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![[Post New]](/s/i/i.gif) 2010/02/18 06:35:11
Subject: WIP - Necromunda gang "Hunde des Kriegs" (Rebooting for Necromunda Underhive)
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Drop Trooper with Demo Charge
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Background
A colleague and I recently decided to reinvest our time into the specialist game "Necromunda". I had in the past used van saar, but over the last few years I have become tired of the porky gangers that resemble the love children of George Michael and Steven Seagal. So, I decided to invest some time into making a new gang that used the same core rules of van saar, but looked a little more intimidating.
Being a huge fan of Killzone, and the movie Jin Roh I wanted a team that reflected both the Helghast and the Wolf brigade. In turn, I commenced the creation of the gang "Hundes des Kriegs"
Stage one - Conversions
Unfortunately, my camera with all the sanding, prepping, and green stuff has a battery that refuses to charge. So, onto stage two.
Stage Two - Basecoating
"Kommandant" - Leader
Character is the sergeant from the Kaskrin squad with poxy cadian helmet ground out and replaced with a sidearm. Helmet is a similarly ground down pig iron "militia" replacement helmet.
"Krieger" - Heavy Bolter
This character us a spacemarine scout, with shoulders filed down and inisignia removed from chest. Gloves, kneepads and off-hand armour plate were sculpted using green stuff. back was also ground down and replaced with spinal column (as on the kaskrin troops) and assorted pouches. In hindsight I should have mounted a slung shotgun next to sword - but hey, there's always next time.
"Lasgunners"
Fairly generic conversion. Sidearms mounted and pig iron helmets mounted.
"shotgunners"
Same as above. Extended pumps created out of green stuff. Ejection port filled and sights sheered off.
"Juves"
These were quite the pain. Pig iron head had to be filed down to gas mask. Cadian bodies were used to cut down unit size, and to aid in the juve fit out of laspistols and stabby sticks. Also it gives they are less than the average ganger. Balaclava was then crafted over mask, then the wedge cap was crafted over that. All in all took way too long!
"Dog handler"
Similar to mordheim we play with hounds on field. So, in turn I modded another pig iron helmet and built an officers cap version. Additionaly a handlers strap with rope was added to body, and an offhand bluff was built give him the feeling of a handler. His hand looks a little odd for now, but there is a chain with magnetic head that will connect him to the dog.
That's it for now.
Now that they are based I will provide updates on how the painting process progresses along.
I want to thank you all for the help with conversions, modelling and prep work for base coating and painting. Without this forum and it's members I would have been churning out the same crap I was churning out when I first started a necromunda gang.
Thank you all sincerely.
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This message was edited 20 times. Last update was at 2017/10/05 04:14:56
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![[Post New]](/s/i/i.gif) 2010/02/18 07:08:07
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Thanks chief. The sun is setting thanks to an apartment block immediately adjacent. I will take some better snaps and relink tomorrow when the light is a bit better.
And yeah, bang on the money. It equates "Hounds of war", though "doggies" has a nice ring to it.
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![[Post New]](/s/i/i.gif) 2010/02/20 01:06:50
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Hunde des Kriegs. Got it. Thanks for the correction, alas google translate fails me again.
"Hunde des Kriegs"
I had to rehash some of the primer yesterday, and being it was kind of hot there is a slight texture to some parts of their coat, but I have been told as long as the detail isn't suffocated and there is some mild texture the paint will have a better "hold". is this true?
Additionally, I have ordered some vallejo paints from the interwebs and am keenly awaiting their delivery. So hopefully, I should have some updates in the very near future.
Thanks again Automatically Appended Next Post:
Colour scheme preview
It's a wee drab, but Helghans and Wolf Brigade are far from Mardi Gras.
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This message was edited 1 time. Last update was at 2010/02/20 02:08:10
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![[Post New]](/s/i/i.gif) 2010/03/04 05:45:07
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Ok, firstly my apologies for the incommunicado. To be honest I thought this post had been deleted due to me starting in the wrong area. So, it's wicked to find it safe and sound.
I´d like to see the Dog-Leader with his battle-trained-dog
Initially I bought a "Garr war dog" from reaper miniatures, but that thing is frickin' huge! More like a small horse than a dog - and normally I'd be down with that as it looks more so intimidating - but in the case of Necromunda it'd become a total bullet magnet. So, I have a set of mastiffs on order from the UK. Looking forward to those immensely.
in your scheme preview, was that painted glowing eyes? Or perhaps LED
The scheme preview is an overlay layer in good ol' photoshop, I am still a wee bit indecisive about a scheme as of yet. But, my vallejo paints just arrived - so by this weekend I should have at least one model to show off.
You miniatures are fine, but I hate those horrible slots in your bases...
You should cover them, definitely.
I know, I am horrible. hehe, I am going to try some "advanced basing techniques" that I saw on a tutorial here. There are some wicked results with basic components.
Good looking stuff here man. They could also work as enforcers/arbites with the uniform military look. Great as VanSaar though. Look forward to seeing more.
 
Tada! He is the newest member to my gang. He is a conversion of a Kaskrin grenade launcher figure w/ scratch built milliput + green stuff cloak
I have some additional conversions planned for 2 x missionary models I ordered from GW, basically they will act as the melee characters in the gang.
