Friday 12 March 2021

Getting Started with Stargrave: Choosing Miniatures

Stargrave is an upcoming game of tabletop combat set in a future where a massive intergalactic war has reduced civilization to a handful of independent worlds struggling to survive under the yoke of enormous pirate fleets. Planets that grow strong enough to attract the attention of the pirates or find some long-forgotten riches on their world are ruthlessly put down and plundered. The only way to get anything between inhabited worlds is by independent starship crews - those quick enough or smart enough to dodge right under the noses of the pirates and get the job done. Of course, with dangerous, high-paying jobs in short supply and where pickings are slim, it isn't uncommon for crews to end up squaring off directly against competition, which can even draw the eye of pirates in the area...


Stargrave has its own lore and setting which is succinctly expanded on in notes and sidebars during character creation, but the look of the ravaged galaxy is largely down to how players choose to interpret it. Personally, it gives me a vibe of Firefly in the midst of a second Bronze Age Collapse, or the very early days of Warhammer 40,000: Rogue Trader. The universe is a big place, and how it looks is up to you.


Coming in April is a line of official Stargrave miniatures from North Star Military Figures, but like Frostgrave, Rangers of Shadow Deep, or Oathmark, players are free to use whatever miniatures they'd like in order to assemble their crew. The official miniatures look - at least to me - like spaceport ground crew from Star Wars, which serves as an interesting springboard to what you might otherwise like to use. For now, let's take a quick look at assembling a crew for Stargrave: What you'll need, some notes on character creation, and where you might find alternative miniatures if you'd like to get started painting ahead of release!


WHAT YOU WILL NEED:

Every crew in Stargrave starts at 10 miniatures. In-game you may have an ability which temporarily grants you an additional crew member - ordinarily a drone or similar - but all crews will start with 10 figures, and will always have at least 10 miniatures available at the start of a game. They consist of:

  • Captain: The Captain is the leader of your crew. The most powerful figure in the crew, they represent you on the tabletop. They can choose from one of eight Backgrounds (more on that shortly) and have a selection of Powers to customize them.
  • First Mate: The First Mate is next in line for promotion if some terrible fate should befall your Captain... They also choose a Background and a number of Powers, though they aren't quite as powerful or versatile as your Captain. They don't need to choose the same Background as your Captain, either, giving you access to a wider variety of Powers in your crew.
  • Soldiers: The grunts, the mercs, the poor bloody infantry... Soldiers is a catch-all term for the dogsbodies that make up the bulk of your crew. Soldiers have no Powers, although each chooses a Class when hired which comes with a set of equipment and stat adjustments, making them distinct from one another. There are also a number of Specialist Soldiers, with either upgraded equipment or extremely rare and potent weaponry, and up to four of your crew can be Specialists (if you can afford them!). Finally, when hiring a Soldier you can choose to make them a Robot! Robots have a number of advantages in that they aren't susceptible to poisons or mind control, but there are disadvantages as well. Half your soldiers can be Robots. There are two Soldier classes - the Recruit and the Runner - which have no hire cost, meaning that if you need to cover losses or someone in Combat Armour doesn't show up to the battle (more on that shortly), you'll always have a full crew of ten available.


Rather than copy out the rulebook word for word - it's a thoroughly lovely hardback which belongs on your shelf, after all - here's a short list of the eight Backgrounds which your Captain and First Mate can choose from to give you some insight into how they might look on the table:

