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![[Post New]](/s/i/i.gif) 2011/06/04 03:43:59
Subject: Re:The Good Green's workbench: Terrain progress: SAG Tower Rooftop 5/30
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Growlin' Guntrukk Driver with Killacannon
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Lovin the progress. I'm with monkeytroll. Slow and steady wins the race.
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![[Post New]](/s/i/i.gif) 2011/06/04 05:27:12
Subject: Re:Re:The Good Green's workbench: Terrain progress: Warehouse Catwalk 6/3
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Renegade Kan Killin Orks
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This might give you a clue, Runna: I pinned a lot of it together so it would be more secure... but I used wood glue so it got real messy. I don't think you can tell though. Also, for the flooring, I used the bottom of some delivery food containers. Thanks, schank23. A turtles pace is perfect for me.
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This message was edited 1 time. Last update was at 2011/06/04 05:28:56
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![[Post New]](/s/i/i.gif) 2011/06/04 10:51:32
Subject: Re:The Good Green's workbench: Terrain progress: SAG Tower Rooftop 5/30
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Regular Dakkanaut
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The walk is looking cool man love it alot
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This message was edited 2 times. Last update was at 2011/06/04 10:53:04
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![[Post New]](/s/i/i.gif) 2011/06/04 13:00:32
Subject: Re:The Good Green's workbench: Terrain progress: SAG Tower Rooftop 5/30
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Flashy Flashgitz
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You're a Big Mek in a oomans body
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2011/06/04 20:21:07
Subject: Re:Re:The Good Green's workbench: Terrain progress: SAG Tower Rooftop 5/30
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Renegade Kan Killin Orks
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I think so too, Runna.
anyhow, here's a mock-up of Grot Alley rapping around the side of the warehouse.
I'm packing it all away to get ready for the painting tomorrow... so I quickly through it all on the floor and started playing with it.
...
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![[Post New]](/s/i/i.gif) 2011/06/05 21:31:18
Subject: Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Regular Dakkanaut
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Nothing better than playing with you little toys on the floor like a little boy and then thinking...Wait whut? I is adult
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![[Post New]](/s/i/i.gif) 2011/06/06 01:40:54
Subject: Re:Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Longtime Dakkanaut
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***STUNNED***
Dude, woah! You just showed me the answer to a problem I've had for the longest time!!! The catwalk you have there is AWESOME and I am SO going to try doing that, like RIGHT NOW! Man that is sick and awesome and so cool and thank you!!!
I'll be back!
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![[Post New]](/s/i/i.gif) 2011/06/06 08:02:05
Subject: Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Regular Dakkanaut
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Haha Whats up Arnold??
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![[Post New]](/s/i/i.gif) 2011/06/06 09:46:14
Subject: Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Possessed Khorne Marine Covered in Spikes
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nice work!
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Did you know? Every sunday from 12 to 5 pm you can get a carvery for £6.95 at the pudding and pye.
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![[Post New]](/s/i/i.gif) 2011/06/08 22:14:42
Subject: Re:Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Fixture of Dakka
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Oh yeah, that catwalk came out real nice GG
And Grot Alley is really taking shape now, good work.
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![[Post New]](/s/i/i.gif) 2011/06/09 02:59:53
Subject: Re:Re:The Good Green's workbench: Terrain progress: SAG Tower Rooftop 5/30
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Growlin' Guntrukk Driver with Killacannon
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"Ay Boss! Youz seez me 'ead anz uda arm?"
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This message was edited 3 times. Last update was at 2011/06/09 03:01:37
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![[Post New]](/s/i/i.gif) 2011/06/09 22:58:39
Subject: Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Renegade Kan Killin Orks
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See wat playin wif nivez'l getcha! ;P
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This message was edited 1 time. Last update was at 2011/06/10 17:09:47
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![[Post New]](/s/i/i.gif) 2011/06/10 18:56:03
Subject: Re:Re:The Good Green's workbench: Terrain progress: Grot Alley 6/4
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Fixture of Dakka
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No worries, just step inta me surjary a mo, I've got just da ting right 'ere. Very cheep, just a 'andful of teef...
