
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Post by: The Good Green
monkeytroll wrote:'...and it's Darius up to bat for the Wicked Peters here at the semi-final Ok, I was just struck by a serious "Hook" referance there... something like this: http://www.youtube.com/watch?v=VIWXYT5jBzs&feature=related *note to self* Lex and his crew kidnap Darius from the mining planet Junos. Model the Scotsman as a biggerized marine from a chapter that was decimated by the Tyranid. After his chapter was shattered by the 'nids he wondered the universe, looking for fellow survivors and a way to turn back the tide of bugs. He found himself drawn to 88 Tanstar by an unknown force, which he assumed was the Emperor. He wondered the planets surface for years before coming upon a powerful eldar warlock. After a valiant duel, the two were so impressed by their opponent that they joined together as partners in the fight against the evils of the universe. Now the two wonder the planet looking for 'nids, orks and other warp spawn, dispatching all with a fervor shared only by battle brothers. At some point early in the campaign, the pair meet up with the Darius and the crew of The Wicked Peter and the Scotsman sees Darius for the Sensei that he is joins with them. Due to their bond, the warlock agrees to support the rogue traders with whatever help he can bring and the two forces (The Wicked Peter and the Eldar Exodites) agree to fight together against the coming catastrophe. A bit of fluff leading into some of the 88 Tanstar codex: Darius and the crew of the Wicked Peter are a "player character" choice, much like the small band of Exodites (the eldar kill team) that I was working on a while back. That is, for the smaller games or RPG. I am thinking a loyal/radical =][= choice for a "player character" team from the Naval Depot. I still have to work out the large scale army restrictions... so far there aren't too many. I think that will consist mostly of rules about how the armies interact with themselves: additions to the infighting rules and turning to Chaos and so on.
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Post by: The Good Green
Well, I got a little GSing done today. Started the Scotsman... for some reason.  I just can seem to not start a new project... Anyhow, He'll be a lot of GS with some AoBR marine bits for a skeleton. I'll post the sketches I did if I get a chance. Some of the GS went to the Fungus Foragers that still need plenty of work. And that's it, pretty lazy day all and all. I sure hope this Scotsman thing works. I'm basing it on the Blood Angels "Bare Chest" armour, just blowing it up... like a balloon. Before I forget the idea: A grot shackled to a chair on the utility trukk crane. This will help separate the Deff Skulls from the other factions of Bigtoof as they are a mostly ork clan here and hold grots in low regard. So, to picture it a little better - There is a seat on the back of the crane, small enough for a grot. The grot rigger, charged with operating the crane, is chained to the seat. As well as giving the Deff Skull boyz six-shootas, I'll have to throw in a High Plains Drifter reference. Wips and all.
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Post by: The Good Green
Just wanted to organize my thoughts about what's on the bench, and rate them as far as how far along they are and how excited I am to work on them... I've almost got the first moped on two wheels, after that I'll use it for scale to kick out a few more. I've started GSing the huge torso armour for the Scotsman. I think it's about ready for me to start sculpting and carving the details. The Fungal Foragers got a little more GS while I was working on the Scotsman, but they need more gaps filled, then they'll be ready for GS ropes and other details. The crew of the Wicked Peter has a few members glued together... mostly. Most of them need some cutting and pinning however. AND the CCS for the super grots need some more attention. SO! I'll try to order them as far as what gets the major attention first, but you can vote too. Uzgrim's CCS Mobel Kroot The Wicked Peter Fungal Foragers I wont include the Scotsman yet, as I haven't posted any pics, but feel free to write him in. THen there are the 70 or so super grots to make up the basic
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Post by: The Good Green
So this is the scotsman so far. Not much but the base layer of his armour to start carving and tightening up.
What I want to know is do you think this is too ridiculous? I mean, this is super deformed SM armour. I could (probably just as easily) make the Scotsman a "True-scale" marine, or something there about. His legs, at this point, are going to be normal SM sized legs, one of which will be a bolter of course. The head is just a stand in, too.
Some concept sketches:
I could use a regular chest plate and just give him a gut, rather akin to the nugle SMs.
So: Good start? Bad direction? What's the verdict?
On to other goodies:
another commissork to keep Uzgrim and the super grots in line:
A pain boy for the flash gitz or the deff skullz:
I also picked up a couple halflings for the Sour Sea Pirates and a very characterful fantasy ork. There are pics of them in my gallery if you want to check them out.
And again: I'm looking for a hand in deciding who gets my attention first and foremost, if you care to vote. Thanks!
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Post by: Arakasi
I voted and made it a four way tie
The Scotsman is ambitious. At this stage, it's hard to say if it's too ridiculous or not. I say proceed - practice makes progress!
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Post by: The Good Green
Thanks Arakasi. It's getting closer to a three way tie at this point, though. As for the Scotsman, I'm using the Blood Angels Sanguinor armour as a reference. some more reference I just found: http://www.heresy-online.net/forums/showthread.php?p=506833
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Post by: LordWynne
Great looking Orks and trucks I like the mods very well done, those humies will fit in perfect with my traitor Catchian Guard I am making lol
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Post by: fatty
The Good Green wrote:
Ok, so I want to theme the eldar force as such: Exodites = Feudal Japan, Harlequin = Feudal era Chinese Circus (so, kung fu). So, Striking scorpions as ninja, Banshees as Kabuki Singers, the Guardians will be regular samurai with the Seers as Bushido masters and so on. I will be starting with a kill team style unit of Exodites, consisting mostly of Guardians, with a few aspect warriors from the above mentioned aspects
just me knit picking but i had too comment on this. kabuki is not singi but acting and it is always preformed by men even the female roles. the fighting style of samurai is a form of bushido there not masters. further more samurai ar not main stream warriors you had your basic soldier supporting there samurai who in turn awnsered too his employ. it was commen too fight one day for general A until geneeral B offered more money.
but i like the rest a bit chaotic reading but i like your ideas
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Post by: The Good Green
@LordWynne: Thanks... you think they fit in now, wait till I add the horns to Zuriel. @fatty: It's true, Guardians (as rank and file eldar) would be more akin to the soldiers of a house as opposed to it's samurai. The Samurai would fit better as Aspect warriors and warseers, that sort of skilled station in the army. But I'm going for a more romantic style than that. I have changed my design notes about the eldar a bit, but they are currently still on the drawing board, so to speak. As for the chaotic nature of this mess... I know, I'm all over the place. I'm glad you like it. Man, those mobel kroot are popular! I'm glad to see the Fungus Foragers finally got some love. Thanks for voting everyone, and thanks for posting. *tasty bits* http://easternfringe.com/forum/viewtopic.php?t=6611
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Post by: The Good Green
It looks like the kroot are gonna get some wheels in a hurry! In the meantime, check out the Trukker Shirt on this Deff Skullz test boy.