  • Biomorph: Genetically engineered and enhanced, can look almost monstrous depending on their enhancements. Brutal in close combat, extremely hard to kill.
  • Cyborg: Mechanically engineered and enhanced-... wait a second. Access to Powers which make them excellent ranged combatants, able to interfere with enemy Robots.
  • Mystic: Cultists, monks, knights and weirder - barely-understood powers and technology that let them heal, deal damage or seize control of other warriors.
  • Robotics Expert: Does what it says on the tin! Quick-footed and averagely tough, but capable of creating additional Robot crew, guiding them from afar and buffing allied Robots.
  • Rogue: ...does what it says on the tin! The classic archetype with a space-themed flavour. Concealed firearms, bribery and other tricks; just what you'd expect from the name.
  • Psionicist: Mind bullets! Psionicists are similar to Mystics, though with more battlefield control abilities. Character notes suggest they're ordinarily bald.
  • Tekker: The mechanics of the ravaged galaxy. Tough and able to perform similar feats to the Psionicist, though more focused on breaking or creating technological barriers.
  • Veteran: The soldiers of the Last War. Veterans are dangerous fighters whose Powers focus on aiding and enhancing the team around them, coordinating and commanding allies.

Remember that your Captain and First Mate needn't share an identical Background. One suggestion that springs to mind is getting miniatures for Han Solo and Chewbacca; a Rogue Captain and his Biomorph First Mate, anyone?


GEAR: WEAPONS AND EQUIPMENT

The weapons list in Stargrave is surprisingly short. Ranged weaponry consists of Pistols, Carbines, Shotguns, Rapid Fires (gatling guns, multi-lasers, etc), Grenade Launchers and Flamethrowers. Close combat weapons are Knife and Hand Weapon... and that's it. This might seem a little light on detail at first glance, but in practice it's surprisingly elegant. At a glance you can tell what a Soldier is armed with, and it keeps the focus on maneuvering your miniatures for advantage on the battlefield rather than an endless ream of paper with weapon modifications.


Weapons can be upgraded with enhanced or 'alien technology' versions during campaign play, but these simply replace the version of the weapon your miniature is already carrying. If you need to upgrade a weapon on a miniature that's been in your crew for a dozen games, all you need to do is paint a couple of super stripes on it or make it a bit shinier - there's no hard and fast rules for what upgraded weaponry should look like, and you'll never need to take a hacksaw to your lovingly painted miniatures to give them some shiny new toy!


Armour is likewise a short list: Light, Heavy and Combat Armour. Combat Armour is a fully-enclosed powered suit which comes with a pistol and hand weapon built in, along with a filter mask which makes the wearer immune to gas and similar effects. Combat Armour requires an upkeep paid at the start of each battle otherwise it can't be fielded, meaning you'll temporarily need a Recruit or Runner Soldier to take its place in your crew. Captains and First Mates can be given Combat Armour at character creation, and Armoured Troopers are a Specialist Soldier choice - the most expensive to hire into your crew! Be wary of kitting out too many figures in Combat Armour.


Other classes like the Hacker and Chiseler (or Specialist versions, Codebreaker and Casecracker) will ordinarily want some tools of the trade on their miniatures. Computer decks or other high-tech gear will work for the former, while lockpicks or something similar can work on the latter classes - though you may choose to forego representing such tiny tools on a miniature! Likewise, Medics carry a Medic Kit which makes for an easy conversion to mark them out, and a Sniper might want a fancy-looking upgrade to their Carbine so it looks the part. Finally, when recruited to the crew, anyone which has a Carbine may instead swap it for a Shotgun at no cost. These have half the range of a Carbine, but do +1 Damage if they get the chance. A worthy consideration!


CHOOSING MINIATURES:

Now comes the fun part. Picking miniatures! As mentioned earlier, there are an official line on their way in April, but in the mean time there's nothing to stop you from picking up a couple you like the look of or even painting a whole crew with some miniatures you have to hand already. There's literally no right answer to this, but for my money, here's a few suggestions to get you started:


