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Subject: Conquest! The new fantasy wargame from Para Bellum and Allessio Calvatore
Yeah, I reckon 32 or 35 seem likeliest. 35 works really well for wold West exodus and it's odd how much that little. Difference opens up in terms of painting potential.
Hopefully we'll get a new reveal this week. There is a painted archer being hidden somewhere
Automatically Appended Next Post: Just in!
Alessio Calvatore is conformed as the rules guru behind Conquest! With his portfolio it's difficult not to get excited about it!
Gone are deployments and turns instead a new Command Stack mechanic where players preditermine what order their troops will activate coupled with an escalation system that gives true rolls to light, medium and heavy troops. Not only that... The Fog of War is set to be a real thing in game terms!
I was already exited by the prosepect of a complex and mature setting. I'm a mature gamer and sometimes I've found myself looking for something without the token comic relief that's become the norm!
This message was edited 1 time. Last update was at 2017/09/25 13:07:47
Just need to say quickly, I needed to remove the post of a studio Spire paint WIP by request of PB. They want to wait for the finished thing to release themselves (understandable) but please bear in mind that the purple and red spires that we see above are not the offical studio schemes and the proper ones really do reflect the artwork
On the upside, they did say they would send me a few models to paint and share with you lovely people
Well the next faction revealed is one we've seen a few pictures of so far. (Nords and Dweghom also conformed for release with more as the game matures).
The Hundred Kindoms. Twice in it's existence, the kingdoms were united but the throne sits empty amongst squabbling, treatery and war.
Within this little snipped we can already see The Imperial Court, The Orders (many of by the looks of it) and The Faith.
Hopefully we'll see some minis in the next reveal...
As ever, if you want to stay up to date and follow this project through to retail (it is not being kickstarted btw... just straight to retail) follow them on facebook here...
Apparently artist that designed the Tau for GW, miniatures for Hordes/Warmachine and also Wild West Exodus. That's some CV! (Personally.. I like the style of every thing on that list below, which bodes well!)
Some exclusive news out of Warcradle Studios today as they announce that Roberto Cirillo is joining their team as Studio Art Director.
“Since I can remember being able to hold a pen or pencil over a blank piece of paper, not a single day has virtually ever gone past where I did not draw whatever my imagination relentlessly and selflessly has thrown at me, no
matter how monstrous or weird!
Japanese Anime and American superheroes comic art have constantly played a tutor role in my life as an artist but what truly fuelled my brain cells more than anything else has always come from the original Godzilla movies
and later with the art of H. R. Giger (I Loved his style paintings and Aliens!)
I thrived from ‘creating’ of things on paper – I would spend hours every day drawing and ’inventing’ laser guns, massive spaceships and Gundam-like robots with more engines than there were rivets to hold them and to a point that I would even visually try to explain how it all would actually work.
Crazy for some, I know, but for me, that was (and still is in many ways) my doorway to enter a parallel reality which is host to my imagination and that in turn makes the artist I am.
My professional career started back in late 1992 when I was hired by Core Design as an in-game pixel artist. What better place than a video game to ‘materialize’ and put into play all those crazy ideas that otherwise would have been simply gone to waste.
I eventually moved from 2D to 3D in-game graphics (mostly in-game 3D character modelling, texturing and animation) as lead artist on a number of original titles for platforms like Sega Saturn, Play Station and PC.
After 12 years of working in the video game industry as lead artist, I began developing a deep love and an attraction towards sci-fi and fantasy tabletop miniature games especially Intrigued by the high level of detail
achieved on such small ‘figures’.
In 2004 I joined the Games Workshop Studio Design team as a Conceptual Artist. Projects I have been involved with at GW include: Tyranids, Orks, Tau Empire, Cities of Death, Vostroyans, Elves, Lord of the Rings and many
At the beginning of 2007 after parting ways with GW I decided to embark on a freelance career which gave me the opportunity to get involved and collaborate on an even greater and more diversified number of very exciting projects and in some cases, I’ve had the chance and the privilege of being the main creative mind in charge of determining the first look and feel of new IPs.
Some of the key projects I most influentially (and heavily) have been involved with include Dread Ball and Deadzone for Mantic; Hordes and Warmachine for Privateer Press; Relic Knights for Ninja Divison and of course Wild West Exodus for Warcradle Studios.”
The rich knowledge Roberto is able to bring to the team is going to be interesting and it will be fun to see how it develops with Warcradle over the coming months.
I've got my hands on some resin prototypes that were going spare (the production mini's are going to be plastic) to paint up for Para Bellum.
Really really nice in the flesh. There are some really delicate details in places. Can't wait to get started. I've taken my pallet from soe of the artwork
The archers stand 48mm tall to their heads. The brute is enormous standing on a 53mm base. I assume these are 35mm scale. They are pre production resins though so could still be downscaled for th ereal thing(?)
This message was edited 2 times. Last update was at 2017/10/06 21:53:21
You can see that if there is a soft edge, it's intentional. Where the detail is deep, it's appropriate and where its shallow, it's delicate and precise.
I'm very satisfied with the early prototypes and can't wait to get my brushes on them
Thank you for those pictures Davidian. They grey does look better than the white.
That being said, they still look difficult to paint for those of moderate skill (like myself) with details that are not well defined, and ill suited to washes and dry-brushing. They seem to suffer from many of the same problems that 3D sculpts do: Details that look fine on the monitor are too shallow in scale. An example is the weaving/stuff on the back of the over the shoulder tabard/clothe of the 3 arm archer, the details are too shallow to take a wash effectively, and it looks like an area that will be difficult to paint.
I only raise these items in the hope that the new 3D sculptor guy will be able to deepen the details and better understands the scale detail issue before mass production.
I am open to the idea that my concerns are just based off of the photography/color effect, but every time someone claims "they are better in person, really!" I have ended up disappointed.
Subject: Conquest! The brand new game from Para Bellum and River horse studios.
That's okay man. I know what you mean. The "shallow" bits on the shoulder throw are definitely like that by design. They are clearly intended to be very delicate and yes, that will make it difficult to paint for some. I'll put that in my next feedback message. Though the red armoured images that the studio showed were block painted, washed and dry brushed to demo what a quick paint job would look like here;
This message was edited 1 time. Last update was at 2017/10/08 07:28:29
I sometimes wonder if manufacturers would be better off saying 'the same as your other common wargaming minis'when they talk about scale. Saying they are more than 28mm seems to make it sound like they are some massive scale, when in actual fact you can bet these will line up eyeball to eyeball with AoS minis and the like.