Stay Tuned
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![[Post New]](/s/i/i.gif) 2010/03/05 02:33:05
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Paint Scheme - Progress so far
Now, I hadn't picked up a paintbrush in some time, so I grabbed the least custom model a pallette and a shot glass of water, and got to it. Already I have learnt some valuable lessons (like blutack on an old paint pot - genius!) and tricks.
Armor is drybrushed with 1:2 cold grey, black. Material is cold grey washed with watered down black ink. Blood red for all piping and whatnot. Eyes are fiery orange, then red wash with yellow highlights.
I will need to do another run with the highlights on fabric and eyes. Strapping and belts need a bluish leather colour (if anyone has a recommended colour/mix please let me know) I will gloss the boots and brin out the cuffs on his boots and gloves with a lighter shade of grey. But, light in the study is awful today - so, I am taking a break until tomorrow.
Also, if anyone has any ideas on how to make a bluish-grey mud (like and industrial mud) effect for painting, I am all ears.
Stay Tuned.
Feedback is welcome as always.
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![[Post New]](/s/i/i.gif) 2010/03/05 10:31:55
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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I finally received my GW "missionary w/ chainsword" and the 2 units I ordered of paintbrushturkey (side note: PBT's a solid guy to do trade with, seriously solid jackson) so I am already converting up a storm. Not much time to do painting tomorrow, so I am hacking and chopping frantically to get my Melee figures ready for basecoat.
So, the main melee is a character named "Ahab" whom lost an arm to a albino beasty in the underhive, and won't rest until he finds it, and slays it. He is built off the missionary body with the book removed and an orc chainsword in it's place - sort of a chainsword harpoon thing. Hmm, me thinks pictures will work better than me words.
"Ahab"
I will need to source a mechanical/bionic limb from somewhere. I had a necron but he punched a hole in my plastic bag in Nth Melbourne, and I had to spend an hour searching for him and the 4 paints that fell through the hole he made - uber fun. I found the paints, but he is still MIA. little bastard.
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![[Post New]](/s/i/i.gif) 2010/03/09 02:01:10
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs" (updated 26 March "Herr Tower" update pics)
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Drop Trooper with Demo Charge
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This weekend was a on/off rain fiesta in Melbourne, so I had zero work done on my terrain project. But, I got a few games in - so that balanced out the suck.
On the upside I got some more done on my character "Ahab".
I decided to not go with the default missionary backpack - the held together with binding twine doesn't really resonate hardened vet', it sort of has a homeless man feel to it. So, in it's place is a converted kasrkin pack, with stubby shotgun named "ol' painless". Added some more pouches and knife, greenstuff was used to create folds near both items to reduce the "tacked on" feel.
He had a powerfist that I have since removed, as it looked like one of those "No.1" foam hands that people wear at football games.
Still trawling for a necron arm to finish the model before basecoat. If anyone has a 1997 white dwarf magazine free edition necron drop me a pm - as they have the perfect arms.
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This message was edited 1 time. Last update was at 2010/03/26 06:12:12
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![[Post New]](/s/i/i.gif) 2010/03/09 06:26:20
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Well, the easiest way is to get out the trusty xacto blade and cut 2mm from the top of an standard boltgun, from there cut the plates off from under and over the barrel. Similarly cut the about 3mm from the butt of the weapon too - the sheathing line on the marine bolter is a good indicator. Then either using a knife or a small file grind down 45 degree angles along the top of the weapon.
Alls you need to do now is clean up your angles with some sanding/filing or whitling, and hey presto! Stubby shotty.
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![[Post New]](/s/i/i.gif) 2010/03/17 01:30:25
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Kommandant Version II.
As you may have gathered my Kommandant recently went and got himself perished, but in his abscence my next senior officer filled his position quite nicely. Unfortunately, I was not happy with the Sarge's Kasrkins default looking conversion, so I took my second missionary and took to hacking.
Ach! Mein armenfritzel!
So off with the arm at the joint, next I had to grind down his little head - which was a pity as he is one of the cooler models in 40k
beheaded and de-blinged
The religious icon was filed down and the right arm was cleaned up, additional grooves were added under the right arm to represent drapery.
Coming together, but still a wee bit skinny
As you can see he has a decent pose - sort of an "advance on my position" arm in the air. But alas, all the filing and dremelling has left him a wee bit skinny.
Head up + imperial breastplate = better
Now, the plate was made in three layers all smoothed and left to dry about 30 mins each. The final layer (the pectoral plates) were left to dry the longest before I used and xacto blade to cut out there shape.
I have fleshed in the rest of his uniform and body with greenstuff (incl. belts, boots and gloves), I am currently waiting for the to harden before I start making his coat. Which hopefully should resemble the picture below once it's done.
Herr Tower - Kommandant for Hunde des Kriegs.
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![[Post New]](/s/i/i.gif) 2010/03/18 03:26:47
Subject: Re:WIP - Necromunda gang "Hundes des Kriegs"
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Drop Trooper with Demo Charge
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Okay, so the "popped collar" look made the Kommandant look more like a Mad Max character, than a Military leader. So I went with the following.
Collar down looks a wee bit more respectable.
Dievenbaker (cyber mastiff) and Herr Tower.
The hand has been put down, as technically it could be counted as a part to be shot at - and with more and more BS 5's surfacing, bigger targets = bad.
He still needs to be kitted with a knife and some minor GS additions here and there.