  • Necromunda Gangs: With ten miniatures in a box, a bunch of customization choices and plenty of close combat choices with pistols and knives represented, these are actually a pretty much perfect starting point if you've got a specific look you'd like to achieve with a crew in a kind of uniform. My choice would be the Orlock Gang, owing to their slightly less formal appearance, but the tools and bits of gear they have hanging from their belts does make them look like they're always ready to hammer some part of a starship back into place. The Goliath and Cawdor Gangs might look a little too specific to Necromunda, but that's entirely up to you. The Van Saar or Enforcer teams could also work well as pirate forces for the Unwanted Attention table (and more on that later, too!). On a similar note...
  • Genestealer Cultists: These guys have a slightly more alien appearance about them, but Stargrave makes fairly regular mention of alien species in the ravaged galaxy, as well as there being suitable heads in the Stargrave line of miniatures. The one downside to the Neophyte Hybrids box is that you might find you're short on pistols and knives, if memory serves, but for bodies and general equipment it's an excellent source of awesome-looking miniatures with a weird, dangerous appearance.
  • Anvil Industry: With an absolutely enormous range of modular parts for just about any miniature project you can imagine, Anvil Industry would be my first choice for something 'outside the box' when it comes to sourcing parts for a project like Stargrave. The 'Boilersuit Renegades' line would be where I'd start looking for starship crew bodies, but there's nothing to say you can't mix and match as you like, and with the inclusion of the STL file packs available as part of their Digital Forge, if you have a 3D printer you can get assembling straight away! Because I'm cheeky, that link to Anvil is my affiliate link; if you click that and make any purchases through their site, I'll get a wee commission off the top. That being said, I carry on pimping their gear because I love what they do! Speaking of miniatures I love, there's also...
  • Bad Squiddo Games: With a tagline of 'believable female miniatures,' Bad Squiddo has a line called Ghosts of Gaia which - though marketed as post-apocalyptic warriors - would work famously as a crew for Stargrave. I should know; I bought almost all of them with just that in mind! Their weird, ramshackle aesthetic works really well for a crew keeping their gear together with spit and wishes, and there's no worry about how many pistols or such you'll need as you can just grab the figures you're recruiting into your crew, after all.
  • Copplestone Castings: Interestingly enough, a handful of the Rogue Stars line of sci-fi adventurers from Copplestone Castings are actually featured in photos in the Stargrave rulebook. They fall under the North Star line as well, so though they aren't technically for Stargrave, you might still consider them as 'official' if you're a purist. They're also wonderfully characterful miniatures! As well as Copplestone Castings, there's another source from the North Star family you ought to check out...
  • Artizan Designs: Seriously, visit Artizan Designs and check out the Victorian Science Fiction section of their online store. You won't regret it. If your vision of the ravaged galaxy features adventurers in pith helmets and starpunk ray guns, you're in for a treat.
  • 15mm Miniatures: Not a single supplier, but something to consider. Why not play games with smaller figures? The ranges and rules will all work perfectly well if you're using figures from Ground Zero Games or Ral Partha; you'll need to do a little Google-fu if you're keen to dive deep into this side of sci-fi wargaming, but if you'd like to try your hand at playing Stargrave with a smaller footprint (that also needs less storage space!) then consider trying 15mm miniatures!


UNWANTED ATTENTION:

Finally, there exists at the back of the book a table named Unwanted Attention. As games between two players go on and the turn counter starts to tick ever higher, the chances of attracting the eye of the pirates in your area start to rise dramatically... Unwanted Attention is handled by a simple decision matrix where wandering creatures, ruffians or even pirate troopers are handled as a 'third player' keen to ruin your carefully laid strategies! I'll spare you the complete table, since it is included as an optional rule which players should agree to before a game, but it couldn't hurt to consider painting up, say...

  • 1-3 Ruffians: Scruffy troublemakers with pistols looking to make a quick credit off the fallen.
  • 2-3 Pirate Troopers: Carbine-toting foot soldiers of the pirate fleets, dressed appropriately to how you imagine. Consider that even the Rebel Alliance from Star Wars has a whole range of uniforms!
  • 2 Pirate Shock Troopers: If you're unlucky - or just tarry too long in one skirmish - the fearsome Shock Troopers might make an appearance. Pirates carrying Carbines and wearing full Combat Armour! The very best of the absolute worst come to ruin your day...