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Post by: Gitsplitta
Hey.... I have a shirt like that. I use it when I cuttin' wood with my chain saw! Vroooom! Vrooom! ROARRRRRRRR! (love the spinney, toothy bits!) Since his *ss is sticking out you might as well paint pockets on it! You should make them "Wranglers"... and put a "4" on the loin cloth for good measure. :-)
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Post by: The Good Green
Why a "4"? I don't get it... but you are very right about the pockets and I must research styles of jeans now, you bastard! No, but seriously- the jeans aren't done for sure. I didn't have any lighter blues and I didn't feel like mixing paint, so I left it. I'm gonna pick up a couple cans of paint today though, more than likely. About the loin cloth, though: yeah, give me suggestions! I could use them to tie the units together (and have the jeans and shirts all be whatever)... or I was thinking about doing them like bibs with mushrooms and lobsters and what not, but it's not really the right place for a bib... and I don't see orks using bibs. At least not all the time. I'll need to work on the "suspenders" a bit more too, to differentiate them from the shirt a bit more. SOme will be brighter colors (another way to tie the units together) some can be black, but I feel like some can be leather still. Or should I reserve the leather "suspenders" for the snakebites? I'll bet some of that badab black wash would help pull the suspenders away from the shirt too, right? Also, I'll be pulling out all the moped motors I have later today, I think it's a few more than 5 but I'm not sure...
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Post by: jamunition
All very cool
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Post by: Gitsplitta
The Good Green wrote:Why a "4"? I don't get it...
Sorry, my bad... should have explained. Brett Favre does the Wrangler Jean commercials, wears #4, and since defecting to the Vikings (who's color is purple like the loin cloth), is the most hated man in Wisconsin where I currently live.
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Post by: The Good Green
haha. I was surprised about how the color came out in the pic. It was a brown wash... but it does look purple. how weird. *edit* Props to Ethan: http://www.matakishi.com/ethanseats.htm -stolen!
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Post by: kaiservonhugal
Where did you get the plastic flintlock pistol bits?
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Post by: Rose_Mountainz
kaiservonhugal wrote:Where did you get the plastic flintlock pistol bits?
My guess is the empire free company kit. You could also look into the mordheim accesories kit or the empire pistoliers kit for flintlock pistols.
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Post by: The Good Green
Yup, the Free Company/Militia box is where these are from, but the Pistoliers and Outriders have some good ones too, not to mention that powder monkey! Also, the one on Sterns backpack is from the Kroot set. Automatically Appended Next Post: So here's where I am with the Squats from the Wicked Peter: Should I use dwarf models and 40K them up, or try kitbashing some squats with the IG and goblin bits? I have these two from Reaper. I think they could be great squats with a few additions, some weapon swaps and the like. OR (second from the left)  With some GSed arms. What do you think?
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Post by: The Good Green
I've been working on reposing the Kroot riders. Tried melting the knees first, and that seemed to have the undesired effect of shortening the legs a bit... so I started cutting and pinning. I've got two bodies at this point... mostly glued together, no pics yet tho. :(
I'm going to get the kroot in order, then build the mopeds up around them... or in between their legs at any rate. It should help me get the proportions of the bike right.
I am getting more familiar with both the kroot and moped... in theory at least. So once I get going it should start rolling off like sweat in a Bikram's yoga class.
I'll try and get a pic up later today, and attach it to this post more than likely. So keep an eye out.
And please do let me know which idea for the squats you think would work the best. The human crew will be dressed rather plainly to begin with. Some will have more costume than others, while Darius is getting an officers shirt, most of the others will just have funky vests and jackets.
Thanks for visiting. Automatically Appended Next Post: I still need to repose his ankles... one at least. One of the pedals fell off while I was working on it.
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Post by: monkeytroll
Promising start on the kroot-ped there GG
Like the idea of those reaper mini's getting 40k'd over the second concept. Whilst the second idea works it has a feel of stunted humie rather than squat, if you get what I'm trying to say. Although that's possibly due to the standard catachan head, might work with dwarf heads? Not actually familiar with current dwarf kits, not sure what's out there head-wise.
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Post by: The Good Green
Thanks. I had the same impression about the squat options. I think the reaper conversions will give the squats a more distinct feel from the other crew members, too. The GW kitbash squat might work with a space wolf head or something, but I don't have any of those so I can't try it.
In the mean time, take a look at the conversions on this thread... (scroll down): http://www.easternfringe.com/forum/viewtopic.php?p=74463
沙丘Dune 美国1984动作片_5
http://doyouspeakenglishradio.blogspot.com/2010/06/dj-no-breakfast-giallo-di-notte.html
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Post by: CommissarKhaine
Looking good, you should give them Italian-styled moustaches and sunglasses
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Post by: Gitsplitta
Good work GG. I have to completely dis-articulate my Mantis Warriors to make those old figures into decent positions... it's a lot of work. My hat's off to you.
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Post by: fatty
nope its still on your avatar Git
love those mopeds keep on trukking
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Post by: The Good Green
^ lol "Hat's off" Good call fatty. Thanks for all the good words. I'm happy to have a little more to show for all my talk... typing, at any rate, about these guys. I just had to get over the not wanting to cut and pin such weedy scarecrows. But it's not as bad as I though it was gonna be. The one pedal seems to be giving me more grief than the cut kroot. Anyhoo, I hope to get a little more work done on him tomorrow... but I gotta finish my homework first. http://www.pyke-eye.com/cyberpunks.html
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Post by: Gitsplitta
Hey GG, I want to see little santa hats on your fungal fruiting bodies... is that a slime mould? Can't quite get a mycological handle on it.
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Post by: Scarper
The krootmobile is looking pretty exciting! I'm sure they'll get easier to put together once you've done one or two of them...
And wow, I had really not considered the versatility of the poses you can get from the free company box! I'm definitely going to have a play around with them and, (with your permission ofc!), maybe steal a few ideas for my necro gang. Thanks for posting your stuff!
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Post by: The Good Green
I'm not really sure what kind of fungus that is. I stumbled onto it when I was choosing a color scheme for the long lost Squig Cult. I thought about that, it would look pretty funny.
Thanks Scarper. I think it should get easy... with practice.
Yeah, the militia box has some great bits. I think it's one of the best human bits box out right now. Steal away, I'd love to have some influence on even one of your guys... or ladies.
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Post by: The Good Green
So I've got some more arms and "Kell's" head pinned, as well as Verbal's pack. Zuriel managed to get some glue, as did "Kell", and the BBQ chef got repositioned and pinned/glued back together. Also, the beginning of the front fork for the moped... pics:
It's just blutac-ed for on there for now. I've got some tire options to try out before I start adding the gears and things... not to mention the handle bars
Here's Nork Da Ork all pinned together. His right arm isn't glued on yet, so I can paint the whip with out too much trouble.
Here is Zuriel sneaking up on Verbal. Verbal is all pinned in place and waiting for beer and paint before he gets any glue. Zuriel is all glued together, he needs a few more details though. (none of this applies to their heads)
And here is the BBQ chef's new pose. I wanted to open it up a bit, get the fresh meat away from the BBQ. The meat isn't really that much off plum... I hope. Also he still needs his chef hat.
Green Stuff awaits them all!
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Post by: monkeytroll
All coming together nicely
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Post by: Gitsplitta
Where on earth did you get that grill??
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Post by: The Good Green
Made it myself.
The grill itself is some chicken wire something or other. I've got a bunch of it rolled up in the corner... `,;~}
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Post by: Gitsplitta
That's brilliant GG... you could almost sell those. What a great set piece for an objective!