"On that note, the Violent Fems look forward to killing your new commandant. ... just like we killed your old one."
True, you did. But the old Kommandant was dead weight - and since Herr Tower assumed command the Hundes have not lost a single scenario. Coincidence? Perhaps I will repay the favour next game.
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![[Post New]](/s/i/i.gif) 2010/03/19 06:43:54
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs"
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Drop Trooper with Demo Charge
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Any chance we can get a pic of your whole gang ?
Sure, momentarily that is. I am waiting for some last minute conversions to dry before I run a new base coat on my newest members.
"Das ist ein Befehl"
That's an order? We never really touched on German in College - our school opted for French. Pity.
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![[Post New]](/s/i/i.gif) 2010/03/19 08:48:25
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs"
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Drop Trooper with Demo Charge
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Thanks for all the feedback so far! A Quick Update before I duck out for a pint.
Herr Tower is nearing completion. There are a few minor tweaks (belt buckel, shoulder strap) that need to be completed before I do a final sand basecoat him. I am very keen to get this model finished so I can crush ze puny escher with mein mechanical claw!
My apologies for the poor lighting, I will take some better pictures soon.
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![[Post New]](/s/i/i.gif) 2010/03/24 05:39:39
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs"
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Drop Trooper with Demo Charge
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Update to the Paint Jorb.
So, I have shamelessly pinched the red and black from Blackhand - well, not entirely. Basically, Herr Tower's gigantic power fist of doom needed a little bit more intimidation seasoning, so I decided to paint it red. It was this decision coupled with the lyrics "...you're a microscopic cog, in a catastrophic plan. Lead and directed by his red right hand" from Nick Cave's song of the same title that firmed the decision. That and the lyrics provide the correct sentiment of leadership for the Hunde des Kriegs.
So, thanks to Blackhand, Nick Cave, Readers and Military Oligarchys.
The damaged look is acheived in the following manner. Base coat black, then painted red. This is then sponged with black around edges and in places of wear. The predominant spots of wear are then filled with chainmail. The whole pad is then washed with a 4:1 water to black ink and excess (or where a highlight would be) is dabbed off with a towel. Finally, highlight and irregularites are highlighted with blood red.
The result is a worn and chipped painted metal effect which would be common place for a gang who fights so regularly in the underhive.
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![[Post New]](/s/i/i.gif) 2010/03/26 05:16:56
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs"
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Drop Trooper with Demo Charge
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It has been a wee quiet on account of me looking for gainful employment, but I have tucked away some time to flesh in Herr Tower.
Herr Tower looking a little more polished.
I like the simple (uber simple) colour scheme, as it adds a level of viciousness and reflects the attitude and general coldness this team uses in combat.
Before I can advance any further with my other conversions I am awaiting the delivery of Ahab's left arm, and my new ogryn - who will be converted to what's pictured below.
"Bunny" The armored ogryn
I will fill in his background character and so on later on down the trail, but I am quite keen to get him fielded as quickly as possible.
Keep up the good work and make sure to give Acidwap's Fems a smackdown next time you guys play!
I am feeling pretty good about our next match. Though it truly is all in the dice.
On an off note, does anyone else notice the whacky compression that happens to images uploaded in the gallery? I am assuming it's optimisation, or something similar. Or is it just me?
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![[Post New]](/s/i/i.gif) 2010/03/26 23:34:25
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs"
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Drop Trooper with Demo Charge
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Do something for the basing though, never it is so important as in small, narrative oozing collections of models. To really drive in the story and sketch the world they inhabit.
That is true, for now they act as stable platforms to paint from. Acidwap and I are sourcing some more interesting alternatives. Perhaps you could donate some for the cause, hmm? heh.
I can't help feeling that a few details on the guns and armour picked out in gunmetal with a black was would add a bit more depth to the rest of the body hopefully without looking too shiny
Oh for sure, for the moment I am painting coats, plate armor and shoulder pads. And of course the details on the eyes and mask. I am still undecided about the webbing and pouches on their belts, as I have tried the bluey black of leather and the blue spoils the composition of the model. I will probably go with burnt brown with lighter brown h'lights.
Oh look. He has a big red hand. On his right nonetheless. It wouldn't happen to be one "of doom" now, would it?
Of Doom it certainly is, but it's nowhere near as cool as the one you're nick refers to. Viva Mignola. Viva BPRD. Viva Hellboy.
BTw you do realize how cool it is to have Migsula post on your plog right?
I just went out and checked his posts - and it was bittersweet to be honest. Sweet in that there is some fantastic work...and bitter in that he lives all the ways over in Finland. Sniffle. Maybe one day 'Munda will re-emerge with the masses.
That Ogryn concept is very nice too... What rules will you use for him?
These rules were featured on Fanatics Online, and most of which are written and revised by the people who wrote the core rules for 'Munda.
Profile M WS BS S T W I A Ld
Ogryn 5__3__3_4_5_2 3 1 8
Ogryn Bodyguards have 3 advances. Roll a d6 three times and consult the Ogryn Bodyguard Advance Chart
1 +1 Weapon Skill
2 +1 Attack
3 Roll a further d6:
___1-3 +1 Strength
___4-6 +1 Toughness
4-6 Roll a further d6:
___1 Hurl Opponent (Muscle Skill)
___2 +1 I (5 maximum)
___3 True Grit (Ferocity Skill)
___4 Infiltration (Stealth Skill)
___5 +1 W (4 maximum)
___6 Step Aside (Combat Skill)
During the game the Ogryn Bodyguard must remain within 12” of the gang’s leader.