Hopefully all this goes some way to answering a few questions about Stargrave and what you'll need to consider if you're getting started, or want to get in ahead of the curve before the book is released! Now, if you'll excuse me, I need to shake up a bottle of resin and warm up the 3D printer...

Monday 23 March 2020

Solo Wargaming, or "What to do when you don't live with an opponent!"

I think by now that most of us tend to regard wargaming - that is, pushing our toy soldiers around a table and rolling dice to determine the outcome of conflict rather than leaving it to spirited yelling of "Bang, bang! You're dead!" - as a social activity. Most of the people that I know who play regular games invariably schedule theirs for the weekends as parenting or work requires. I suspect that most people would look at our games as an opportunity to pit two tactical minds against one another. They're friendly, spirited games with a code of honour that demands we treat our opponents amicably, but still a contest. Our enjoyment of the game might not come down to whether we win or lose, but it can certainly have a say in it!

The 'solitaire' or solo wargamer might seem to be at a disadvantage. Either faced with no regular opponents, a great distance to travel to play, or fascination with a period or conflict that nobody else sees the interest in, it might seem that solo gaming is the desperate result of necessity! Thinking of it this way, it could be imagined that solo gaming is the second best alternative, or 'not really a proper game' put together only by the desperate. Not so! Playing a game by oneself offers a host of bonuses and unexpected positives that might not be obvious at first glance, not least of which is the ability to interpret rules how you like rather than needing to adjudicate with an opponent seeking advantage!

Here I will offer my thoughts on where to get started and how one can begin looking at ways to adapt just about any game to play solo, whether there are published rules for it or not. I'll include links to a couple of resources along the way, and as much as possible I'll be trying to avoid repeating advice you'll find in other books or blogs - especially where those are published and available for purchase. Solo wargaming is its own beast, and with a great many people suddenly at a loss for how to get their gaming fix in the days of quarantine and self-isolation, consider at last a hidden gem you might enjoy a great deal more than you'd expect.



Just Play the Same Game as Always, By Yourself.

This is by far the easiest way to get started. Just drop down two armies - or split a collection in half and run a 'training exercise' - and play the role of your own army and the opponent's commander. A common question people ask when getting started with solo gaming is how to 'surprise' themselves, or make a system by which the enemy will act unexpectedly. When first dipping your toes into the idea, don't worry too much about that. Any game which features an element of chance such as dice or cards will provide a random outcome to any plan you try to set in place, so the surprises are baked straight in to the system.

This doesn't solve the essential issue of how most games are designed, though. Ordinarily pitting one (hopefully) balanced force against another in a game where neither side is meant to have any advantage at the outset means that the test - what we're trying to achieve with the game - is to overcome our opponent's tactical acumen, react to our own poor luck or push good luck, and generally come out on top of a fair fight. Once you've played a couple of simple games by taking on the role of commander of both armies on the battlefield, you'll no doubt get a sense of what those earlier questions are about. Past a point, you're really only playing to overcome the element of luck; you can't very well best yourself, after all, and even if you're playing both forces without favouring either of them, you'll still find after a couple of games you're probably looking for something more.

It does still provide an easy opportunity to test the waters, though, and by far requires the least preparation. Give it a shot, see what happens!



Commanders: Roleplaying Rears its Head

A very simple way to introduce some surprise and uncertainty to your games is to randomly generate a personality for the commander of the opposing army. This is a concept explored in depth in Platoon Forward! (available from https://toofatlardies.co.uk/ ) and one which is really easy to tack on to most games, no matter what rules you're using. Platoon Forward! covers this really well, but I'll offer an extremely brief consideration on the idea.