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Post by: The Good Green
 Thanks
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Post by: The Good Green
Mordeci and Stern got some glue late last night.  Mordeci lost a hand, but he picked up a helmet, and Stern got a hand. I still need to do a weapon swap for stern, the pisto in his hand and the one on his pack have to go away.  I'm thinking of converting the on on his pack to a holster for the one he's holding, which means cutting the handle off and GSing the barrel to look like a hard-formed holster. Poor Mordeci is still a red shirt as far as the fluff goes. Stern has a more reserved look about him. I picture him hiding behind a doorway or pillar and popping out when the gunfire has stalled a bit to peg a few guys in the head with his two pistols. The main trade ship that the Wicked Peter hails from will be a cross between the Bebop and the Battleship Argo. Then there will be a smaller transport ship and one or two (single occupancy) freight lifter ships (modeled after Faye's ship) http://www.projectbag.com/cowboy_bebop/ship_pictures.html http://www.imprime-recorta-pega.com/viewtopic.php?f=27&t=2623 http://www.animevice.com/red-tail/21-7/ http://conceptships.blogspot.com/2008_03_01_archive.html http://starwars.wikia.com/wiki/File:578-R_Space_Transport.jpg http://cowboybebop.wikia.com/wiki/Cowboy_Bebop_Wiki "Faye's ship" http://davetaylorminiatures.blogspot.com/2009/01/stalk-tank-goodness.html http://www.the-waaagh.com/forums/?showtopic=11922 and a fun animation: http://www.uptotenheavier.com/08_LC_MO/LC_MakingOf.html
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Post by: fatty
WHAT LESS BLUTAC!!!!!!!! I AM SO UNSUBSCRIBING RIGHT NOW!
really cool models only i find there back packs overcroudly. but otherwise great poses. the mopad is looking more awesome
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Post by: The Good Green
Welllll if you look, they've been glued in places, and pinned in others... soooo over all... less blutac. The backpacks are glued on, but the pouches aren't. What do you think, fatty, should I get rid of the holster and grenades on Stern's backpack?
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Post by: Scarper
I really like what you did to the tank crew helmet - It looks fantastic! Like you said, I think it's probably a good plan to get rid of the old timey pistols, but I think Stern's pose in particular is awesome - I imagine him slowly reaching for his weapons, making as little noise as possible as a sentry or patrol passes by on the other side of whatever he's hiding behind. Amazingly characterful! Automatically Appended Next Post: Oooh, and also, in regards to 'the scotsman' from the other page - I like the way he looks in the sketches. He will look really exaggerated and cartoony (which obvs you're aware of  ), which could look good, but will probably detract from his companions, depending on how 'serious' they look. It's probably one of those things that you can't really tell until you've actually made him. Ambitious stuff though!
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Post by: The Good Green
That's what I've been thinking... about the Scotsman. I figure, if he looks too goofy next to everyone else, I'll scrap him for a true-scale marine... if I can pull that off. I though it was worth a try though. Tanks again for the comments, Scarper.
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Post by: maart3n
I've looked at the ork quite a bit of time to figure out just what looked "wrong" to me.
Then I found it, there is just no way anybody could hold a gun that big in one outstretched arm without some sort of band to keep the barrel level with his aim.
So, that's about the only bad thing I could find, good luck with the Scotchman btw.
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Post by: Gitsplitta
maart3n wrote:I've looked at the ork quite a bit of time to figure out just what looked "wrong" to me.
Then I found it, there is just no way anybody could hold a gun that big in one outstretched arm without some sort of band to keep the barrel level with his aim.
So, that's about the only bad thing I could find, good luck with the Scotchman btw.
Actually I bet if you could put a rifle stock on the gun so it looked like he was holding it tight against his shoulder it would look fine. Sort of like an old-fashioned, mongo-sized AK.
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Post by: maart3n
Gitsplitta wrote:Actually I bet if you could put a rifle stock on the gun so it looked like he was holding it tight against his shoulder it would look fine. Sort of like an old-fashioned, mongo-sized AK.
I personally think this is more RPD/K sized, It's just the length of the barrel that bothers me, not the fact that there isn't a stabilization for when he fires.('cause, you know orks never hit more then once anyway.)
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Post by: The Good Green
I see what you mean. Though the pic is a little deceptive, however. The gun is angled up maybe 15 degrees. The idea being he just hoisted it up and fired, and now the recoil is kicking the barrel up. I will give it some thought though, a support strap or something. Also, don't forget, he is a "nob" after all-strength of an ogryn and all. That is, he counts as Nork Deddog. So I was thinking some unwieldy strength would blow over. Let me know if that changes your take on it. I could also shorten the barrel by about 1/3rd Thanks for the comment.
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Post by: monkeytroll
Have to say I actually like the two old pistols along with the more modern one he's drawing. Hmm, does that mean I've been messing with orks too long?
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Post by: The Good Green
I was thinking about converting it to a hand flamer, using the butt as the gas tank, but I don't think he gets a flamer of any size, so... laspistol. I like the shape if it, for this pose, better than a standard laspistol. So it won't be completely converted. Probably a new muzzle and I'll hack of the butt too. Maybe add some do-dads and wires to make it a bit more scifi... I like the one on his pack too, but I think that's one too many. I also like the idea of him pulling the pistol out of his pack... maybe I'll give him a shotgun instead of the pistol... a nice sawed off number. Manstoppers and all... yess... Automatically Appended Next Post: Ok, how about this:  It's a simple mod. I'm wondering how effective it is, though. What do you think?
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Post by: fatty
well its a though call to say with or without the guns on the pack. i think without would be more realistic
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Post by: Yggdrasil
fatty wrote:really cool models only i find there back packs overcroudly. but otherwise great poses. the mopad is looking more awesome
As for me, this is one of the things I like so much in your models, the huge lot of gear you managed to strap on them!!!
So keep them that way!!
A special note for the "Chef", that mini is really funny, I love it!
As for the Empire militia kits, they are indeed full of possibilities, but I don't like the legs for 40k, they're to "thin" to me...
Overall, this is some very nice job!!!!
I guess you could rename the thread GGGW : the Good Green's Great Work!!!
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Post by: The Good Green
Yggdrasil wrote:I guess you could rename the thread GGGW : the Good Green's Great Work!!!
Sig-ed... and Thanks! AS for all the gear on the; some of them are a bit overloaded, but this models represent the crew on a hostile planet where they are trying to resupply their ship until they can get to a friendly trading post. So some of them are charged with protecting the crew and ship (the guys with guns) and others are charged with gathering edibles and other usable materials (the guys with ccw). Mordeci's sword is gonna turn into a machete, to fit the part a little better. Also, the kroot gun on Stern's pack is gonna go. It's there as a stand in for an empty holster... I do want to keep all the gear hanging from it, though. I'll have to stick some goodies on the GS holster when I get around to it. Most of the legs are pretty puny for 40K, but I plan to add some GS to them (pockets, mostly). I'm also gonna GS some better foot wear for some of them. Zuriel, on the other hand, has some kickin' thigh-highs that would work very well for Eldar or =][= characters, I think. Also, again these guys are not strictly combatants. So they aren't going to have the same clothing the military does (the tight pants are easier to fit into their space suits  ) Thanks for the encouragement and kind words. Feels good to be liked. Some uniform/camo "reference" http://htmlimg2.scribdassets.com/gm0rc9jeo6e7nuo/images/50-3631afe09a/000.jpg http://htmlimg3.scribdassets.com/gm0rc9jeo6e7nuo/images/51-1cdfc4024d/000.jpg http://th08.deviantart.net/fs70/PRE/f/2010/251/1/a/atreides_allies_by_kristele-d2nd0ll.jpg
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Post by: Yggdrasil
Wow, my first post being sig-ged!!!
It's good you'll keep them with a lot of gear, it adds alot the the feeling of stranded and almost-desperate dudes...