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![[Post New]](/s/i/i.gif) 2011/06/11 18:30:06
Subject: 88 Tanstar and the Tyrant Star Campaign
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Renegade Kan Killin Orks
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I'm starting to organize my work on the Tyrant Star campaign that I've been playing in my head and modeling for a while now... but I feel like it should get it's own thread. The thing is, where should I post it? Would it make sense for me to start putting together the campaign on a PM Blog or in "You make da call" or where? I'll start the process here so you can get an idea of where it's going and maybe give me an idea of where I should put it.
PS: I still need to work on my fluff writing.
The Threnos Zone has been avoided for centuries. The dark cluster, home to thirteen mysterious planets, has remained off limits to all but the most foolhardy or desperate travelers (none of whom have ever been seen again). Not too far from the cluster, the planet of 88 Tanstar is home to a number of developing communities.
The Imperium has maintained a naval depot on the planet for generations, a portion of it's massive fleet standing vigil over the every quiet Threnos Zone. The depot keeps running so few raise question, but the population seems to be growing restless. Several cults have sprouted up around the compound, preaching ever so slightly different tenets to that of the Emperor. Whispers drift into the great void, this lieutenant, that crew chief, the company commander has started acting strange; maybe they are in with the cultists?
Traveling on down the road, across the plains and past the roaming boar boy herds, we come to the ork settlement of Bigtoof. A trading post for the brave and strong of stomach. Here you can find a bite of squig burger, a sip of fungus brew and any fancy gubinz you need. It'll only cost you a few teeth. Bigtoof is home to Uzgrim's Runtz, Stop Trukk Towing (a death skulls clan towing company) and the latest of Gutsnik's workshops. Wortgob Gutsnik is the leader of the Ordo Gorkamorka, a mek-centric organization of ork specialists, traveling the stars on a mysterious mission... looting and plundering all the while.
Moving on from Bigtoof, we travel to the far side of the planet to find the oldest colony on Tanstar. Ethildorin is a wondrous and lavish Eldar Exodite city embedded in a dense forest. The Exodites have stayed hidden for all these years, biding their time. The farseer that lead them to 88 Tanstar was old and wise and saw the importance of this planet in the future of the universe even before the great fall. When it became clear his people were doomed for their indulgent ways, he gathered all those that would listen and set off to this planet. That seer has since died, but remains a strong presence in the planets infinity circuit.
Some time after the Imperium established itself on the planet a strange and powerful warrior was sent to the Exodites amidst a savage attack upon the planet by a demon host. The witnessing Exodites joined the battle, recognizing the armour of the warrior as that of the space marines. The powerful warriors bonded and became friends over the coarse of the battle, the space marine vowing loyalty to the Exodites. It was through their psychic abilities that the Eldar learned of the warriors struggles, of the loss of his unit at the hands of the demon that then possessed the marine himself. As the marine and the demon battled for control of the marine's body, the demon tore them both through the warp until the marine gained the upper hand and they plunged out of the warp onto 88 Tanstar. The space marine's memories of being a space marine wiped clean and replaced with those memories that the Adeptus Astartes had stripped from his mind.
As the inquisition learns more of 88 Tanstar and the goings on of the naval depot, the ordos hereticus and xenos begin talks with the ordo malleus, deciding finally to send a small force of scouts to gather intelligence and prepare the ground work for a successful assault, if one is required.
Yet other members of the inquisition make landfall on 88 Tanstar in hot pursuit of the rogue traders of Luciano Limited, a small trading company specializing in rare commodities. The rogue traders are met by the naval fleet with the same grace and servitude that the inquisitor is met with, as both are allowed to enter Tanstar's atmosphere. While the rogue traders head for the hills in hopes of alluding the inquisitor on their tail, the very same inquisitor is dramatically distracted by the heretical fervor echoing through the naval depot.