Before deploying both armies on the table, pick which one is going to be the opposing force and roll a die to generate the enemy commander's personality. This could be as simple as a D3 result: 1 is Cautious, 2 is Balanced, and 3 is Aggressive. With that in mind, you can start deploying forces to the battlefield, bearing in mind how the commander is likely to want to push their army into enemy territory or to hang back and fight more cautiously to deny ground to you, their opponent. This is essentially a very simple roleplaying game! When it comes time for an enemy unit to act, consider how the commander might order them about. A Balanced approach will ordinarily try to take the 'best choice,' maneuvering for advantage and pushing where a gap appears. Cautious commanders will either advance slowly, or create a massive push where they are guaranteed superiority at a specific point. Aggressive commanders will race for objectives, well, aggressively, and seek to isolate and destroy enemy units as quickly as possible.

This will occasionally mean you're making choices for the enemy that you might not ordinarily, creating a battle plan which your own army will need to adapt to rather than knowing automatically what both sides will do. You can even push this further, as sometimes it might seem that a commander will order something totally suicidal, or flounder and waste an opportunity due to their nature. Once again, a simple die roll will fill in for the role of fate (or roll of fate, if you will): Roll a D6, and on a 3+ a unit can act 'out of character' to either preserve itself in the face of overwhelming enemy presence, or to push an advantage their commander might avoid if it is clearly the best choice for them in the moment. Even the most steadfast model soldiers will occasionally object to being sacrificed needlessly!

You can, in theory, tie this in to however your game system handles the concept of Leadership or Morale. Rigid discipline might be boon or bane depending on the character of the army you're playing as the opposing side, so tweak and test and try again if it doesn't seem like you're getting quite the right result. The solo wargamer is lucky not to worry about wasting an opponent's time if they want to go back and re-do something!



Cards, Blinds and Keeping Secrets from Yourself

There's no end to the ways in which you can inject surprises into a game against yourself. Consider making up a deck of random events or bonuses that you draw at the start of each turn for your opponent, or 'immediate use' orders when you activate a unit. I thoroughly suggest owning a copy of The Wargaming Compendium by Henry Hyde - available through Amazon or wherever else Google tells you it can be purchased - and leafing through some of his suggestions on this. Likewise, Donald Featherstone's Solo Wargaming can be picked up via Amazon through John Curry's efforts, and this has a wealth of hidden activation systems and ways to make an enemy army act without your knowledge, if that's really what you're looking for. These do tend to require a little more preparation, but the end result is absolutely worth it as some of the critical decisions for an enemy really are taken out of your hands, leaving you at the mercy of an invisible, inscrutable high command!

I've also attempted to tackle something similar on the tabletop. The following is designed primarily for use with Bolt Action or similar WWII gaming systems, but remember as always that the solo wargamer needs only to entertain themselves; bodge the rules, tweak the system and jam it sideways on whatever game you like if you can make it work. It doesn't need to be perfect to be fun and occasionally surprise you!

Bolt Action Blinds System



Campaigns: Your New Best Friend

Playing a one-shot game to best an opponent is one thing, but where solo wargaming really comes into its own is as an opportunity to tell stories. Playing battles against armies that aren't necessarily equally matched or on ideal ground against one another? Perfect for when you aren't invested in success for either side, except for the outcome of the tale unfolding in your campaign. Playing to specific objectives and campaigns is absolutely where solo wargaming holds sway for me, personally, as you're free to tweak rules, introduce more if you like, throw out what doesn't work and simply enjoy playing out a series of scenarios that touch on the wider story unfolding, whether that's for a single platoon of battle-hardened soldiers in 1944, a posse of gunslingers in the Old West, or Space Marines and Orks off in the grimdark future. Again, I point to the absolutely excellent resources from TooFatLardies if you're in need of inspiration here. Any of their 'Pint Sized Campaigns' will provide ample suggestions if you're running a game, and 'At the Sharp End' is a must-have campaign construction kit I think belongs in the collection of any solo wargamer, with suggestions and rules that will absolutely work no matter what game system you're playing.