Last nitpicking : isn't the ship the Wicked PeteR? (it seems you wrote peteT in the thread title)
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Post by: monkeytroll
Think the cut down handgrip works, if he's carrying a bunch of guns they'd probably mainly be compact models. And yggs beat me to it on the petet thing, so I won't even dream of mentioning it
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Post by: The Good Green
I am a horrible speller... but this is a new low *edit* The units I will keep on the bench: Super Grot CCS Lord Castellan Creed Colour Sergeant Kell Veteran w/ Heavy Flamer Veteran w/ Medipack (?) (or a mortar for these two?) Veteran w/ Sniper Rifle or Meltagun (?) Master of Ordnance Officer of the Fleet Astropath Nork (or bodyguards) Wortgob Gutsnik: 123 hq Big Mek -35 PK -25 Ammo runt -3 Cybork -10 KFF -50 Tow Trukk: 65 Trukk -35 Grot Rigger -5 Sitkkbomb -5 Armour Plates -10 Boarding Plank -5 Reinforced Ram -5 I'm gonna try and put the others away for a moment. I'll pull the Squig cult out if I do any GS work. Any advise on the two undeclared Vets? I had the squad worked out, but I'm feeling unsatisfied about them now. http://www.the-waaagh.com/forums/?showtopic=25762 http://www.militaryphotos.net/forums/showthread.php?62962-USMC-Vietnam http://t2.gstatic.com/images?q=tbn:8rLOKig1qDW9mM:/url?source=imgres&ct=tbn&q=http://www.talkingproud.us/ImagesHistory/BreakerPatrol/ReconInsert.jpg&sa=X&ei=-fAOTdOfO5O4sQOJj_GECg&ved=0CAUQ8wc&usg=AFQjCNGCccgYHK_ypBvMuXdSb8488gNvtA&t=1 http://newsimg.bbc.co.uk/media/images/41516000/jpg/_41516372_karachi_afp416.jpg http://www.mainlymedieval.com/ozpainters/viewtopic.php?f=11&t=830&sid=e769c3d6e286ad5c7b55ea9e5075c120&start=15 http://newlag.com/ http://skwalfigz.over-blog.com/11-index.html
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Post by: The Good Green
Those of you that play Tau and have some Orks: How many orks do you think could fit on the side of a Piranha? Just thinking about future modeling plans. Just had my last final today (trig). Boy am I happy to be done with that class! Now on to Calculus! But before we get there, I hope to have some reasonable progress on the workbench! Wish me luck, and if you know: how many orks does it to to cover the sides of a Piranha?
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Post by: monkeytroll
A quick comparison shot, piranha-based buggy & some cyber-greenies
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Post by: The Good Green
Rather WIP Kommando with forthcoming special weapon. My original idea was to give him a rokkit launcha and a pack of rokkits (when I get a box of boyz), so I'll probably stick to that, and I'll tilt his head up a bit more. So, just a one off for now, but it's a taste of whats to come when the kommandos finally make their presence felt. (oh yeah, and he's built out of a AoBR body and some odd boy arms)  I lost his right thigh while I was carving it down - fell under my desk, and when I was groping around for it I managed to find a nice little bit of glass... with my fingertip. So I left it to the gods and figure I'll GS it. Any thoughts? C&C welcome Thanks Monkeytroll! That's perfect. http://en.specwar.info/special-forces/usa/us-army-special-forces/
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Post by: The Good Green
OK! I've got it! for the vets in the CCS; the heavy flamer is the BBQ Chef, the medipack will be a dry-bar, and the Melta gun will be a big pot of beans... or something to that effect.
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Post by: monkeytroll
Damn, that'll be some hot'n'spicy beans
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Post by: The Good Green
Just like Gork likes 'em!
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Post by: monkeytroll
Ahh, that explains why those 2 are peeved at me, I thought it was Mork that liked them
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Post by: neil101
Well i have to say i have looked through your entire blog and its pretty imppressive mate , your kitbash skills are inspirational. i thought i had cheked it out before but ..not so , so sorry about that.. its all good green
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Post by: The Good Green
Thanks Neil. Here's another sneaky git for Bigtoof. Kommando 2 WIP  yet another missing thigh. This one was cut away, though. I found the first thigh, by the way, and I drilled my thumb throw an ork shoulder. He's gonna get a new right hand, and plenty of GS.
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Post by: neil101
Cut finger drilled thumb..are you converting yourself  That head looks like robocop, or an arbite...thinking about it isnt robocop a prototype arbite
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Post by: fatty
haha he is so stealthy you cant see parts of the model
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Post by: Yggdrasil
He's even so stealthy you can cut *through* him!!!
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Post by: The Good Green
hahaha. I was thinking his head looked like a Naruto headband thing, but robocop is a better fit. And I Think you're right about him being a prototype... speaking of prototypes: http://www.youtube.com/watch?v=rJDztqCG91g But seriously... he'll get a different head. These kommandos won't really start to take shape until I get the GS going... (  I'm working on it - promise) most of them will get some hair. In other news, I have a 4' by 4'5" tabletop to work with now, but no where to set it up. :~/
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Post by: Runna
Your conversions really inspire me. If it wasn't for you I don't knof if I would've started to convert my own breed of kommandos. Hat's off and awesome work Gree.
That last Kommando is right on the money. I can just see the kommando behind him going, "'Ey...some 'o yer legz gone."
He turns, "Shhh, dats not importint now, wez bein sneaky."
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Post by: The Good Green
Runna wrote:That last Kommando is right on the money. I can just see the kommando behind him going, "'Ey...some 'o yer legz gone." He turns, "Shhh, dats not importint now, wez bein sneaky."
LOLZ Glad to hear I've started you on the road to madness. Now for a wee update... pics to come later: I shortened Nork Da Ork's gun barrel. It came out pretty well, but I'll have to use more GS than I wanted to fix the gap. Also I found a SM missile launcher backpack in my bitsbox for the first of these newest kommandos. I'm hoping to get the flamer kommando blutac-ed today. As it is, the first two have glued together legs (or whats left of their legs) and the arms are pinned or blutac-ed. I'm leaving the arms off cause they are in such a hunched position, it would be hard to paint them otherwise. (not that I'll ever get to painting them  )
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Post by: Yggdrasil
Seems interesting... Pics?
@ Runna : thanks, the "wez bein sneaky" was a masterpiece...
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Post by: The Good Green
Yggdrasil wrote:@ Runna : thanks, the "wez bein sneaky" was a masterpiece... QFT Before:  After:  I still need to smooth the seem. I'm working on a list for Gutsniks Mek-corp. as a solo list. He's a Warboss in it, while Gorbad is the Bigmek (w/ SAG). This is so I can work the list mechanics some... get a Battle Wagon without taking up a heavy slot, not to mention a Nob squad and Deff Dread without taking up their normal slots. After all, he does have some orks still in orbit. I suppose most of his Waaagh was tied up and lost in the skirmish that let him land on the planet. I'll work up a few more kommandos and get a pic up when they are 5 strong, at least. ps: sorry for the crap pic
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Post by: The Good Green
Here are the Kommandos, still quite WIP:  and here is the Burna Kommando, currently enjoying the heat.  "OI! Whehz mah stogie?!" Just thinking outloud. These are all gonna be part of the nob squad when it hits the table... "counts as" if it makes you happy. Here's the squad load out: Nobs w/Battle Wagon (Gutsnik’s Retinue) *1: (Chirurgeon) Painboy (+30) w/ Grot Orderly (+5) Cybork Bodies (+60) 2: (Acolyte) Kombi-Rokkit (+5) Ammo Runt (+3) 3: (Acolyte) Twin-linked Shoota (+5) *4: (Crusader) Big Choppa (+5) Heavy Armour (+5) Bosspole (+5) *5: (Crusader) Big Choppa (+5) Heavy Armour (+5) 6: (Magos) Big Choppa (+5) Heavy Armour (+5) *7: (Servitor) PK (+25) Kombi-Skorcha (+5) *8: (Servitor) PK (+25) Kombi-Skorcha (+5) *9: (Hierophant) Waaagh! Banner (+15) *10: (Mystic) Big Choppa (+5) *11: (Penitent) *12: (Sage) Total: 463 pts (minus the BW) So far I have these models for the more drastic "counts as" figures Sage: no upgrades Mystic: Big Choppa Penitent: no upgrades Chirurgeon: Pain Boy w/grot orderly  Crusader: big choppa, 'eavy armour and bosspole Crusader: big choppa and 'eavy armour Hierophant: Waaagh banner I've also got the first two kommandos pinned fairly well (glue waits for GS) and I started the burna kommando. His arms are more or less where I want them. I still need to twist his wrists and make the burna for him to hold. I don't think I'm going to mess with his legs at all, either... unless something really strikes me.