In addition, if the gang leader is taken out-of-action, then the Ogryn Bodyguard is also removed from play. And now for my favourite part, The Ogryn Bodyguard will see to it that the gang leader is treated and protected and therefore the gang leader does not roll on the serious injury chart.
If the Ogryn Bodyguard is within 4” of thegang’s leader then the gang leader is not eligible to be the closest target for attacks because the Ogryn Bodyguard will step in and take the hit. Wicked. The Leader can also yell at the ogryn to step aside in CC and firing too - which is wicked.
Unfortunately, heres the sting to him if he is hired permanently "If a legal gang is reported to the watchmen and they have an Ogryn Bodyguard in their gang then they will suffer an additional -1 to the outlawing roll."
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![[Post New]](/s/i/i.gif) 2010/03/31 09:26:19
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ogryn details added)
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Drop Trooper with Demo Charge
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These guys look really cool the glowing eye's and gas masks remind me of the helghast from the killzone games
Yah, Helghast were a big inspiration. That and the Wolf Brigade from Jin Roh (to date one of the single most kick ass and bleakest animations)
Lookin gooood Jack... he's going to be one tough mother to take down with lasguns... T5, eep.
Yah, the three skill rolls at start are pretty kewl too. Either way he is going to quickly become a favorite - even if he outlaws us.
Ahab, robotic hand attached and basic paintjob fleshing in. He may not look like much now, but he will shape up soon. I promise.
I got tired of the compression settings on dakka. so all my pics will be kept offsite from now on me thinks.
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![[Post New]](/s/i/i.gif) 2010/04/01 06:23:20
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ahab model painted)
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Drop Trooper with Demo Charge
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A small update on Captain Ahab.
Now, I used to think the yellow and black hazard paint job would be a sinch to do - how wrong I was. So very very wrong.
Ahab is lookin good Jack, the hand looks like it was worth the wait.
Totally, tho three weeks was a wee bit of a wait.
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This message was edited 1 time. Last update was at 2010/04/01 06:24:49
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![[Post New]](/s/i/i.gif) 2010/04/02 02:23:49
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ahab model painted)
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Drop Trooper with Demo Charge
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Thanks for all the positive feedback, it's certainly adding a new level of motivation in regards to finishing this gang.
Regarding the rulebooks, I have posted them on my site - and they will be up for a 72 hour window, and then I will need to take them down.
Fanatics Online Compendium
The compendium is roughly 70 or so additions that include rules on how to add dogs, ogryns, hired guns, beasts (and big gang eatey monsters!) and other nasties to your game. It certainly fleshes in the 'hive and adds some new dimensions to gameplay.
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![[Post New]](/s/i/i.gif) 2010/04/03 00:40:41
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ahab model painted)
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Drop Trooper with Demo Charge
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Thanks for the download Jack , those rules will come in handy in my quest to convince my club to start a munda campaign
Nema problema chief, oh hey if that's gonna add some fuel to the fire then you should introduce a copy of this.
Automated Gang Roster
It's the model both Acidwap and I use when we are trying to track our gangs progress. It avoids wayward stats and the occaisional slip up regarding resale on weapons, initial outlays on equipment and hiring costs and generating revenue from territories. So, if you leave a copy of it open on a lappy, or on a nearby PC whilst you are skirmishing it makes stat tracking and post sequence processes much easier - and accurate. Especially if some can't be trusted...*cough*acidwap!*cough*
hows you killer ogryn coming along?
'
In one word. Slowly. A local seller for an ogryn wants waaay too much on a figure, and the more I review it the less I like the ogryn as a model. And when I reviewed the ogryn stats and their increases I realised BS is the one skill they can never improve, however attacks and WS can be improved greatly - this is compunded by the fact the orgyn ripper though effect in close proxim starts to blow if your targets are more than 4' away.
So in conclusion, the ogryn is a whacky critter more so than a shooty critter, and in turn he should have a beatstick in his hands, and his trademark ripper holstered. I will put up a new mockup of the model I have selected for this conversion.
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![[Post New]](/s/i/i.gif) 2010/04/03 03:28:49
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ahab model painted)
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Drop Trooper with Demo Charge
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Love the killzone theme... Might nic it! Great thread bud-
Tankin' you kindly, sire
the one thing im not cool with is the waffen SS insignia on the helmets...im not saying it makes em look like nazi's but i find it takes away from it cuz i just end up thinking about how many people they buchered and massacred = not good
True, the Waffen SS and Wermacht fought for a regime that was quite nasty - when put as simply as possible. It was inevitable that someone would note their resemblence to that particular unit, but as two of the stongest visual inspirations come from the Helghast and the Wolf Brigade (Jin Roh) then a resemblence to Nazi Military uniforms was unavoidable.
And regarding the ranks, they are supposed to be as follows.
As you can see it's to give me the ability to quickly recognise the strategic value and capability of my gang members whilst in skirmish - this unfortunately works both ways, as my enemies have clear indication of the "juicier" targets.
Thanks for all the feedback so far.