Playing to the outcome of a single battle is one thing, but you'll find it easier to invest in solo wargaming when there's more at stake - so to speak - than a few models removed from the table with every roll of the dice. When casualties mount, high command demands results and objectives are just out of reach... the stuff of legends will unfold on both sides, whichever outcome you're rooting for! Then at last, when the dust has cleared and the final tallies are made, if you don't like the result you can always throw down the miniatures again and go for a second round! Playing true consequences for your armies in this sense will usually be more satisfying, I suggest, but nobody's going to slap your wrist if you tweak things a little. You are literally entertaining yourself, and there is no wrong answer for how any of this should be played.



So, at last...

I've found it rare that many solo wargaming resources actually produce huge, detailed rule sets. You'll tend to find that most material aimed to those playing alone are really more toolboxes or guidelines, things to bolt on to familiar settings and games to introduce some of the drama and uncertainty of a live opponent with the benefit that we aren't going to bother them by taking an extra ten minutes between each move to get down and take photos of our battles! That being said, as well as the books I've mentioned already, you should definitely check out The Lone Warrior Blog which - as well as suggestions and forums for more content - actually does have complete rule sets for the enterprising gamer at home to print out and try themselves, many of those for free.

There's a lot more to be considered and plenty of ways that one can play without the 'benefit' of a live opponent, and solo wargaming needn't be considered the poorer cousin. I hope this encourages you to give it a shot yourself, and do check out some of the excellent resources out there. Google is your friend!

So good luck, and for as long as we might lack for opponents, have fun tackling the opportunities it presents to dive into a classic of wargaming.

Friday 18 January 2019

Tale of More Warlords - Progress Diary #2

Finally some sunlight! Just yesterday the weather broke and finally I was able to get the spray cans out and get some priming done. "Why don't you just use an airbrush?" I hear you ask. Truth be told I'm incredibly lazy, and fussing around with getting the compressor out, cleaning the whole thing and all that carry on makes me break out in a case of bleagh so I don't bother with all that. I resign myself to the whims of fate and watch the weather as closely as I can so I know when I can start stuffing cold spray cans under my arms and making ready for the day!


1000pts of Crimson Fists ready for painting!

I like to build my Warhammer 40,000 armies around a solid core of Troops. I know, I know - they don't hit as hard as other units, they're 'only useful for holding objectives' and any number of other criticisms against them, but to my mind the basis of any army is the footslogging infantry that stick it out and finish the tough jobs. With Chapter Approved 2018 introducing expanded wargear options for the Intercessor Sergeants and changing the cost of a few weapons, there's a host of new potential for them. I've got three 5-man Intercessor squads, one with auto bolt rifles; two Sergeants with power fists and one with a power sword. I wouldn't usually have rated the power fist as a worthwhile choice due to its -1 to Hit and D3 damage, but with its points decrease and the fact an Intercessor Sergeant has 3 Attacks rather than just 2, it seemed like I could make the space for them and get a little bit punchier in combat for those squads I expect to be near the front. It just doesn't seem right having Crimson Fists without any power fists in the army, after all.

The Hellblasters are along for the ride because, well... it's a Primaris Space Marine army. Is it possible to run one without a unit of Hellblasters? My warlord will be the Librarian, but I'll drop the command points into taking this detachment as a Crimson Fists Liberator Strike Force from the Vigilus Defiant book. It gives me access to a couple of neat stratagems, as well as a nice relic I might drop on the Lieutenant. What's most handy is being able to drop another command point and take 'Field Commander' on the Lieutenant, giving him access to the ability Expert Instructor. Suddenly, all my units within 9" of him can re-roll hit rolls of 1, and anybody within 6" of him can re-roll wound rolls of 1 as well. That Lieutenant is pulling double duty! I expect he'll be a priority target for people that can find a way to pick out characters, so I'm torn between The Vengeful Arbiter replacing his bolt pistol or doing the smart thing and giving him the Armour Indomitus.

