I must really like Infinity, because I don’t usually buy into multiple factions for the games I play, but here I am.
The arrival of Uprising brought a variety of new factions/sectorials, and since they include a mix of regular units and mercenaries, I already had a bunch of appropriate miniatures. My old Yu Jing demo list has been given a new purpose, as the Keisotsus, the Wu Ming, and the Ninja all have homes in the new Ikari Company, along with my Desperadoes and a few others. I probably had more models for StarCo, but the pull of Ikari was strong, especially because it gave me an excuse to track down Yojimbo.
No shortage of finicky bits on this thing. The baggage is suspended off the back of the seat, which is in turn pretty much suspended in midair. It looks cool as it comes together, but at first glance, the parts don’t even clearly indicate which end will be the front, haha. He also came with a pair of CrazyKoalas, which are significantly less finicky. Just a head to glue onto a body, and I feel like even that was probably not especially necessary. These guys probably could have been one-piece minis.
The most brutal bit of multi-part cruelty is the right handlebar, which is this super tiny piece that you’re supposed to glue on and then (I guess) hope never brushes against anything? Can you say Further Adventures in Pinning? For this little project, I broke out the 0.6mm bit and a staple.
The fact that I used a staple should give you some sense of scale where these pictures are concerned. The left handlebar is actually a part of the torso, and is molded into Yojimbo’s hand, but of course the right had to stand alone.
It has to stand alone because it needs to hold an insanely long sword, which I fully expect to cause problems forever. I’m tempted to leave the blade unpainted so that there’s no paint to chip when the blade inevitably bends.
But dang, it’s pretty.
Seriously, I don’t know why I paint these when I’m planning to weather them.
When last we visited the Firebird, she was mostly built, sanded, and primed.
I went with a bright orange for the body, and added a couple of primered doors. Bright red for the fuel barrels (all of which will become increasingly subtle as I continue).
At this point, the car was pretty much complete, if a little too bright and shiny for my team.
Let the weathering begin! A heavy wash with Reikland Fleshshade and some bullet holes in the windshield (pin vise plus some scratches with a blade for the surrounding cracks), and we’re on our way. Really, I could probably leave stuff at this point but the team I’ve built this far is *very* heavily rusted out, so I’m gonna keep going.
And there we go. Some Vallejo Burnt Cadmium followed by a pair of weathering powders, plus some Agrellan Earth for dust and dirt. That primered for is almost invisible now, even if you’re looking squarely at it.
The bullet holes are a little less clear on this one than the corvette’s were, but they’ll do. I did notice at this point that some rust had crept onto the glass, but it scraped away pretty well after this shot was taken.
So, there we go! I have mixed feelings about this one. I like everything I did to it, but it sorta feels like I spent a lot of time doing nothing. I mean, the barrels have no game effect, I didn’t add a ram or weapons of any type… This is literally just a baseline car that I spent a bunch of time on, haha.
I like it anyway, and I suppose it will make a good car for campaigns. I can use it for the baseline model, and then swap it for something with weapons after I’ve earned some cans…
Or just try it as a baseline car? Might be a good opportunity to see just how helpful upgrades really are (or aren’t)?
So. Unlike the Maverick from the USARF box set, the pair of Mavericks come with little cargo containers that hang off the rear of the bikes. While they’re actually designed to have a fair amount/variety of surface contacts, they still struck me as pretty doomed without a bit of help, so I broke out the pinning gear again.
Look at these monsters…
The 3-surface bond actually made pinning a little trickier because it meant each surface was a little smaller, but left me feeling really good about how solid the joins are now that they’re done.
And who am I kidding? I was always going to be pinning this miniature…
I cannot picture these exhausts staying attached otherwise.
With all the finicky stuff out of the way, they do of course shape up into great looking units.
Personally, I particularly like this one, the fellow reaching for his sidearm. It’s such a dynamic pose that I was actually surprised not to find a heavy pistol in the profile.
The resin bases are from Antenocitis Workshop, purchased through Warsenal a while back. I went to look into getting some more (the USARF box set means I have 5 bikes, and I only have the 4 forest bases), and I guess Warsenal has been clearing out the AW stuff; the 55mm bases were extra cheap so I snapped up another forest set and a badlands set. While I was at it I grabbed a set of 6 ‘Access Terminals’ that I’ve been eyeing for years. Definitely happy with those.
Simple but effective, and they seem a lot sturdier than the fancier stuff we’d grabbed in the past.
Back to the forest bases. They look great, but the level of detail makes them pretty brutal to get paint coverage onto them. Lots of hard to reach nooks and crannies, but they pick up drybrushing like nobody’s business.
