Yes, with the second Bondi unit that I posted a couple weeks ago, I finished painting a full army. Not something I can say very often. Let’s take another look at those final 8 warriors:
What follows is pretty much going to be a bunch of photos, because I’m feeling pretty good about these guys. Sharing time!
I feel like this guy’s got some tricky moves… Watch the feet!
And there we go. Thanks for checking them out. I am in fact working on those Gall Gaedhil I mentioned last time, but I interrupted that painting task with some shieldmaiden assembly.
So lots more Saga still coming. I picked up Njal, too. Also, Dave’s Normans arrived, so once he’s got them assembled and on bases, I’m actually going to get to play!
Tonight I put the finishing touches on my last 8 Viking Bondi (warriors). That’s right, I am now the proud owner of a fully painted 4 points of Saga. I’ll have to get a group photo at some point.
When we left off, I’d put in a couple evenings of paint, and the Bondi were looking like this:
Day 4: more paint, plus some dirt on the ground!
Day 5: finished up any still unpainted spots, but mostly a bunch of shades and washes. I don’t think I snapped a picture of that.
Day 6: some detail work (including shieldwork), and some light drybrushing to give the hair, fur, and dirt some depth.
They’re starting to really look like something at this point.
Although they can’t look at anything themselves. No eyes just yet.
Day 7: Day the last! Eyes and blood! Here’s a few of them before and after the finishing touches:
And one final group shot:
Up next: the Gal Gaedhil (Sons of Death)?
K, this is it! I’m only 8 miniatures away from having a fully painted 4 point Saga warband, so I’m painting all 8 at the same time.
Day 1: Prime the last few that were still bare metal…
Day 2: Some blues, some greens, some browns. Moving right along…
Day 3: A few different skin tones and wood colours, and most of the clothing complete.
Until next time!
The painting bug finally caught hold of me again, and the result is a whole mess of Vikings. Previous to the last week or so, I had slowly worked my way through two Berserkers, a Hearthguard, a Warrior, and my Warlord. 5 models. I have now more than tripled that, and I have also convinced a friend of mine to take advantage of Gripping Beast’s black Friday sale, so I’m actually going to get to *field* these ruffians (and not as Ostlanders).
Viking Paintfest, Round 1:
I started with these three Bondi (warriors), as they were ‘based’ and primed and ready to go. Realized pretty much immediately that if I was going to work on multiple minis at the same time, I should do more than 3. So I finished that first night by grabbing a few more that I’d already gritted the bases on and priming them.
This brought the count to 5 Bondi and Gunnar Hamundarson. I don’t have Njal yet, so he was probably a silly choice to paint at the moment, but it’s just such a great model.
I used a lot of different colours on this lot (and so many browns!), but I like the feel of it. Uniform in their lack of uniformity, if you will.
And there’s that batch finished, and bloodied up. I think I mixed about 7 shades of red for this group; I reduced that to about 3 for the next lot.
Next lot! 7 miniatures this time: 2 Berserkers, 3 Hirdmen (hearthguard), and 2 Bondi.
I went with this combination because it would finish off a bunch of units that I’d started over the past year (usually one at a time for local painting contests).
I picked up some GW Nuln oil to wash the armour (is it weird that I’ve never bought any previously?) and decided to try a few more interesting shield designs.
Mixed results. I’m not exactly a freehand genius, but I’m happy enough with the results. Once I’ve bloodied these fellows up a little it should soften the aspects I feel look weird.
It takes a pretty serious effort on my part not to overdo it with the blood. Maybe I do anyway, but it strikes me as pretty unlikely that vikings wading through a battlefield *wouldn’t* be visibly bloodied, so here we are. Weapons and hands seem like obvious candidates, and I picture shields just being another weapon; either via a classic bash, or using the edge (with shields this big, though, maybe that’s unrealistic? I have no personal experience with dark ages combat, haha). That’s enough overthinking for now…
So, the result of this latest painting binge? I have now painted:
Gunnar Hamundarson and my Warlord.
One point of Berserkers.
1 point of Hirdmen.
1 point of Bondi.
Next up? Another point of Bondi and maybe Njal or a mercenary unit, depending what finds its way onto my desk.
Before I get started here, I would probably mention that the meta I play in is relatively casual. We’re competitive, we play to win, but the vast majority of us would rather lose an interesting game than win a boring one. With that in mind, the following thoughts and opinions might get more or less mileage based on your own community, but I think the core sentiments stand.
One of my favourite things about Infinity is that it’s not a list-building exercise. What you bring will totally impact your game, and your ability to react to situations or complete specific objectives, but the miniatures you put on the table are far less important than what you do with them. There are totally benefits to preparing ahead of time, but that isn’t enough on its own. [Aside: the primary reason I could never really get into Warmachine/Hordes is that it always felt like the opposite; the outcome seemed determined before the game even began, because no amount of skill seemed able to overcome a ‘weak’ list.] I feel like one of Infinity’s strongest selling points is the necessity of *playing* well. In a straightforward Annihilation scenario, a really skilled Infinity player could do decently with a list provided by their opponent.