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Post by: Yggdrasil
Nice SM pack over there!!!
Also, the welder-wielder (ha ha) seems quite funny...
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Post by: The Good Green
Thanks Yggdrasil. The welder does seem a bit funny... in the head. Also, I've got plans for that SM pack. It's far too clean currently. I'll be giving it a propa exhaust, never mind the as yet unworked-on launcha itself.
I've got some work to do... it's pretty funny, too (I think) that directly after posting that I wanted to finish those three units I started work on another unit.  Some day I'll get it right. In the mean time, best keep modeling.
Tho I have already pinned the robocop head to the one kommando, I may give it to the burna kommando. Besides it being a burnaboy head, it's also got a spot to stick a stogie. What do you think, Ygg: should I try and focus on getting these three finished or try to get a whole unit to this pinned stage before moving to plasticard and GS?
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Post by: The Good Green
I'm about finished modeling the two crusaders. They don't have much in the way of conversions, but the nob box set arms dont fit on all the AoBR nob bodies, so I had to chop the one nobs wrists. They aren't converted, but they have plenty of pins. I am thinking about adding more armour, or something to give them a little more flare. All in all, though, I think they fit the role well as is. So I started on the Hierophant, who is packing a Waaagh banner. I gave him an attack squig, too, cause I figure he would be an ex-runtherd. I also got the wiring done on Gutsnik's backpack. The snots on the platform are pinned too... I never made it to get the magnets and I got tired of waiting. :/ Anyhoo, let me know what you think. Here are the pics:  First up the Nob with Big Chopper and Heavy Armour  Second Nob with Big Choppa and Heavy armour. This one has a bosspole... well, the pole anyway. The little pic is just to show off his "Amour of Gork" ('eavy armour). I thought it was especially appropriate for the crusader, don't you?  and here's the Hierophant with his attack squig.  Here's Gutsnik with his backpack on. You may notice he's missing an arm... I figured, since he doesn't get a slugga if he gets a KFF so I'll make more drones for the slugga options.  Here's the snots ready to be plucked off as Gutsnik takes hits.   and here's a couple shots of the wires. Hope you liked it, lemme know if you did or didn't. Thanks, and Happy New Year!
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Post by: Yggdrasil
The Crusader is really brutish-looking, so that's great!!!
And the bigmek is as awesome as ever... Good job on the wires!
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Post by: monkeytroll
Yeah, that backpack is looking pretty good now, nice wiring.
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Post by: Gitsplitta
Nice job all-round GG. Like your nobs... simple, but clean and effective. Backpack is really looking spiff. Amazing what you can do with a drinking straw and a couple of inches of wire!
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Post by: Arakasi
Progress is looking great! I may have to revisit here if I ever get around to doing more Nobz... Looking forward to the completed models.
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Post by: CommissarKhaine
Lookign Brutal. lovely
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Post by: Runna
After all that modeling oh man I would be too tired to paint. Some really awesome jobs in there, definately going to be awesome to play against your guys. It will truly have a stand alone look and feel to it. I think your getting what you want.
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Post by: The Good Green
Thanks everyone.
I've got the remaining nobs mocked up and ready for arms at this point, but the two acolyte nobs and the mechanicus nob will be a bit more converted, so they will be slower going, until inspiration hits... or something. I'm planning on the two acolytes being a kommando nob and a tank buster nob, so they will probably get PKs after all.
... PK mounted rokkit launcha ... oh, and I have a terminator twin linked bolter, the kind mounted under their hand. That could work for the kommando nob. Well, I guess they are ready to model some more... just have to decide if their legs need reposing. The mechanicus will be a bit more straight forward, I figure. Pretty much a straight rip on the Machine cult, robes and all. He's getting a big choppa, and I'll mount his slugga on a backpack servo-arm.
Hmph... and I thought I was stuck on those two... well, thanks Dakka. I gues I just needed to talk- er, type it out.
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Post by: Yggdrasil
Yeah, usually that's all it gets to make it happen...
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Post by: The Good Green
So here's the mock up for the Kommando Acolytes twin linked shoota. I figure I can run him with or without a PK. I'm thinking of giving him a hammer for his choppa, otherwise I'll just tuck one in his belt.  What do you think, is it too un-altered? it's the bolter from Gutsnik's Dread-Klaw. Ok, I've figured out some details. I just want to write them down so I don't forget 'em. This nob (the kommando acolyte) is getting a big shoota backpack and a hand flamer on his belt, and some other GS bits, like rope and grappling hook and so on. The Tankbusta acolyteis gonna get some runtherd gear, having been the squig-bomb tender in his unit. For a choppa (or big choppa) I'm gonna build him a tankhammer, then some trophies to finish him off. Not too much other than that, though I did want to mention the ammo loader track from the Dreadnought bolter is gonna get swapped for an exposed ammo belt.
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Post by: The Good Green
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Post by: The Good Green
I feel like he could have a whip too but i don't have another one...  so a lot of his details will have to wait for GS (I'm looking forward to sculpting his hair ). so, without further ado, here's the hierophat:
So what do you think so far? any thoughts on the acolytes?
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Post by: moonshine
nice looking orks, you could try and gs a whip because he would look cool with a whip. The hair idea sounds great though
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Post by: The Good Green
Thanks moonshine. Yeah, I think the hair should be fun. I really want to give him some serious character points, ripped straight from the rogue trader era runtherds.
The commando acolyte will certainly get a beret and the tankbusta will get bits of tank tread and other trophies as I get the bits and do the GS.
I'll try to get better pics of them up tomorrow (not so blown out by the flash).
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Post by: CommissarKhaine
Looking,great The Good Green! Managed to miss out on this thread a few times, but I really like where this is going, the acaolytes look totally badass!
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Post by: The Good Green
Thanks.
I finally started working on the buildings of Bigtoof again. I've been carving of the sharp edges the last couple days. I've glued some more of the buildings together to ease setup time. I'll post some pics a little later on. As I was doing that I realized I still have a lot of decks to add to it, not to mention some more roof walls.
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Post by: The Good Green
Well, the kommando acolyte has a right hand now, with an axe hoisted over his shoulder. I think it's pretty good, but I will need to pay close attention while pinning it.