The inquisitor already on 88 Tanstar calls for support, while the death watch scouts send their reports, but will reinforcements make it in time? Will chaos take the depot? Will the ordo Gorkamorka have time to set their plans in motion?
Stay tuned for more details and let me know what you think. Thanks for reading and please let me know if I should continue this in it's own thread somewhere else on the forum.
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![[Post New]](/s/i/i.gif) 2011/06/15 21:28:30
Subject: The Good Green's workbench: Wall of text 6/11
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Renegade Kan Killin Orks
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Just some ideas about the Rogue Trader characters:
So the Wicked Peter is used as more of a smuggling ship than a trade vessel. It and it's crew are charged with exploring the farther, darker regions for valuable goods. They specialize in rare minerals, especially since they took on the Demiurg brothers.
The regular crew consists of Captain, Navigator, Technician, and four crewmen. Long before the beginning of the Tyrant Star Campaign they rescued several Demiurg and Tau alike from the Inquisition, after which three of those Demiurg vowed an oath of loyalty to the crew and their ship, on behalf of the Demiurg race. The Wicked Peter picked up one additional passenger at the onset of the Tyrant Star Campaign. He is one of the few surviving members of the Luciano family that has rights to the Rogue Trader [License], whom the crew, again, rescued from the clutches of the Inquisition, but also from the slums of a hive sprawl.
So the regular crew are not rag tag, but dressed to fit in with the scum... to disappear in a crowd, but when they land on 88 Tanstar, they land in the Naval Depot. So the crowd to blend in with is a bit different, and they have to use their Rogue Trader clout to get out of the depot before the Inquisition sends word to detain them... and they have to get 4 xenos out. The three Demiurg and the Technician, who is a wookie.
The Navigator is gonna be pretty weird looking, with an octopus for a head (essentially) and I want his body to look kind of puppet like, more like he is using telekinesis to move his body rather than his muscles. Robes and a few electronic bits.
I'm modeling the captain after Han Solo, and then Chewie as his second (the tech).
One of the crewmen is a Zabrak (Darth Mauls race) and a horticulturalist, which makes him cook on away missions. He is proud and wears his customary long coat with its fancier bits. I'm still working on the coat, but I'm thinking sleeveless (so more like a long vest, but thicker, like a coat).
The crew will be geared up a bit more than usual do to the severity of their situation, and the high armament surrounding them. Because almost everyone at the depot is carrying a clipboard or a gun, if you don't have one or the other, or both, or multiples then you stand out. So the crew gears up and makes for the door.
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![[Post New]](/s/i/i.gif) 2011/06/16 07:01:48
Subject: The Good Green's workbench: Wall of text 6/11
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Ragin' Ork Dreadnought
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Blown away with your imagination and continued expansion of this project. Can't wait to see the progress as usual. Keep up the good work!
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![[Post New]](/s/i/i.gif) 2011/06/17 03:25:21
Subject: The Good Green's workbench: Wall of text 6/11
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Renegade Kan Killin Orks
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Thanks, Arakasi. It's good to know I'm not chasing everyone off with all this text and no real update on the minis. So, I've been trying to use the IG codex as a guide line, but I've been moving toward the =][=munda rule-sets that are out there for a bit more depth into what the models should be carrying. So I've decided to model the crew of the Wicked peter however I want and, if ever they get to play a game, as what ever. The idea being they suit up for what ever is at hand, leaving the "safety" of their ship with what ever equipment is likely to help with their current mission. So, usually they travel light (pistol, dagger) but for the Tyrant Star game they need a bit more punch, they are running for their lives after all. I've decided to use the Rogue Trader Retinue unit rules as a guide for modeling, as it allows for any gear from