(That’s a Desperado and the USARF Maverick, I haven’t washed/primed the bases for the new ones yet, since I was waiting on that order to come in before I could base both of the ones from the boxed pair).
The Wayback is back, and it’s taking the form of Mordheim! I’ve set my Dwarf Treasure Hunters aside this season, and have opted to run an Ostlander warband. It’s a little bit of a mess because I’m building around the models I want to use, which is resulting in some largely unimpressive axes and shields, but I’m enjoying the flavour of it all.
Say hello to Clan Spearhavok. The above photo was taken *after* my first game, so it does not include my clan Elder (leader), as he perished as a result of my very first game this season. Yep. Rayle, Breaker of Chains died in glorious single combat against a centaur. My very first post-game included one of my Blood Brothers becoming the new leader. The sassy dwarf’s name is Pip the Slayer, and she’s in charge now.
Other Heroes going into game 2 are Katie the Wolf (sword and long dagger in the front row), Gunnar the Long Fang (not pictured, he would join to fill Pip’s now vacant Blood Brother slot), and my Priest of Taal, Seventh of Dusk’s Talons (the Lord of the Feast miniature from a Hordes army I’ve never really done much with).
Henchmen groups are the Butchers of Ostland (two-handed weapons with wintery bases), the Reeking Mayhem (viking berserkers), the Kodiaks (sword/shield pair), and the Long Death (archers on either side). The rest of the pictures are from the second game.
Gunnar the Long Fang and one of the Butchers of Ostland have just dispatched an enemy after a charge; the Kodiaks duke it out with Mad Dog.
One of the Long Death prepares to take a shot. This first round of shooting resulted in brilliant hits for both members of the Long Death, but they mostly missed in subsequent rounds.
Pip the Slayer leads the second Butcher, Katie the Wolf, and the Reeking Mayhem toward the enemy.
Same crew, different angle. I was planning to finish painting Katie the Wolf the other night, but I ended up basing a bunch of stuff instead (including Katie herself, which would be why the evening went that way, haha).
I managed to fell the Ogre Bodyguard pretty quickly, but the opposing heroes proved to be a much bigger problem. The dice didn’t seem to be much on my side, and despite some valiant efforts made by my warband, I lost soundly.
Seventh of Dusk’s Talons, the Priest of Taal, was the most unfortunate. Never much skilled with a sword, Seventh found himself overwhelmed, suffering a crushed hand, a smashed leg, a chest wound, an old battle wound, and being blinded in one eye. It was determined that perhaps he lacks the will and ability to be the clan’s spiritual support in battle, and he has retired to a less involved role. His apprentice (The Jackal’s Teeth) has replaced him.
No Henchmen were killed, but one was found to show particular promise; Anja Born of Death has left the Butchers of Ostland to lead as a Kin-Hero.
Back in late November, I painted a Freebooter’s Fate amazon and promised another would follow. Perhaps this looks familiar?
Occepa’s on the right…
I actually got Occepa almost done, but then got sidetracked with other projects. She’s been sitting, partly finished, at the edge of my workspace. Taunting me a little. So tonight I finished her up. We’ll start at the beginning, though.
Occepa is a brilliant if awfully fidgety miniature. Lots of individual bits and pieces takes in a very cool model, but also lots of tiny crevasses and hard to reach surfaces.
She also looks gloriously sturdy. This is a woman you could imagine donning crocodile armour and washing into a melee. I did a lot of paint mixing for this one, so I don’t remember what all of the various painted were that I used, but that’s my old standby Vallejo Red Leather.
Try to imagine the process of painting the underside of that tail and the back of her ‘skirt’. Ugh.
Getting to the mouth and hair here. Finally very little primer showing (mostly in this aforementioned nooks and crannies).
That crocodile head ‘helm’ is huge, and definitely limits the angles from which you can even see her face. This is the point at which I’d left off before. I suspect I had a way and some drybrushing done, but it’s not very clear where I’ve started and the other begins, so I did those aspects all over again tonight.
You see? From the wrong (or right?) angle, she looks more like an anthropomorphic croc. This time around I drybrushed in a few, progressively lighter tones and I feel like it served as a nice halfway point between basic drybrushing and highlighting (still not a big fan of highlighting, especially where my own miniatures are concerned).
I did a tiny bit of highlighting after this, but this is pretty much the finished product. Occepa is finished, and will now be entered into the local shop’s monthly painting contest, where she’ll remain on display for the next couple months convincing people (I hope) to check out these Frostgrave games.
Until next time! (I have a bunch of half finished entries here so hopefully it shouldn’t take too long!
Another Death Race this week. Decided to run 50pts this time instead of 60 to put a little more crunch into the build process. B brought a truck and a buggy, both tricked out with turreted HMGs and extra armour. I brought a performance car and a buggy with lesser armaments but more tricks. Big Tires, Hell for Leather, lots of nitrous, all sponsored by Idris.