No new pics yet, but fear not - I will soon have much less time to dedicate to the hobby. :*(
I'm shoring up the units I want to have at Gutsnik's disposal. The Elite slots are in the highest demand, with a unit or two of kommandos, a unit of tank bustas and one unit of burnaz. Not to mention the unit of nobz that counts as troops IF I take Gutsnik as a Warboss.
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Post by: The Good Green
I was wondering if anyone had tried running a Warphead with some Kommandos. I'm thinking of trying it for my Batman and friends unit.
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Post by: moonshine
well, it can be a dream like when you have 15 kommandos ,turn one infiltrate then get a waaagh, but somtimes it's not great like when you end up being teleported.
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Post by: The Good Green
I didn't think the wierdboy could infiltrate with the kommandos, but I was thinking either send them in together or have them meet up down field. If the weirdboy can really deploy with them that would be awesome.
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Post by: moonshine
Oh sorry i thought they could, I was thinking of outflanking with the weirdboy
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Post by: The Good Green
Yeah, and the teleport would be nice to get them right in there behind a tank... or in some cover. Although, I'm not sure the weirdboy can even move through cover with them... :~/
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Post by: moonshine
no the weirdboy can't move through cover,the teleport is usless because you're outklankin
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Post by: The Good Green
I was thinking the kommandos would have some survivability with the warphead because of how destructive he can be, but also because he can get them out of a jam with 'ere We Go. And the shooty power would work well with a rokkit launcha or big shoota, eh?
Certainly not the most optimal choice... I guess Batman and friends could be nobs too, so they fight as well as "Batman and Friends" should.
But what do you think of having the two unis converge on an enemy down field. The weirdboy could get the head start while the kommandos are waiting to come on. You know-hopefully the timing works out, but otherwise it'd be a lot of orky fun (racing to the fight).
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Post by: fatty
warphead + tankbusta's and then shoot mmmmm pretty awesome i think but tankbustas arnt that good.
i dont know if he can outflsnk with them i mean a dedicated vehicle gets it and if a vehicle has it it gives it too the unit he is with. but i don know if it works with ic too
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Post by: Gitsplitta
I tried the warphead + tankbustas and I just never rolled a good result... kept getting the Waaaagh and such. Not a bad idea, but you're still dependent on a random die roll & you have to sacrifice an HQ for the chance.
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Post by: The Good Green
Yeah, this combo would be more for fun games or Apoc.
Though, if I run the horde as IG I could field all of my HQs in one go... maybe. The Kommissar and HQ psyker both take a slot right? I know the mechanicus priests don't. It would be a step down the food chain for Gutsnik, certainly, but it could be a fun game.
A CCS with Creed, Kell and Nork, a slue of Mechanicus marines and tanks, and a huge Psyker squad roaming the field while the Kommissars keep the line in order.
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Post by: Yggdrasil
I say you should go with hair too...
That would add to the individual traits & personality each of them seem to have...
Great job!
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Post by: The Good Green
Thanks, Yggs. I'm definitely going for the hair.
So I've been working a little here and there in between chores and work and school. I've been pinning and searching through my bits for the right ones. I found a left arm for Gutsnik and both acolytes have all the bits they are getting, so they are almost all done getting pined too. Also, the AdMech Nob has a very WIP start to a back pack with servo arm and his very own right arm. Also, not pictured here is the Banner Waver's Grot Catcher is finished. Now he just needs an Ordo Gorkamorka WAAAGH banna!
Just wanted to touch base, let you all know I'm still puttering away.
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Post by: Yggdrasil
Hopefully you are!
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Post by: Scarper
They look awesome all set out on your terrain
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Post by: The Good Green
Don't worry, Yggs, I'll get there.
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Post by: Gitsplitta
Paint Good Green.... you need to PAINT!
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Post by: fatty
haha Papa Git spurring us on too paint
(stops laughing and gets back on painting my orks)
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Post by: The Good Green
One of these days, Git... one of these days I'll stop modeling long enough to do some base coats
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Post by: Gitsplitta
Good man.
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Post by: CommissarKhaine
Still looking good, keep it up!
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Post by: The Good Green
I started spit-balling a 'nid list for the Tyrant Star. So far I'm trying to focus on deep striking and infiltrating units as the theme... to represent the Tyrant Star prophesy coming to fruition suddenly. The fluffy side of the theme is that the Threnos sector has acted like the Bermuda Triangle for centuries: ships disappear without a trace and warp navigators lose all sense of direction and sanity (due to the Shadow in the Warp special rule). Then, when the thirteen planets of the Threnos Sector come into alignment which is directed at 88 Tanstar... and whatever is in the opposite direction. I've also begone the right arms for the two Servitorks (4 piston shoulder, 2 piston upper arm and a gun thing for the rest). Besides that (which is not much at all) I have been too busy with school and work and the dogs, not to mention coming down with a cold or something... ugh. I am looking forward to getting more done on the servitor arms. The 'nid list has become my latest 40K research project too, so any tips on a super killy 'nid would be appreciated. I've decided the Tyrant Star will be 'nids (as apposed to a "random choice" between 'nids and demons) because of all the Devourer stuff in the prophecy and because I think the demons would be too easy... or because I've finally gotten into the nids as an army. When it comes down to it though, I'm still up in the air about it. *shrugs*
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Post by: Yggdrasil
Could you post your list, so that we could get the big picture?