the armoury. (then "couts-as" for codex only games) Couting as Shock Troops for their part in the Tyrant Star. I've also been planning to work more with GS when my workbench is put back into working order. So fancy long coats and new hair-dos and so on. Also, I have 5 scout torsos and I'm going to use the lower legs (from a bunch of AoBR marines) and GS for the scout legs. We'll see how well that works out, but at least I will be able to get any pose I want. http://www.warseer.com/forums/showthread.php?t=216031&page=2 http://www.flickr.com/photos/drgabe/sets/72157623426028800/ http://www.beastsofwar.com/news/post-apocalyptic-merchants/ http://www.fantasyflightgames.com/edge_news.asp?eidn=482 http://forum.rpg.net/showthread.php?493791-Dark-Heresy-Rogue-Trader-Pictures/page2 http://forum.rpg.net/showthread.php?493791-Dark-Heresy-Rogue-Trader-Pictures http://www.scribd.com/doc/56199894/Adeptus-Astartes http://www.scribd.com/collections/2873203/RPG?page=1 http://www.heresy-online.net/forums/showthread.php?t=86678 Thinking about the Naval Depot... going to model it after a Royal Naval Supply and Transport Service style agency. I figure that should be pretty spot on. Also I'm thinking the Wicked Peter travels to 88 Tanstar to rescue Darius from the Inquisition. Because he is already employed at something rather similar enough. Why not make that the reason the Wicked Peter arrives at 88 Tanstar, instead of their hasty getaway. What do you think? Also, I'm getting closer to formalizing the campaign. So far there are at least three tables (in my mind) to represent 88 Tanstar; a human table (the naval depot), an ork table (Bigtoof), and an eldar exodite table (Ethildorin). There is a road that connects them, but it doesn't take up much room on all of them. It will be a major feature on the human table and near Bigtoof, but a much smaller feature in the corner of the eldar table. I'll post a list of notable features and common details that I have in mind for the tables a little later on... probably today though, if work is slow. http://www.parasiticstudios.com/gallery2.htm http://brennor.dyndns.org/~steve/Warhammer40K/CombatMaps/40K-Map-PortSuffering.jpg http://www.40konline.com/community/index.php?topic=82143.880
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This message was edited 13 times. Last update was at 2011/06/22 18:29:54
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![[Post New]](/s/i/i.gif) 2011/06/23 23:10:49
Subject: Re:The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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So here is the ground floor, roughed in, for the Naval Depot table, that's the whole table (4'x6'). It's a project for next year... or the year after that. We'll see how my time gets spent. Anyhow, the big circles, with the gray scale radiant, are landing pads for smaller space craft. They will be big enough for the wicked peter to land, or two valks if I have the size right in my head. The smaller gray rectangles are water treatment plants, each of which will act as the base level for the tower of it's controlling "family". The smaller circle in the middle is the power station and the base for the central governing tower. The two odd shapes at the top of the city are the shipping docks for larger space craft and sea faring vessels. The red lines are underground corridors for the major plumbing and electric lines. My workbench is still in boxes at the moment, but I'm nearing the finish line as far as painting the apartment. So, I'll be working on arranging the rooms over this weekend. Hopefully I'll have some time to work more on the looted sawfish or some of the terrain. In the mean time, you can expect an updated map in the next few days. Pro-Imperium Forces: Delaque, Cawdor, Goliath, The Cult of the Emperor's Redemption, Spyre Hunters, Enforcers Pro-Rogue Trader Forces: Escher, Orlock, Van Saar, Ratskins *EDIT* Necromunda Territories to add to the depot: Chem pit Slag Settlement Tunnels (around the table's edge) Holestead Drinking Hole Friendly Doc Guild Contact Workshop Gambling Den Spore Cave
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This message was edited 10 times. Last update was at 2011/07/23 02:17:08
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![[Post New]](/s/i/i.gif) 2011/06/23 23:15:41
Subject: Re:The Good Green's workbench: Wall of text 6/11
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Fixture of Dakka
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Planning any sea vessels to go with the docks?