That said, in ITS and other scenario based formats, a well planned list can still be a huge benefit. This is usually my weakness. Life makes a lot of demands, and I don’t always make time to sit down and prepare lists. I often set up the tournament and then just select a couple of appropriate lists from among my past creations. This generally serves me fairly well. I play vanilla, and tend to like well rounded ‘toolbox’ lists that provide me with an appropriate response (albeit a limited one) to just about every game-based situation that’s likely to come up. I’m usually short on specialists, so I have to both play well, to make up for those shortcomings, and really pick my early targets carefully (I often lean towards trying to get second deployment in these cases, since my ability to respond effectively in the early game becomes particularly important to me). In Direct Action tournaments I generally do really well; Operations tournaments are harder but I can usually eke out enough minor victories to place in the top half (we’re a pretty small community, so that still usually means I’ve placed). It’s a bit of a slog, though, and I sometimes feel like I play too slowly when I have to lean so heavily on tactics. I can speed myself up by using Limited Insertion, but I’ve had mixed results with that so far. It definitely keeps me fast, but I wind up really feeling the paucity of orders.
The last couple of tournaments I’ve tried to prepare my lists around the declared scenarios. The first time was a very small tourney where I had a pretty rough day with the dice, so it was hard to tell whether the lists were working or not. A couple weeks ago was the second time. 3 rounds: Nomads (can’t remember if it was vanilla?), Qapu Khalki, and Military Orders.
Round 1 (Acquisition) – Nomads
This was the scenario I didn’t plan for, and was my best game. Controlled everything, and even got the Classified objective (I *never* get my Classified objective), so it couldn’t have gone much better. I played a strong tactical game. I had to, since my list didn’t provide any really advantage.
Round 2 (The Grid) – Qapu Khalki
I lost this one, and I shouldn’t have. I brought a list that should have crushed it, and then focused on all the wrong stuff. Tactically, this one was a tire fire. I brought a Limited Insertion list with 7 specialists (I think 5 were Forward Observers). Peter’s QK went first; he had no useful specialists for this one, so his only hope was to kill the Designated Target, and to kill me before I could tag some Antennas. He did indeed manage to take out the target with his Datatracker for 4 points, then got into playing some long range tag with me. We were pretty even, dice-wise, and both lost a couple units. On my turn, I neglected to respond to the situation. My initial plan when designing the list was that I’d wait for the second turn to start attempting to designate antennas; this would avoid wasting orders on antennas that my opponent would just flip back anyway. You see what happened there? I let my preparation trump my tactics. Peter *couldn’t* flip antennas. Designating even one would have netted me a guaranteed 3pts. Half my list or more had Anti Materiel weaponry, so another 3pts would very likely have followed in my second turn. Instead, I focused entirely on trying to remove some of his units, thus giving him 2 full turns to reduce my numbers before I even attempted to *fulfil the scenario objectives*. He eliminated most of my specialists during his second turn, and took out the last one with an ARO during mine. I managed to kill the Designated Target, but not with my Datatracker. I lost, 2-4. Peter approached the scenario with a nearly useless list, but played with his weaknesses in mind and prioritized eliminating my strengths before I could put them to use. I failed to respond to the situation at all, and let my preparedness be a hindrance. Well played, sir.
Round 3 (Rescue) – Military Orders
80% of this list had terrain rules, and I selected one of the other 20% as my Datatracker out of habit (I often use the Unknown Ranger because I find he survives very well). That’s about how this round went. I spent about half the game’s orders dealing with 2 *very* hard to kill units (ignoring them as much as possible would have been a much better plan), and then made a bad call in my last couple orders of the game. I used an order or two to try and clear a path when I should have just triggered AROs instead. The orders used up trying to remove threats meant that my Datatracker couldn’t get his civilian to my DZ (to add insult to injury, I also failed to remove the threats). The extra order worth of movement would have gotten him there, which would have resulted in a major victory instead of a minor one, and that would have won me the tournament. Our first kit ever, and I was so close… but so far. I put too much faith in my lists, and let my preparation get in the way of my tactics.
It was an eye opening experience. I still came in second, and I had a blast, but it hurt to be able to look at the games and see so easily what I’d done wrong. If only I’d opened my eyes earlier, while playing. Hahahasigh.
Well, we continued our Forgotten Pacts campaign last week, and it was *insane*.
Three of us again (Chris and I, plus Alex joined us for his first game of Frostgrave!), so we settled from the corners.
Three of us meant 9 treasures, so the board started with 9 barbarian berserkers. Every dead berserker spawned two more, and they started to add up fast. My warband killed about 10, and while Chris and Alex were less overwhelmed by barbarians than I was, they still took out a few each. Never mind appropriately armed miniatures, I had to use almost the entire bestiary I’d brought with me (we had boars and dogs counting as barbarian berserkers by the end).
Katie the Wolf was trying to get into this watchtower (there was a treasure on the top floor) when fresh barbarians started spawning on the nearby board edge. It was probably the most ‘popular’ spawning edge by a significant margin, and it meant she never made it to the tower door. She did manage to stem the tide for a few turns, though, and was responsible for about half the berserkers taken out by my warband.
My early game is often about sending a few fast soldiers to grab the treasures nearest my opponents. Playing this scenario again, I’d probably worry less about grabbing those treasures and instead focus on getting to those in the middle of the board. I definitely underestimated how quickly the berserkers would pile up (9 to start plus 16-18 double respawns means over 40 barbarian berserkers even *without* random occurrences), and I’d be pretty wary of those board edges in the future; every barbarian you take out near a spawn edge has basically a 50/50 chance of putting another one right on you.
Oh, and I lost another dog.
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 door 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.