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Post by: The Good Green
sure... it's far from finished, and it is geared for an Apoc game, as it will be the climax of the Bigtoof campaign. TYRANT STAR LIST ( WIP) HQ - Hive Tyrant (maybe Swarmlord) ( HQ) - Tyrant Guard Brood HQ - Parasite of Mortex Fast - Shriker Brood Elite - Ymgarl Genestealers Troop - Genestealer Broods (more than one unit) Elite - Doom of Malan'tai Elite - Lictor Brood (w/Deathleaper for Apoc) Elite - Zoanthrope Brood (w/Doom of Malan'tai for Apoc) Elite - Venomthrope Brood Troop - Warrior Brood (maybe a couple of these) Troop - Hormaguants Fast - Ravener Brood Heavy - Biovore Brood Fast - Spore Mine Cluster Heavy - Carnifex Brood So those are the units I'm thinking about. I want this list to be fairly competitive with the theme being "Surprise Attack". Due to the nature of the Tyrant Star Prophecy, no body was certain what or when any of it would happen. @ Git: And now that I have a horrible chest cold I may have some time to paint
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Post by: moonshine
Imo get rid of the parasite if mortrex and take malantai
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Post by: The Good Green
Oh Yeah! I forgot about that one... Tho Malantai isn't a HQ choice so I don't have to drop the parasite... I like the Chest popping rippers that come with the parasite. }:~) -edit- Ok, I'm thinking of dropping the Parasite for the Swarmlord and a flying Tyrant. For Apoc I'd love to bring in the parasite though. I still really like it as a fluffy choice. Right now I'm reading this 'nid tactica: http://www.heresy-online.net/forums/showthread.php?t=78237
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Post by: The Good Green
I've posted a more complete list on the Bigtoof list blog if anyone cares to check it out. I'd love to hear what you think. :edit: Don't worry... I'm not going to start modeling another unit any time soon. I just got a hanckering to figure out if I could make a nid list that would work for this. I haven't quite figured it out yet, but I am looking at ways to make the Threnos Zone a hibernating hive fleet. The thirteen planets being the living shipes, sleeping though they may be. Ok, thanks Dakka. Yet again, typing it out here has helped the pieces find their place! For centuries, pilots of the stars have avoided the Threnos Zone. The shadows have long forgotten the reason and it is practiced now as ancient custom and superstition. So it goes in the Empire, for few Psykers are willing to venture near it with their thoughts. Those pressed hard enough to peak would go mad, screaming painfully of the darkness they saw. Then, mysteriously, the Wicked Peter is set upon by the Inquisition. The blood line holding the charter for the ship is dismantled brutishly and the crew have to rescue the young Darius Miska. In the midst of their getaway the ship careens through the Threnos Zone. They are thrown off course do, not only due to the shadowy nature of the warp making it impossible to navigate, but also the immense gravitational field produced by the aliment the 13 planets were converging on. The Wicked Peter is forced to land on the planet 88 Tanstar, and the ships crew must avoid the attentions of the Imperial Navy. Inevitably, the Inquisition spots them. The crew slips away surprisingly smoothly, considering how things have been going so far, and they find themselves in a remote jungle a great distance away from the naval depot. Here they encounter what they presume to be a lost Eldar tribe. Actually, the Eldar had brought the crew to them for safety. Some of the members of the Seercouncil had sensed an importance about this group of men. Their "sight" was clouded, however, due to their proximity to the Threnos zone. Long ago, shortly before the Great Fall, the founding members of this council had peered deep ino their own future, to see where they might lead their followers. Though they had difficulty seeing why, they knew Ethildorin was the planet they would come to call home. Over the years they began to understand the potential threat that lurked in the Threnos Zone. The Seercouncil could not see what might come of this cluster, but they new enough to warn all that might contemplate traversing it. The council meditated endlessly for centuries to keep these 13 planets shrouded in foreboding mystery, giving it the air - loathsome to enter. And they were successful until the day came that they had not foreseen, the day the Wicked Peter had been given over to the newly appointed Captain Miska. They did not see this coming, because they could not "see" Darius Miska. He is what made the crew of the wicked peter so intriguing to the council, thought they did not know it, for he is one of the Sensei and it is his arrival that fulfills the prophesy of the Tyrant Star. So that's the story line. What I find most interesting is that Gutsnik and the rest of Bigtoof are totally coincidental. to the entire plot. It's like that town in Zelda that you have to go to but you never find anything of use there. Only, I think the plot of the war against the Tyrant Star will have the orks being used (like pawns) simple to provide a fighting force that shared some of the overwhelming qualities of the 'nids, namely: quantity. So I guess, look forward to me going into more depth with that story line. That will be the build up to the campaign, with a few Necromunda games to beef up the characters in the Wicked Peter's crew. So, thanks again Dakkadakka. I was kinda stumbling around with all that until I starting editing this post. I hope you like the idea. Let me know what you think.
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Post by: The Good Green
Not really an update, but I figured out how to make a part of the Mekshop using an IG tank, and since I don't have any tank tracks laying around I'll have to make some... I'd buy a tank, but that's a chunk of change I don't have :(
so i'll use some papercraft and plasticard: http://paperkraft.blogspot.com/2009/01/warhammer-40k-papercraft-leman-russ.html
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Post by: The Good Green
Well, plans are moving forward for the Mekshop Crane. As it turns out, tank tracks are far too big to fit in the mekshop I have framed in. So, as well as desiding to make the mekshop bigger, I have also opted to make the crane smaller. I'll be using one of my old ork trakks bits for it, with some additions, of course. Still no pics, but I expect some free time this year, so don't hold yer breath.
Thanks for checking in. I'll do my best to get pics up before I get to page 10.
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Post by: Arakasi
Pics would be great! Still following...
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Post by: fatty
yep better hurry on your pic's before page 10 where almost there
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Post by: The Good Green
PICS! A few rather dark pics, anyway. Here are two more kommandos. I went for a bowman/hunter sort and a comm specialist type, istening in on the squishy's takktics. The 'arrer Boy is very WIP while I got more work done on the comm ork's backpack (which is also still WIP) ALSO- the prototype kommando standard issue slugga. and here is the first steps toward the servitors having right arms (which will be kombi-flamers) Let me know what you think. It felt good to have a chance to work on these guys again. It feels like it's been a while. I hope you like 'em.
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Post by: CommissarKhaine
Hehe love the silencer on comm-guy's pistol. Not very orky, but it's cool  . Also, if you're making a commando ork with a bow, he needs a bandana, a jade figurine and explosive arrows!
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Post by: Wazzdig Dagga
I was busy oogling at your kommandoes when you commented on my blog so I have to say it: These conversions are soo sweet I'll have to rip my sorry kommando conversions apart and start again.
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Post by: Scarper
I love the guy with the bow - only an ork could pull off that look in 40k
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Post by: Gitsplitta
Those are all great GG! Love the comms guy, check that... love them all!
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Post by: The Good Green
Thanks everyone. I'm right there with ya, Khaine. Exploding arrows are a must. I was thinking one boxing glove arrow, too, for good measure. I'm afraid I don't fallow on the jade figurine, though. Wazzdig, why pull apart perfectly good orks when you could just make more? Think of it - Setting up deployment and watching yer squishy opponent sweat as he places his whole army in the center of his zone, while you let that unit of 15 kommandos just hang out off table somewhere, sulking about in the shadows. Orks can do anything Scarper. Thanks, Git. It's always good to hear from you. By the way, I just noticed your sig... "better spent"... LOL
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Post by: neil101
yep great set of conversions , bow and comms both top guys very characterfull additions.
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Post by: The Good Green
Ok, I've done a bit more work on the Comms ork and a few other small bits (I think  ) Due to the long weekend I expect to have a bit more work to show in a day or two, but suffice it to say (for now) that the next bit on my bench is painting the old kommandos I have. I've got a 5 ork squad of rogue trader kommandos, including this photogenic git [see below] and 3 old kommando models. the 5th is an old mek w/burna.
I figure that oughta make you happy, Git: 'bout time fer some paintin'!
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Post by: Gitsplitta
Cool beans Good Green, can't wait to see him come to life!
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Post by: monkeytroll
Ooh, old-skool orky goodness coming, YAY!!
And I think this might shed some light on the jsde figurine reference GG :
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Post by: The Good Green
Ah, Rambo. That certainly does explain it.
In that case the 'arrer boy's back-plate will get a jade treatment.
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Post by: CommissarKhaine
Monkeytroll got it all right  . And: old skool models ftw!
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Post by: Runna
Always a pleasure to catch up on your work. Would love to see these kommandos on the field.
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Post by: The Good Green
Thanks Runna. So I did get some base coats on the old orks:  Pretty sloppy, but there it is, barely started PIP kommandos with a PK nob and Burna. Sneaky lookin, eh? I couldn't decide what color to do the backpacks. Any suggestions? Here is a little more work on the converted kommandos:  check out that laser sight. *edit* try M16 Camo
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Post by: Gitsplitta
That last pic is just great! Give us one of those when he's finished...
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Post by: The Good Green
Sure thing Git.
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Post by: Joske De Veteraan
looking great  keep it up
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Post by: CommissarKhaine
Lookin'good! Word of caution on using straws: coat them with pva or varnish first, or the paint will flake off real easy.
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Post by: The Good Green
OOo- Thanks for the tip!.
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Post by: Arakasi
Some nice poses there.
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Post by: The Good Green
Thanks Arakasi.
Here's a pic at the first layer of camo for the vet kommando squad. Still in progress, so any tips or otherwise helpful comments are very welcome. Any comments about it being a stupid color choice are fine too...