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![[Post New]](/s/i/i.gif) 2011/06/24 01:04:56
Subject: Re:The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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Nah, not at the moment anyway. But you never know where a modelers ADD will lead. For know, though, nothin' doin. I might start planning a large Inquisitorial vessel to be at the docks (having landed in the water and mostly off the table) but that's for a :edit: A little something for another scale - http://stevostoys.com/OTHER_ERA_HOLLYWOOD.htm http://www.ramonperez.com/galleries/g3-rpg-bw/ http://www.conceptart.org/forums/showthread.php?t=55747&page=3 also - Movies to watch this weekend: Resident Evil: Extinction Omega Man I am Legend (I know the last two are basically the same movie, I'll be comparing them) Additionally: http://expensiva.com/gadgets-new/diy-makes-cool-flamethrower-gloves/ http://inhabitat.com/steampunk-rotary-cellphone-makes-technology-tactile-again/
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This message was edited 3 times. Last update was at 2011/06/25 03:38:10
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![[Post New]](/s/i/i.gif) 2011/06/24 09:10:05
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Journeyman Inquisitor with Visions of the Warp
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Like your layout matey, it would be an impressive table if it gets built.
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![[Post New]](/s/i/i.gif) 2011/06/29 08:33:27
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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I just wanted to jot this down, and I thought some of you might be interested. I've been thinking about the goals of each scenario in the campaign; which sides the different characters involved are on in the over all campaign and it's boiled down pretty well so far.
If you are playing the Rogue Trader or Eldar then you are playing both, starting with the Rogue Trader. Basically it's rescue mission after rescue mission, each rescue Darius gains more allies.
If you are playing the orks, then it's gorkamorka style games mixed in with battles against the Naval Depot that include special rules for "gettin the right gubbinz" for Gutsnik's gang, while the other gangs will have more freedom to simply WAAAGH!
If you are playing as the Imperium then you have at your disposal the Space Marines, the Imperial Guard and the Inquisition. Normal allied rules apply, I suppose. As far as game play, you will be responding to the scenarios drawn by the first two player selections. Your job is to capture and/or retrieve characters and artifacts, and to purge the xenos and the vile heretic. This means: expect some of your forces to turn against you for any number of reasons, all of which have their punishment.
THe other part to play is that of chaos. This roll comprises a myriad of forces to select from. Your options include all the daemons of the warp, a controlled selection of tyranids and all of the humans and xenos who fall prey to the former two (cultists, dark eldar, pirates, genestealers and their cultists, raveners, rebels and freedom fighters). You are free to take whatever spin you want with the exception of the tyranids, as they are pivotal to the narrative of the campaign.
The Tyranid player gets to play havoc in the naval depot and around the planet as forerunners, heralds of the hive fleet laying in wait. Genesteeler cults and the other nids that have infiltrate and the like can be selected early in the campaign. In the final stages of the campaign, however, you will be granted vastly overwhelming point allowances as opposed to every other player.
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![[Post New]](/s/i/i.gif) 2011/06/29 08:41:06
Subject: The Good Green's workbench: Wall of text 6/11
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Regular Dakkanaut
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The Good Green wrote:Thanks, Arakasi. It's good to know I'm not chasing everyone off with all this text and no real update on the minis.
So, I've been trying to use the IG codex as a guide line, but I've been moving toward the =][=munda rule-sets that are out there for a bit more depth into what the models should be carrying. So I've decided to model the crew of the Wicked peter however I want and, if ever they get to play a game, as what ever. The idea being they suit up for what ever is at hand, leaving the "safety" of their ship with what ever equipment is likely to help with their current mission. So, usually they travel light (pistol, dagger) but for the Tyrant Star game they need a bit more punch, they are running for their lives after all.
I've decided to use the Rogue Trader Retinue unit rules as a guide for modeling, as it allows for any gear from the armoury. (then "couts-as" for codex only games) Couting as Shock Troops for their part in the Tyrant Star.