I was right fast, but messy as hell. He was slower but a lot cleaner.
I started with a pair of Hell for Leather induced Long/Slide/Spins. Bad news hazard-wise, but got me an early jump and a couple audience votes.
I followed up with a similar second phase (long/slide/spin for the Road Runner and a clumsy nitrous boost for the Manx), but both cars ended up wiping out. Even with the Big Tires, the treacherous terrain put me up over the line.
I used my 4 audience votes to pop both cars into 3rd and keep going. Decent plan for the buggy (it got itself back into the race), but a stupid mistake for the Road Runner. Its best option was a 3rd gear hairpin through that treacherous terrain, and the dice were not on my side. It wiped out again, flipping this time for some extra distance.
The Manx managed to gain a little ground without crashing into his teammate, but that was about it. We were both rolling pretty terribly during this match. B’s truck and buggy continued to prove the value of slow and steady.
The Manx wiped out again, but not before covering a decent bit of distance. This time it was its turn to flip for an extra few inches.
This bright is to the end of Turn 1; B’s team also had some bad rolls and neither got out of 4th gear.
Snapped that photo a little early, apparently, so I added the Manx’s movement. It tucked nicely into the high – risk shortcut that I built into the second corner (I put one of these in the first game I played with C, and it made for some hilarious levels of mayhem).
The Road Runner’s reverse turn fell apart when I misjudged the size of the slide template and wound up sitting next to a bunch of exploding barrels. My spin would no longer get me where I needed to be, so instead I used it to line up a shot. Now I’d be going into the 2nd phase still facing the wrong way.
The Manx cleared the shortcut, but wiped out in the process. The Road Runner got in a ram, but at this point was surrounded by turreted HMGs that were starting to come on line as they crossed that first gate.
At this point the Manx was stuck in first and the Road Runner was taken apart by multiple HMGs. B’s truck and buggy continued their advance.
Further sitting for the Manx, and B’s cars/HMGs drew ever closer. They were still in 4th gear, so this brought Turn 2 to a close.
This is it, my bitter end. Forward wasn’t an option this time and even a short reverse left me in the turret-path of B’s advancing buggy. He told some 6’s, and I didn’t. With only the two of us playing, we didn’t bother with respawns, so this was the game.
That’s two Idris losses in a row for me. I think I’m getting overly hung up on trying to maximize certain aspects while ignoring other factors. Hell for Leather is certainly a way to generate Idris audience votes, but a bike can do the same thing for the same points, and is a whole extra vehicle. An HFL monster truck can use it to more easily trample/clear other vehicles, but cars are just getting a couple of template boosts. The free shift results coming out of the medium template are probably worth using it instead (I was picking up so many hazards I ended up using all my votes just to stay in the game anyway).
Weapons are the other issue here. I wanted more points for perks, so I avoided turreting any weapons, but I was so far ahead that my front facing HMG was generally useless and it was hard to find a good opportunity to drop caltrops.
I’ll have to give some more thought to future builds. The Manx wasn’t bad (although the HFL points would be better spent elsewhere) but the Road Runner was pretty much a hodgepodge of mismatched ideas (admittedly I just wanted to field that build because I like how it looks, which might not have been a very strategic plan, haha).
Until next time, here’s a final shot of this crew:
I’ve been avoiding my Blackjack because I haven’t wanted to deal with the extra packs, plating, and fiddly foot bits, but I finally bit the bullet and started dealing with it. Paint-wise so far, I mostly used Vallejo Olive Grey for the major stuff and Citadel Warplock Bronze for the machine parts. Did some cleaning, fighting, and gluing as well, and got all those extra parts on now.
I’ve been purely focused on the areas involving the extra parts, so the arms got no paint this time. Finished or not, I gotta get this fellow on the table soon. I haven’t even tried him yet and I’ve got his HMG buddy on his way.
But the big news?
I finally got one. This particular Limited model drives me a bit nuts. Not because it’s desirable (which it is, it looks amazing), but because the regular version when it was announced was awful. I’m sure not everybody would agree on this, but I had zero interest in the non-limited Unknown Ranger. Heck, let’s do a quick recap for the folks that don’t know what I’m talking about.
Corvus Belli do lots of limited edition miniatures. Most of them are alternate versions of existing models, and since those look great too it’s really just an opportunity to change things up a little.
Gencon Limited Editions on the left:
Maybe I’m unreasonably thrown by it, but I have yet to meet anybody that prefers the regular one.
Anyway, I finally tracked down an LE Ranger for less than a bajillion dollars and snapped it up. Haven’t really started painting him yet, but he’s built and ready to field.