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![[Post New]](/s/i/i.gif) 2010/04/04 00:10:04
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Ahab model painted)
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Drop Trooper with Demo Charge
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Don't sweat it chief, it's nothing to apologise for. In a way I am thankful that you are being so analytical - it must mean there is legitimate interest there. Automatically Appended Next Post:
As we covered in previous theories the Ogryns are primarily a whacking character before being a shooting character - so, pictured is the melee version of the Ogryn Bodyguard that will soon join Hunde des Kriegs. He is a "troll axer" from the trollblood hordes miniature series, basically his mid section has been twisted one third to lower the weapon, also the head and collar will need to be ground out and remodelling will need to be done for plating on spine. Secondarily, a nob big choppa replaces the old axe and a modified big shoota will rep' the ogryn ripper.
The parts have been ordered from the thecombatcompany and the troll model is currently being organised via a seller in Bris-Vegas, so hopefully I will have some progress shots on this version early next week.
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This message was edited 1 time. Last update was at 2010/04/04 04:29:37
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![[Post New]](/s/i/i.gif) 2010/04/06 01:55:55
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (New ogryn conversion mockup shots posted)
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Drop Trooper with Demo Charge
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Ha! and just what are you trying to imply here hey Jack?? A man who still doesn't really know the rules of the game we play hey?.. haha
Bah! for that I am going to gimp your leader. Ogryn bait the lot of them!
Ogryn looks great btw. Looks like i'll need to bring some more advanced weaponry to the table.
yah, he is on order from Maelstrom. Now, not to do the whole sales pitch but I just bought a "trollblood axer" for 17.00 AUD, that's almost 10 whole dollars off the Australian RRP. Weird.
And yes, those pesky lasguns are going to be hard pressed to drop him - but, he will be forcing me into close combat more often, which I am still not so confident with.
which gang can field more than one Ogryn
Well, as I read the rules there is a limit of one per gang, as it's assumed their role within the gang is protection/bodyguard for your leader. So one asssumes 1 Leader = 1 Ogryn. Also, if you are reported and have an ogryn in your gang you need to -1 to any outlaw rolls. So they are a risk in that respects.
Automatically Appended Next Post: Recently I have been sinking a sizeable amount of thought into how I can press get some more variance, stacked difficulty and themed feel for Necromunda skirmishes. At the moment I am using a table that is 1m x 1m, and I feel that a bigger table isn't the answer - for the soul fact a bigger table means there is more out of range combat, and more time will be consumed by simply moving into position, which equals snoreville.
So, over the last few weeks I have come up with this table concept.
Basically, it's the same size as my current table, and works on the same principal as the layer cake.
1. Aquaducts. These are constructed out of 12mm mdf and are equally spaced out for the length of the board. as pictured top right each is routed with a 5mm trench that runs along the top most edges. This trench acts as a notch to lock supports, gangways, platforms and subsequent layers of terrain.
2. Base terrain. Between the aquaducts are levy's and pontoons. Levy's run underneath the arches of the aqua ducts and will be ribbed with supports that not only keep out the tide of noxious waste, but act as cover for skirmishes that may happen at that level. Additionally they will be wide enough to allow further terrain such as barrels, jersey walls and cargo boxes can be added for further cover/obstruction. Pontoons are above the slimey caustic waters level, they run paralell to levy's but as they lock up against the legs of the aquaducts they will have ladders that allow characters to climb to the next level. The plan will be to litter the levy's and pontoons with aggressive mobs (zombie etc) that react and are controlled by the opponent once a character comes within a certain distance.
3. Plastic Canvas Platforms. These are the second level of the layer cake. The material itself is relatively inexpensive, and when painted properly and detailed with holes and random tech pieces they look the part. They reach the span between the aquaducts and can be put down to support towers or removed to open up the lower levels. This in turn allows table configs that can represent storming a fortified position from the sewers, or fighting over an open span or rift in the middle, or descending into a zombie and besty infested sump.
4. Gangways. These span the reaches in a similar fashion to the grate. I guess it'd count as a level .5 as it sits below the grate level. They are also not secured anywhere and can be lifted and placed as necessary. I will design a way for secondary gangways to span the gaps between 2 paralell gangways, in a sort of a H formation. These allow for outgunned, or outflanked gangers to fall below ground level and leg it to a more secure firing position - or for more gangers to move quickly into reinforce an intensive front.
So, in short, before we have even considered the towers there are 3 levels of terrain with cover that is at our disposal. MDF is one of the cheapest raw mats available, and plastic canvas litters numerous other tutorials I have seen for Necromunda terrain due to it's affordability and flexibility. The lower levels of this board can be littered fluff such as wanted posters, beasties lurking on the surface of the water, disposed tech and waste and even dismembered victims of scavvies and unknown scum.
In addition I am toying with the idea of running LED lights through the lower level that will be spattered with black and brown inks.
If anyone has any experience with anything I have touched on I would love to here it, additionally I am open to ideas on what you think would improve this gameboard.
Thanks for reading.
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This message was edited 1 time. Last update was at 2010/04/06 03:55:43
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![[Post New]](/s/i/i.gif) 2010/04/06 10:19:31
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (New ogryn conversion mockup shots posted)
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Drop Trooper with Demo Charge
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I like the design, but won't this setup make the shooting lanes very linear
Well, if everyone is on the ground level the levy's will get quite thick with gunfire. Bottle necking will avoided by using the cover of staggered supports that run the length of the levy's. The levy walls are low enough to allow firing across and to upper levels from cover - I am toying with the idea of building stiles (pict'd below) between each section of levy to further stop "bowling alley" gunplay.