I've also been planning to work more with GS when my workbench is put back into working order. So fancy long coats and new hair-dos and so on. Also, I have 5 scout torsos and I'm going to use the lower legs (from a bunch of AoBR marines) and GS for the scout legs. We'll see how well that works out, but at least I will be able to get any pose I want.
http://www.warseer.com/forums/showthread.php?t=216031&page=2
http://www.flickr.com/photos/drgabe/sets/72157623426028800/
http://www.beastsofwar.com/news/post-apocalyptic-merchants/
http://www.fantasyflightgames.com/edge_news.asp?eidn=482
http://forum.rpg.net/showthread.php?493791-Dark-Heresy-Rogue-Trader-Pictures/page2
http://forum.rpg.net/showthread.php?493791-Dark-Heresy-Rogue-Trader-Pictures
http://www.scribd.com/doc/56199894/Adeptus-Astartes
http://www.scribd.com/collections/2873203/RPG?page=1
http://www.heresy-online.net/forums/showthread.php?t=86678
Thinking about the Naval Depot... going to model it after a Royal Naval Supply and Transport Service style agency. I figure that should be pretty spot on. Also I'm thinking the Wicked Peter travels to 88 Tanstar to rescue Darius from the Inquisition. Because he is already employed at something rather similar enough. Why not make that the reason the Wicked Peter arrives at 88 Tanstar, instead of their hasty getaway. What do you think?
Also, I'm getting closer to formalizing the campaign. So far there are at least three tables (in my mind) to represent 88 Tanstar; a human table (the naval depot), an ork table (Bigtoof), and an eldar exodite table (Ethildorin). There is a road that connects them, but it doesn't take up much room on all of them. It will be a major feature on the human table and near Bigtoof, but a much smaller feature in the corner of the eldar table. I'll post a list of notable features and common details that I have in mind for the tables a little later on... probably today though, if work is slow.
http://www.parasiticstudios.com/gallery2.htm
http://brennor.dyndns.org/~steve/Warhammer40K/CombatMaps/40K-Map-PortSuffering.jpg
http://www.40konline.com/community/index.php?topic=82143.880
i really like the demonette conversion!
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![[Post New]](/s/i/i.gif) 2011/06/29 17:45:05
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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Oh yeah. I thought those were great! I believe those were done by our very own Migsula here on Dakka. I'm basing that off of the inquisitor in the same thread. http://www.angelfire.com/pa5/jdoud2/eldarcost8.html Also, it just struck me. The Boss' 'ouse is gonna be the dinner and bar. I was having getting stumped on that building, oddly. Thinking: do I model it ready for the boss' return, or run down and beat up. I couldn't decide if Uzgrim would take it as his own house with the big boar boss still out there, no idea when he would return. I had been leaning toward having the grots take it over and sort of ruin it, but just a moment ago, it accured to me that Uzgrim and the grots could use it as the diner and bar. Just wanted to get that in a more permanent way than my brain allows.
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This message was edited 3 times. Last update was at 2011/07/03 04:47:33
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![[Post New]](/s/i/i.gif) 2011/07/02 00:04:14
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Flashy Flashgitz
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letting you know I'm still following, just haven't had a lot of time to comment, busy busy, cool creative habits you have, enjoying the world your making!!!