Hope you like where it's going.
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Post by: Arakasi
I think the idea with camo is to have your spot colours intersect - just looks like polka dots/clown suit at the moment (IMHO of course...)
I'd try adding some of the colours to the existing dots (but don't make them larger - if you see what I mean...)
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Post by: CommissarKhaine
Revenge of the clowns!
Seriously though, I second what Arakasi said: your colours should flow into each other to look like camo.
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Post by: The Good Green
I see what you mean... a bit to pokladoty. I was kinda going for the german M16 camo pattern, using the red as the line in between:
I guess I'll start over and stick closer to the camo.
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Post by: monkeytroll
I don't know, disguising themselves as a bunch of clowns may get them right into the enemy's outpost  Shame they can't take a tiny, grot sized trukk  Hmm, better go before I start to like the idea a little too much
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Post by: Arakasi
The Good Green wrote:I see what you mean... a bit to pokladoty. I was kinda going for the german M16 camo pattern, using the red as the line in between:
If I understand you correctly, the issue is you have too much red, and the "polka dots" need to be odd, sharper and larger shapes...
monkeytroll wrote:I don't know, disguising themselves as a bunch of clowns may get them right into the enemy's outpost  Shame they can't take a tiny, grot sized trukk  Hmm, better go before I start to like the idea a little too much 
That would be a war buggy?
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Post by: The Good Green
Actually I do have a clown car planned for the kommandos (based on the Tau Piranha), but that's for later.
In the mean time I'm aim more for this pattern but with different colors.
I think the sort of wacky-ness of this style of camo fits the Blood Axes well.
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Post by: fatty
clowns-r-us  ill take that challange up i still got too much grots.
Good green i think your a genius too use thhat cammo patern it fits the kommandos perfectly
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Post by: Arakasi
Either pattern would look great - I still stand by the need to reduce the thickness of the red separating lines so that the pattern is more dominant to match either of those pictures though
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Post by: CommissarKhaine
Brightest colour should be the smallest are, then you'll do fine!
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Post by: The Good Green
Ok, using everything that has been mentioned so far (which I think are all good points) and a desire to not do more work, I am goging to outline all the dots with black lines, leaving some of the red to show through in spots. I'll cut into some of the clown dots to make them more of an odd shape. How does that sound. Less read, black outlines, and more random shapes. I think I will need to get a smaller brush though. Come to think of it, I need some more black paint too... I guess I should put together a paints list to replenish my pots. A lot of them are getting thick and goopy
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Post by: Perkustin
I like your Orks The Good Green, they have alot of character and a nice mix of old and new. I also like the way you ambitiously repose some of them to look more dynamic or indeed Stealthy.
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Post by: DeadBabySoup
new here, and I must say your orks are friggin awsome!!! definatly inspiring.
on that note, camoflauge doesn't have an outline on each shape, the idea is to break up the pattern, not to create a new one.
rambork is pimp!!! should lay an arrow across the bow and put a little round blob of gs for the boom boom.... definately subscribing to this thread.....
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Post by: The Good Green
Thanks for the kind words you two.
As for the proppa type of camo, if you scroll up on this page you will see the strange German camo pattern that I'm drawing from. I think it was only on helmets, and possibly only the first few shipments of helmets in WW1. I read somewhere, the Germans weren't using helmets before that... seems silly, but hey - football players didn't always have helmets either.
By the way, Perkustin, that's a great paint job on your dark eldar.
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Post by: HF Izanagi
Awesome commandos! Did you drill the plasticard/white plastic add-ons for their guns? They look good on your Orks!
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Post by: CommissarKhaine
Ideas sound good, awaiting pics
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Post by: The Good Green
@ HF: I did pin the silencers onto the sprue guns. The silencers are made out of small lengths of plasicard tubing, though, so I didn't drill the plasticard at all. Thanks Khaine *edit* I also HAVE TO spend some time on my work space. I started making some shelves for the little guys but then I got distracted (of course)... Automatically Appended Next Post: So how does this look? (please excuse the blur)
Still PIP, but theres the outlines for the camo. I didn't do anything but outline it, and I think that does the job. I'm thinking the skin is up next for this guy... or maybe I'll do the camo for all of them... that makes more sense, I think.
Let me know what you think. Thanks for checking it out.
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Post by: The Good Green
*edit*  sorry, Git. I just get bugged when I am actually updating and it ends up attached to a response... I guess I just need to time my posts better, or pay attention to when I posted last.
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Post by: Gitsplitta
obnoxious as heck
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Post by: CommissarKhaine
The pic is fuzzy, but it looks like camo now (to me anyway) Nice work!
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Post by: Arakasi
Ditto - though a less blurry pic would be nice!
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Post by: The Good Green
Well here ya go. To make up for my obnoxious bump I thought I'd finish off the camo for the squad before posting again. So, here are the three regular kommandos.
The burna and nob aren't in the pic cause they don't have much camo between them.
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Post by: fatty
nice cammo. and finaly some better pics
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Post by: CommissarKhaine
Looks like camo now, so I'd say it's an imporvement
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Post by: Arakasi
Looking good!
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Post by: Wazzdig Dagga
I like the camo too, looks pretty like the source now, and very orky.
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Post by: The Good Green
Thanks everyone. Here's another small update. I did some work on the Kommando Rokkit boy's pack: ... and I got rid of that hair. :~/ *edit* While I wait for bitz to come in the mail for more kommandos, and while I figure out how to finish the mopeds for the kroots, I'm gonna start working on the two Platoon Command Squads for the Super Grot Corp. ...which include (at this point): PCS1: Chenkov Kommissar Standard (Dinner sign) Vox (Order here) Heavy Flamer (Head Chef) Medipack (Head Bartender) and PCS2: Al'Rahem Priest Platoon Standard Meltagun (Gutsnik's Mechanicus grot) Grenade Launcher (Master Spice Identifier) Medipack (Brew Master "Grape Inspector") Chimera (Hauling Trukk) I think Al'Rahem's squad is good, but I'm still working on Chenkov's/.
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Post by: Scarper
LOVE the plasticard details. Is that a drinking straw for the pipe on the side? Nice scavenging! What is that he's holding?
Also, I'm super curious about what you typed that offended Gitsplitta  Those 'auto appended posts' that don't actually update your thread really annoy me too though...
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Post by: The Good Green
Drinking straw, stirring straw... yeah. The thing he's holding is going to be his rokkit launcha. That's the next step on him. *edit* Check out this blog for some cool conversions: http://www.warseer.com/forums/showthread.php?t=53089
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Post by: CommissarKhaine
Looking good, I think the grabba stick bit will make a nice base for a rokkit launcha. And I'm looking forward to the grot corp as well of course!
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Post by: The Good Green
Last night saw some more work on the Squig Cult. I've made a lot of progress on the Squig Hunters (night-gobos w/spears) bases and I've got the bases needed to beef up the Fungus Foragers unit.
Here's some picks
That big mound in the middle has a cave that goes all the way through, and it separates into four bases, so there's lots of room for details in the cave that will be easier to paint. (like fungus and baby squigs  ) Also, the botom row in the pic is the front rank.
Also, here are a few pics of the Fungus Foragers, because I don't think I've done some work since I last updated them here.
You can just barely make out the two snotling bases on the bottom of this last pic. The base coated one is attached to the Fungus Foragers, and on the other you might be able to see the snotlings mining for warpstone. That one will go with the Cultist Miners. There are many more snotling bases to come.
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