If they had larger top platform they could be used to get a vantage to shoot down and into the adjacent levy's.
A single big aquaduct would also allow you to have it lead to some kind of factory/purifying complex
There will be larger above ground aquaducts that will allow not only movement along the top of them, but also consistent cover from leg to leg. The idea of a refinery on the end of it is wicked, as we can start playing "pumphouse" and "water tower"esque scenarios. But, as it stands I think the 2 sub level gameboard when coupled with 3 storey towers will provide plenty of cover to keep games moving.
Oh yeah and you might want to check out the urban mammoth bio-toxin plant here for parts
I have heard mixed reviews for thes guys, that and 17 pound is close to intial outlay for all MDF used in this project.
One thing I didn't ask is whether anyone has any experience painting weathered grey industrial buildings? Or any colour variant for that matter - any advice is most welcome.
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![[Post New]](/s/i/i.gif) 2010/04/08 13:14:08
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (New Terrain concept posted)
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Drop Trooper with Demo Charge
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Well, some points that the Kommisar raised have been niggling at the base of my neck since I posted my first terrain concept shots.
As my previous pictures have shown I was thinking about making an aquaduct structure that allows terrain and supports for platforms to be built on top of it. This however would allow or fairly profiled fields of fire, where the first gang to establish a clear tunnel of fire would be the decisive victor. I toyed with ideas like stiles and scattered cover, and while this would isolate the fields of fire into thirds, the act of going over the crest on the stairs would be certain death - especially in the prescence of overwatchers.
So, it was back to board, as they say. I like the idea of being able to stack levels of terrain on top of itself - so the new revision had to be able to support beams for plastic canvas, walkways and additional platforms. Paralelled doorways that spilled onto open field of fire were out - bowling alley firing whilst fun for Van Saar with rapid fire (booyah!) is not so fun for Escher leaders and their gang of wing wang fearing lackeys. hehe, you know who I am talking about.
Introducing "Khaine's Pillar".
The basic structure is comprised of three parts of 18mm MDF. They stand at 8 inches tall, and have a secondary doorway halfway up - which can be affixed with a gangway to allow pillar to pillar movement. As you can see the extended H frame allows for multiple point of fire as well as provided quick and accessible cover from enemy fire. They will be rigged with 2x led that will be powered by the 2 x aa battery housing (painted as gas tanks). The stairs are constructed of plastic canvas and ridges of MDF. Damage is dremeled off using a wood working bit and appropriate fluff (warning labels, wanted signs. etc) will be laser printed and decopaged(?) on.
I like the oil rig orange and grey, so once again if any readers have any tips (away from drybrushing) that can reproduce a similar weathering style I'd be all ears...or eyes, which is it in a forum?
Permanent Support
Basically, I will construct 8 of these puppies that I will use on my current 1mx1m table. Based on their successes and failures new revisions will be designed and permanently fixed to my Munda themed board. The picture above is the basic idea behind the versions that will be later stuck to the board, the armored pontoon will have slots that will feature covered connecting gangways that will once again free up some movement. So, this in turn has put a huge question mark over the levy's implementation.
Platform Support
This is how the finished aligned pillars will support the platforms above. There will be 2 ranks of 4 that will spaced so that beams may be placed between and plastic canvas laid down on that. It sounds fidgety - because it is. Once again these 2 pictures are only pre-concepts. If anyone has any advice on things that'd improve the design or it's implementation, or any handy ideas on how to build this as quickly/cheaply as possible I am all ears.
Feedback is encouraged as always. Also, if anyone has worked with plastruct ladders before I need to know which are suitable to use with 28mm figs.
Thanks again.
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![[Post New]](/s/i/i.gif) 2010/04/09 00:48:06
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Khaine's Pillar illust. released - feedback reqd)
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Drop Trooper with Demo Charge
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A while ago I found a nice lego version of a crawler town. Maybe you can get some inspiration from it.
That might possibly be one of the coolest things I've seen. So many great memories with lego - some bad ones too, but to be fair the only reasson why I almost choked was I chewing on a moon unit rubber tire. Live and learn.
...If you run some piping underneath the second level, it can also add some detailing and add cover.
That's true, I could run it paralell to the second level gangway, and that way I'd reduce the amount of finnicky guard rail building.
...If you want to add a whole level on top, make indentations in the top of the pillar, so the support struts can be put in nice and tight. Also, with this setup you could put control rooms or other areas of interest up there, allowing for a lot of levels and the creation of strongpoints from which to sally forth. You could also add netting here and there
I was going to notch the outside edges and make it so the upper tier is a single piece that can be supported by 2 - 4 pillars. To get a better idea how this would work I have updated the concept illustration.
So, as you can see the second doorway has it's gangway attached. these too can be removed and placed as required. The idea of a control platform is sounding better and better. Theres also a freight hook - which I stole from Konf's lego fortress idea. zing. Additionally, there is netting for cover, and an unfortunate victim of some scavvies hanging from the hook.
You could add a walkway level between the ground and the next level
Wicked, that's exactly the type of thing I am looking for, though the stair may be a hassle they would be worth implementing. Do you think a ramp would work? Also, does anyone have any experience making guard rails?
sorry for spamming so many pics in your thread
It's cool, by all means if you think it has an application then spam away.