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“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs
“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
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![[Post New]](/s/i/i.gif) 2011/07/05 05:26:06
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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Thanks, Runna. I know what you mean about being busy. I have been too busy to be working on this, lately, but I can't keep from thinking about it. I have had a little time over the last two days, so I started a thread in the Campaign section (which I had totally forgotten about *facepalm*). I'm going to start with a bit of fluffy descriptions of the kinds of smaller scale games participants could play, depending on which faction they ally with. Then I'll try to list, in "order", which codex scenarios would fit to the narrative best. I also want to figure out some rewards for taking more thematic units, like taking lots of Inquisitors or some IG configuration that fits the populace of the Depot. I'm thinking more of the Imperial player's choices at the moment, because that's where I started with the summary higher on this page. I think maybe I am thinking about it on two different scales... is way I'm having trouble at the moment. I'm starting with a more Inquisimunda scale scenario selection. For the ork players it will be more Inquisimorka, if you get my drift. http://en.allexperts.com/q/Running-Restaurant-2285/Number-employees.htm I've been thinking about the super grots again, how to model them so as to better liken them to a diner and microbrew staff. So, I'm sticking with the IG Platoons for two groups. The two mandatory infantry squads will be combined. So the Sergeants for the diner will be restaurant managers, while the sergeants at the brewery will be bartenders. The voxcasters (1 in each platoon) will be the cashier. The heavy weapons will be modeled as the stove and grill and deep fryer for the diner, and the stills and brew vats for the brewery. The diner will get conscripts, too, modeled as snotling bus boyz. With the company command squad getting whatever Uzgrim wants to give his favorite grots (which is to say, I'm not sure yet), but the "bar & grill" staff is figured out.  So yay! *note to self* Don't ever forget this thread... among others: http://www.dakkadakka.com/dakkaforum/posts/list/276999.page http://forums.gorkamorka.org/viewtopic.php?f=6&t=60
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This message was edited 5 times. Last update was at 2011/07/08 03:36:04
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![[Post New]](/s/i/i.gif) 2011/07/15 20:06:56
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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Just to touch base with my own blog... now that I've been lurking and posting again for a few days. I've been learning Blender over the last week, and I'm pretty close to having a working understanding of the program. I'll be using it to map out the Naval Depot. I also just received a large pack of bitz... I got carried away on ebay.  but now I have lots of cool new bits to play with. So, I'll be doing some more modeling fairly soon... no wait, never mind. I still have way too much to do before I can open up my modeling station again. I will keep working on the Depot, in blender, little by little. I'll try to get a screen cap. of it some time next week. On a side note, there are a lot of competition/challenges happening on the forum right now that are all really exciting, and I'm bummed I don't have the time to get into them... so hopefully the trend will continue. I like the community modeling fun it brings out. http://www.the-waaagh.com/forums/index.php?act=attach&type=post&id=17042 http://www.the-waaagh.com/forums/index.php?act=attach&type=post&id=17117 http://www.the-waaagh.com/forums/?showtopic=24829 http://www.40konline.com/community/index.php?action=articles;cat=14 http://www.warseer.com/forums/showthread.php?t=256321&page=2
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This message was edited 5 times. Last update was at 2011/08/03 20:27:29
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![[Post New]](/s/i/i.gif) 2011/08/02 23:22:25
Subject: Re:The Good Green's workbench: Naval Depot Map WIP 6/23
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Renegade Kan Killin Orks
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I'm feeling the pain, not having a workbench at the moment. I've lost one of my bitzboxs in the hustle too. I'm confident it will turn up, but I'm super bummed in the meantime. It has most of the accessory and weapon bits in it. As well as the Kroot Moped bitz, which I have been thinking more about. Ugh, I'm itching to be able to model again. This "remodeling" of my apartment has turned into a super long job... which I expected. Being summer and all, tho, we have had friend and family staying with us almost every other week. It's draining having vacationers around while still keeping a full work week and still be working on the house at the same time.
I'm really excited about the new GK codex (now that I know about it). I still don't have anything to show, but I realized there has been some work done since the last pics I posted... not enough to warrant a photo both session though. I think I'll try some GS work when I get my bench back... I have a lot to finish.
Just felt like sharing, no need to pay any mind to this post. Thanks for reading, all the same.
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![[Post New]](/s/i/i.gif) 2011/08/03 06:34:41
Subject: The Good Green's workbench: Naval Depot Map WIP 6/23
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Ragin' Ork Dreadnought
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Nothing worse than being in the mood to model and not having the required bits or tools to act on it - whatever the cause! Hope everything turns up soon.
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![[Post New]](/s/i/i.gif) 2011/08/03 18:07:34
Subject: Re:The Good Green's workbench: Naval Depot Map WIP 6/23
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Fixture of Dakka
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Yeah, it'll be worth holding out till you can re-start everything properly. I didn't wait for my workroom to be sorted completely after the winter flooding incident, and boy is it in a real state now because of my impatience.
And you know, there's a couple of long-term modelling competition type things going on, plenty of time to get involved before next July
Here's hoping the kroot-ped bits turn up.
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