Saturday, 20 September 2014

Industrial Wild West Part 4 - Track and Carts

The main attraction of this set has to be the Mine Carts and Track. These are the pieces that shout "Industry" here. I didn't expect them to take quite so long however...(hence the delay in update)

There are quite a few track pieces included in the kit split up in the ground boards and separate rails to go on top. The wooden sections were painted just as the Mine Entrances. I flipped over a couple of the tight turns to make sure that all my tracks didn't have to turn to the left.

I only put the final "sandy" dry brush on the outside of the tracks to leave a darker, "well trod" section down the middle.

The rails were seperately painted black and brushed with gunbolt metal before being glued to the bases.

Once dry I gave the rails a weak wash of rust and a light drybrush of chainmail. These tracks will be in use, so not completely rusted over.

The cart pieces are over quite a few sheets, so I thought it more useful to lay the required components out as above.
The carts go together nicely, but it takes a couple of drying time breaks to allow the undercarraige and the wheels to become attached. The wheels are just flat surfaces gluing onto the assembly so its best to have the cart on its side and attach one side then, once dry, the other.

I also decided to sand down the lips the cart side.

I've read many times in painting articles how painters use salt crystals to add a chipped paint effect to their vehicles, etc. This seemed like a good opportunity to try it out for myself. The carts were undercoated brown and then gunbolt metal. They were then sprayed with hair spray, sea salt crystals stuck on, and another covering of the hair spray (i found the crystals fell off without this second spray).

The carts were then painted using the same 3 base colour technique as the office building and a weak brown wash. I used yellow as the base to match in with the building. Once all that wash dry I brushed off the salt crystals to expose the metal surface underneath.

I then mixed up some weak rust mix, dotted it under the chipped areas and smudged it down the cart side with my finger. Sometimes a couple of applications looked best. I also did this on the cart rims and gave a dry brush of chainmail for recently exposed areas.

The final touch was some white glue soaked tissue paper in the bottoms of the carts and glue over that a couple of layers of Javis Coal scatter that I had. This was given a quick dry brush of brown (we're not mining coal)

Not that I have a picture of it, but for those that are curious the cart wheels snugly straddle the rails so they won't be falling off during gaming.


Thursday, 11 September 2014

SoBH Campaign 4 - Battle 6

Scenario: The Haunted Wreck


The First Law:
  • Bayaz, (Warband Leader) First of the Magi, 120pts Q2+, C3 Special Rules: Leader, Magic User, Traps
    Item: Armband of Protection
  • Logen Ninefingers (Warrior) 42pts Q3+ C3 Special Rules: Fearless, Forester
  • Ferro Maljinn, (Elite Archer) 56pts Q3+, C3 Special Rules: Shooter (Long), Unerring Aim, Stealth
    Item: Charmstone x 1
  • Jezal dan Luthar (Swordsman) 42pts Q3+ C3 Special Rules: Free Disengage, Acrobat
  • Black Dow (Warrior) 32 Pts Q4+ C3 Special Rules: Dogged, Fearless
  • Curnden Craw (Warrior) 30pts Q3+ C3
  • Red-Hat (Warrior) 36pts Q3+ C3 Special Rules: Scout
Everglade Forest Guardians:
  • Galan (Wood Elf Leader) 108pts Q2+,C3 Special Rules: Forester,Leader,Shooter: Long, Free Disengage
    Item: Charmstone x 1
  • Folmon (Wood Elf Warrior) 42pts Q3+; C3 Special Rules: Forester, Acrobat
  • Ailuin (Wood Elf Warrior) 42pts Q3+; C3 Special Rules: Forester, Acrobat
  • Anlyth (Wood Elf Warrior) 42pts Q3+; C3 Special Rules: Forester, Acrobat
  • Rusgon (Wood Elf Warrior) 36pts Q3+, C3 Special Rules: Forester
  • Thonor (Dryad) 56pts Q3+, C2 Special Rules Forester, Distract, Free Disengage
  • Tatharon (Wood Elf Archer) 56pts Q3+, C3 Special Rules Forester,Shooter: Long, Free Disengage
  • Galadthel (Elite Wood Elf Archer) 60pts Q3+, C3 Special Rules: Forester,Shooter: Long, Unerring Aim, Stealth
  • Lavathor (Wood Elf Beastmaster) 52pts Q3+, C3 Special Rules: Forester, Beastmaster
The scenario is a treasure hunt with a twist. There is a wrecked ship in the middle of a wide river with a treasure chest on it. The first warband to carry the treaure off the far end of the table wins (unless there is a rout). The Twist? Well the wreck is haunted by it's previous (now undead) crew and they don't want to give up their treasure. The size of the crew is randomly generated when the first non-crew member steps on board.

So the table is set as thus with the ship wreck in the centre of the table and the warbands coming in up stream.

Bayaz had split his available crew evenly between 2 rafts. Each raft needs an oarsman to steer, otherwise the rafts are at the mercy of the river flow.

Galan also split his crew in two.

The groups headed off at full tilt. Raft speed was limited to a maximum of long in one turn if going with the river flow so by the end of turn one spied each other for the first time.

The Elves had initiative though and reached the ship first, New recruit Rusgon was sent onboard first.

As soon as his feet were on board the crew appeared. The fearsome Captain was at the back accompanied by 4 undead archers and 5 undead warriors.

One more elven warrior managed aboard before the undead charged down the ship. Tatheron stayed on the raft to fire arrows at the undead crew, but his arrows could not find a solid hit on the ghostly targets.