Outside of all that tank you all for the ideas, and strong feedback. You've certainly given me some food for thought.
Next update: "Konf's Platform"
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![[Post New]](/s/i/i.gif) 2010/04/09 13:56:27
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Khaine's Pillar illust. released - feedback reqd)
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Drop Trooper with Demo Charge
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since it's easy to knock into terrain in Necromunda when you're reaching for minis
Hah, so true. And some minis get knocked into or out of the line of fire - railing sounds like an option for some of the 2nd levels schtuff, I will have to check out local store for that soon.
Konf, thanks for the illustration I'll need to work out how far the pillars are before I can buy the mats to make these puppies. I will probably have to invest in a jigsaw for this fiddly schtuff.
Here's a different perspective on how the top struts fit on. These visuals have helped me immensely with working out dimensions and design features. Additionally, it gives others the opportunities to add even more ideas and inclusions to the stack.
The idea of hanging netted bodies has been replaced with dessicated hanging victims, these in turn can be switched out and replaced with captured gangers for rescue scenarios. The winch housing will need to be moved upwards and onto the top strut to maintain separation between pillar ans strut. I am researching how to wire LED lights (seems simple enough) and will house the resistors next to the batterys in a similarly themed fusebox. The 3 runs seen under the strut will be moved to the left, so that the ladder attached to the pillar can be cut short to avoid snagging/snapping.
I will release some more technical pictures of konf's platform shortly, as well as some more accurate pics of the struts and how they work.
Thanks for all the strong feedback so far, and thank you all for the ideas.
Automatically Appended Next Post: Also, if anyone has any pointers on where to source industrial fittings (lights, winches and so on) I'd love some info, also do we in 28mm land use "N" size plastruct fittings for modelling? Plastruct has too many damn options
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This message was edited 1 time. Last update was at 2010/04/09 13:59:13
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![[Post New]](/s/i/i.gif) 2010/04/10 03:28:26
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Khaine's Pillar illust. released - feedback reqd)
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Drop Trooper with Demo Charge
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Finally, I am seriously considering ripping you off seven ways from Sunday using the kz2 scheme on the hybrids
Well, you have mah blessing. Those are some A1 conversions btw and after reading into the whole genestealer biology I am pretty keen to try my hand at a last gen' genestealer gang. With their lurking alien undertones and they are pretty hard to pass up. Additionally, there are rules for their implementation into Necromunda - so that's pretty wicked. On the genestealer note, is it implied that they are cannibalistic?
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![[Post New]](/s/i/i.gif) 2010/04/10 09:27:38
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Khaine's Pillar illust. released - feedback reqd)
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Drop Trooper with Demo Charge
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Luving your drawings. I wish i had the paitence. I just grab the bits box and go.
Normally I would do the same, but I needed the practice on my cintiq and as I have no MDF laying about the Hardware store has become a weekend mission. Which I attempted to go to today to get some mats, but failed. I walked around for an hour with no hardware store in sight. Damn you google maps!
What about on the lowest level(where the sewage/drains/run-off flows) a shanty town. The normal cast-off hivers who end up living in the sewers, scavaging and doing anythng to survive
That's a wicked Idea, I could build the structure off one of the pillars and run the battery LED into small "fairy light" config that runs the contours of their verandah. They'd need to have Alligator gar, and Snakefish gaffed and hung from their porch - for some reason they are the only fish around these days that will survive to 40k.
I mean look at that! That thing is a king killer! A gawd damn fish that big! I love the obvious shotgun wound inflicted above the eye socket - god bless texas. A few of those puppies gaffed on a scavvies porch just seems to work.
Meanwhile, I broke my word and continued adding stuff to them lol, was going to freehand icons but decided to sculpt them on instead
Wicked, I look forward to seeing some piccy's of the progress. Another quick q, the last gens are virtually human apart from a blueish tint and jagged teeth, yeah? I mean a gang of those lads covered in fanatical tattoos munching on other gangs just sounds right - on the other hands so do the fanatical redemptionists...I kind of like their style too. Once I finish up these lads and the terrain I will venture down that path, I mean acidwaps already looking into a delaque gang - so why can't I span out?
Must learn to give myself a time limit and stick to it lol!
Amen to that.
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![[Post New]](/s/i/i.gif) 2010/04/12 15:12:55
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" (Khaine's Pillar illust. released - feedback reqd)
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Drop Trooper with Demo Charge
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Thanks for all the wicked feedback. I am pretty much going to pitch an adapted idea out there, and see how the dakkadakka braintrust twist it.
Basically, it's an evolution of the scavvie salvage point that Nicorex suggested, and as it stands in concept form looks like the following.
There are some supplemental rules this particular structure that make it worth the risk of travelling to the centre of the board.
Now for the fluff.
This particular shack belongs to the entrepenuer of the discarded, "Nico Rex". Nico is a bitter and disgraced former guilder from the world above the sump, he was ousted for misconduct and acting outside of the guilders code. Upon his ousting he retreated to the sump and set up the first salvage plant that employs local scavvies and unwanteds in the same manner a guilder employs gangers. Nico has setup filtration traps on all waste and material coming down through the Khaine's pillars from the upper levels, and has managed in his years to amass piles of materials, weapons and information on heads of gangs (and even a few heads from gangs) that have been disposed of, and thought to be irretrievable by the populus in the upper levels.