The undead archers did not find this a problem and took out the annoying archer. On deck it had started to get toe-to-toe action with Rusgon knocked down before his colleague could come to his aid and "kill" his attacker. Meanwhile the second raft made for the fore of the ship to hopefully attack on a second flank.

All back on their feet, the elven warriors used the narrow deck sides to bottleneck the flow of undead.

3 Elven warriors left the raft to attack from the other end, although one didn't manage to scale the ships sides. They avoided the Terror-some Captain and made to whittle down the undead numbers first.
Meanwhile Bayaz decided to manoeuvre round the action, looking to mop up the stragglers as the outnumbered Elves were committed to battling towards the treasure.

But a choice shot from Elite Archer Galadthel swung the on board battle the way of the Wood Elves. It knocked down the Captain and allowed Beastmaster Lavathor to bite back his fear and gruesomely kill the Undead leader. Every last undead crewmember failed their moral checks and disappeared back to their watery graves.

This allowed the Elves to load up the Treasure to cast off for home. But Bayaz had ordered his strongest raft manoeuvre to block the channel ahead.

Galan decided to hold the human raft in place by ramming it.


Another aimed shot from Galadthel knocked Ferro down and the elven warriors made a boarding action. Ferro was gruesomely killed causing Jazel to lose his nerve and jump into the water.

Lavathor followed up with an attack on Logan Ninefingers and took him out of the battle.

Red Hat decided that 3 vs 1 were poor odds and dived into the river to swim to shore, leaving the Elves in control of a third raft. Bayaz decided to steer his raft to the other side of the island to pick up survivors.

This allowed the treasure laden raft a clear passage away.

But Lavathor still had an arrow in her quiver and managed to loose to parting but fatal arrow at the human rookie.

All that was left was for Galan lead his mini flotilla away with the booty.

While Bayaz moored up to collect Jezal.

Battle Outcome: Woodland Guardian Victory

Thursday, 4 September 2014

Industrial Wild West Part 3 - Mine Entrances

Next up in the build are the 2 Mine Entrances. These come from sheets 4 & 8 of the kit.

These were given a rough base coat of Burnt Umber. As you can see there is some of the MDF still showing through. These shacks should be looking very worn as far as I'm concerned.

As per the set technique, here is the result after the 3 lighter shades have been added. Note that there are a couple of support pieces for the doors in this picture, as looking at the website photo I realised I'd missed them out at the start. They are on Sheets 1 & 5.

Continuing down the technique list, I've assembled the huts and given them a weak wash of black and brown. After a bit of a debate I decided to take the doors off as well (before construction). The felt hinges worked well in the Prospectors hut and although I don't plan to have the interior accessible to figures, having the flexibility to have the entrance open for mining carts or just shut was better.

The finished Entrance Shacks. All pieces were drybrushed with a mixed up dusty colour again and the doors attached.

And here they are again alongside the Prospectors Office.

Monday, 1 September 2014

Pod Racing Night

This weekend saw MacSver and myself joined by sons (Macspud and Arabiansquire) and friend (Meerkatsoldier) to play a game of Star Wars Pod Racing. It's been quite a while since our last game, but every game had been a hoot and we were looking forward to this one.

The congestion at the gates gave the body repair shop
potentially a busy week ahead.
With so many younger players it was down to the Dads to demonstrate the game rules at the start of the race. I started by disabling my rev limiters to zooming down the opening straight into the lead also my engines cut out. MacSver went one better by surging off whilst playing a card on his son's pod to cut out it's engines on the starting line! But the game is simple so by the end of the first straight everyone has a grasp of how to play.


The pods streak through the forest.
MacSpud and Meerkatsoldier announced that they were playing as an unofficial team. But, as expected of a couple of teen-age boys, their idea of working in a team was more Sebastian Vettel than Tony Lewis as the cards started to flow.

The Leaders pick their route through the giant tree section.
With 5 players, the initial emphasis of speed and shenanigans soon moves to damage repair and numerous bumps and prangs occur on the way round. Things can start to get tense when the "hull points" fall from the initial 20 to 6, as a single bump causes d6 damage.


Meekcatsoldier was the first racer to fall by the wayside, thanks to a fuel leak card played on him. He was dealt a glimmer of hope as he had a card that allowed him to eject and potentially pick up a reserve pod. Unfortunaelty his ejector seat landed in a group of rival fans who beat him up! MacSver was next to go with his battered pod unable to take any more.

MacSver moves in front of my pod, but with only
1 point of damge left and leaving me not room to
maneuver things were looking grim. 
During this time Arabiansquire had managed to stay out of trouble and moved through the traffic to become take up a commanding lead with no damage taken. But his race was ended with only half a lap to go as MacSpud played a fuel leak card on the front runner and a catastrophic dice roll meant that the fuel ignited and the pod blew up.

With Arabiansquire's  wrecked pod in view,
Macspud fires up his engines and heads for his
remaining opponent.
MacSpud then strayed off the race line and with wheat he considered a killer card combo in his hand (you can tell he plays Magic the Gathering) shut down his engines and sat in the final straight for my damaged pod to limp round, like a Wild West gunfighter waiting for the clock to hit High Noon. With my pod in sight he played his engine start card, flicked of the engine limiters and hit the throttle. As he bumped off me he played a "good nudge" card with doubled the potential damage to my pod rolling a double "6" on his dice shattered my pod into small pieces. but in his enthusiasm his pod rebounded off the arena wall, with the extra damage being enough to destroy his pod as well.

So for the first time there were no winners!

But amid the universal guffawing Nobody cared!