In turn, Nico has formed himself a lucrative and well protected salvage plant that branches from the pillar in the exact centre of the map. If a leader should get within 4 inches of the small copper bell on the front counter of "Joes Salvage", Nico is summoned from the floors below and will listen to the Leader's proposition. This proposition if successful, will see Nico and D3 of his salvagers mobilised against the enemy gang on the promise that they are carrying gear, and are in the employ of the guild member who is responsible for his ousting - should it fail however, Nico has seen through your Leader's poorly formed lie and will join the enemy gang in an attempt to silence your "filthy f**kin' mouth".
"Nico's proposition" comes in the form of a standard leadership test at the end of the engaging players turn. roll 2D6, on a roll equal or below the leaders leadership score Nico and D3 of his lads will join your force. On a score of more than the leaders leadership stat Nico (and his D3 salvagers) will realise you are trying to sail him up the river, and will join the other players army.
Nico is spawned on the gameboard behind the counter at "Joe's Salvage" (I think the name needs some work) his salvagers can be dropped anywhere on the game table provided it as at least 12 inches away from the opposing gang. Nico and his lads do not contribute to the 25% bottle test, and any wounds inflicted to them within 2" of another unit will not affect any nearby gangers - as the allied gang holds Nico and his lads in such poor repute.
So, thats the basis for the rules of "Nico's Proposition", obviously it requires some tweaking here and there, as well as some base stats for Nico and his boys. I want Nico's model to be sort of an underhive Al Swearengen with an eyepatch - he uses two laspistols, and will have the appropriate skills such as hipshooter and gunslinger that makes him a tour de force in close proxim. As for his lads I will tone down there stats and make them more juve-like then their boss.
I came up with a quick concept sketch for Nico, so if someone knows a good model to hack this type of visual feel let me know, it's a very particular feel sort of like a cowboy in a three piece wearing a waste disposal jacket. How's that for specific?
"Nico Rex"
As always feedback, input and suggestions are welcome.
Automatically Appended Next Post:
then you check it out on GW and i was disappointed with the models so i can see why players usually convert from 40k or somthing else figures
I totally agree, consequently I have my feelers out in all sorts of camps. Infinity and privateer press are returning some interesting models for conversions.
MOAR! Love the work, love the drawings, the ideas... Damnit now you made me want to play necromunda
Come to the dark side! - from memory that quotes from the same franchise as your fish line.
I've got to say, this board is looking amazing! The attention to detail in your pictures is stunning! I'm definately looking forward to seeing it completed and more of your gang!
Thanks chief, stay tunes for updates and some build instructions shortly.
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This message was edited 2 times. Last update was at 2010/04/12 15:16:49
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![[Post New]](/s/i/i.gif) 2010/04/13 04:39:31
Subject: Re:WIP - Necromunda gang "Hunde des Kriegs" ("Joe's Salvage" and "Nico Rex" concept illust. added)
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Drop Trooper with Demo Charge
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Your concepts are good, but could you please get around and actually build some of that
as great as your sketches are they are just whetting our appetites!
I extend my apologies to you two in particular, as you've been some of the most long term readers on this post. After failing to find the hardware store in the suburbs North of where I live, I have had to postpone any actual building until this weekend. This is compounded by an influx of clients, and the fact I am trying to debug my website prospect13 as I need to incorporate some more multimedia elemenst for some jobs I am applying for.
Can't help but think it might be a bit too regimented if you know what i mean?
Totally. Necromunda is supposed to be a scatter of industrial rot and clatter, but unfortunately this board will need to be packed up and stuffed under the bed when not in use. Girlfriends orders and all, and I like my balls where they are...so yeah.
I have a couple of questions regarding your concept art; I guess you're using Photoshop with a tablet (Wacom by any chance?), but what kind of brushes/patterns do you use to get these effects?
Basically the line work is done on a wacom cintiq (which I regret buying, as they feel clunkier than the intuos) using a 9px brush. This is a process of pressing "b" for linework, and tapping "e" to make corrections as necessary. Over the line work I use greytones to define shading for the structure. This greytone layer has the property "mulitply" so it sits over the line layer nicely. Over this layer is the colour layer, which has a property of "overlay". Then for the greasy dirty feel a final layer is applied that has a gritty texture, this layer is an additional "overlay" at opacity 30% or so.
If you have any further questions, or need some pointers on this type of schtick just drop me a pm. I do it for a living, and can always take 5 out to offer some mentoring.
Btw, if his name is Nico Rex, why is the shack named Joe's salvage?
Well, if I escaped to the sump and people who wished me harm knew my name, I am not sure if I'd open a business with my name all over it. Although, if I was a defiant and confident SOB I might just do that. Hmm, you are going to have to leave that one with me.
Also, "Nicorex" is the user whom gave me the idea for the scavvie hut, so I incorporated his name into the concept - same way I did CommisarKhaine into "khaine's pillar". As you know well, It's a "thanks for the idea" gesture.
And now, does anyone have any experience working with ANIMA TACTICS figures? I want to use Grey Rhodes for a Nico conversion, and I need to know how ANIMA TACTICS miniatures scaled next to GW, he won't be freakishly oversized will he?
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