Here's the cunning bit, though. With the Crimson Fists rules in White Dwarf having dropped, 'No Matter the Odds' as a Chapter Trait means that anything in my army which has access to it
'adds 1 to hit rolls for attacks made by this unit that target an enemy unit that contains at least twice as many models as their own.' It makes special mention of Dreadnoughts counting as 5 miniatures for this rule, but doesn't single out those with the Character keyword specifically... so did my Lieutenant and Librarian both get +1 to hit against anything that isn't an enemy character?! I think so! It's also the reason that I opted not to take an Apothecary in the force - if my units get dinged up rather than killed outright, they're going to find they're at an advantage in shooting and fighting against larger units as a result. Nice little touch and very fluffy for the Crimson Fists.

The Inceptors, too, benefit from 'No Matter the Odds,' chosen deliberately since they'll drop with 18 shots and get +1 to hit against anything with more than 6 models in the unit, too. I know plenty of people like their plasma choices, but I much prefer the thought of points-heavy units like the Inceptors who are likely to drop outside the Lieutenant's re-roll bubble not falling out of the sky and exploding like a dying sun the moment they trigger their weaponry. The Redemptor Dreadnought is the Easy-to-Build option along for the ride purely because I like the look of the miniature, and you can't go wrong with a Dreadnought for sheer stompy, scary factor. The last drop in all this is the Scouts, here with their sniper rifles to try and pick out enemy characters where necessary and get rid of pesky Chapter Ancients or Painboyz, though I have in the past had them knock light vehicles to pieces with a few lucky mortal wounds. I always like to make sure a Crimson Fists force has some Scouts in it, given their continued need to look to the next generation of recruits, and I'm hoping most boards are going to have a spot for them to hang out of immediate danger and make the most of their camo cloaks.

What I'm most pleased about, though, is the fact that from this point I could add whatever I like and leave the core of the force intact. With four Troops choices it'll easily work with a couple of extra cool toys thrown in at 1500pts, though I'd probably want to bulk out one or two of the Intercessor units up to ten men if I were to hit 2000pts with it. That's a thought for another day, though! Epistolary Ortega and Lieutenant Freiberg have a date with Destiny. Destiny is the name of my extra large base painting brush...

Friday 11 January 2019

Tale of More Warlords - Progress Diary #1

Finally!

It'd been an interesting start to the New Year. 2019 opened with me on the opposite side of Germany to all my paints and miniatures, and when you've got a deadline looming - two months out, of course - of your own making, those stray hours without brush in hand start to really drag on. Once I got back to the warm, toasty little space where I do most of my painting nestled up against the radiator, as luck would have it there's been scarcely a day spare where I could actually get any priming done; the spray would go absolutely bonk if I tried it in these cold, humid conditions.

Not the auspicious start to the month I'd hoped!

There have been a couple of bright spots though, and I've been making progress with my pledge. Almost all of my Crimson Fists have been assembled and my Sisters of Battle are eagerly awaiting a day in which I can get some spray priming done. Progress, then, but not much to show off. I could take a couple snaps of my growing little pile of Space Marines, but I don't think it'd be the most exciting thing!

What I did want to share was something else that got tacked on to the pledge at the last moment which has turned into a really exciting part of the entire experience. With some Christmas cash I decided at last to take the plunge and pick up some of the excellent shieldmaidens from Bad Squiddo Games and could not have been more surprised by the quality of the product. Feel free to follow along with my excited shrieking over on Twitter if you want some initial thoughts on what arrived in the post for me. I've started down the path of SAGA, and with the shieldmaidens making up the core of a 6pt Viking force, I also got a bunch of Saxons from Black Tree Design as an opposing force and an excuse to really dive into the period with some research. No surprises which of them showed up first!

Mentioning early on with Tale of More Warlords that I would like to be able to share either little blurbs of fiction or historical discoveries when getting into our projects, I could now ramble at length about the interesting stuff I've discovered about the so-called Dark Ages! In particular, the sheer length of the Anglo-Saxon dominance over England and how their culture changed and adapted over time has been really interesting to me, along with the Viking Age - widely regarded as beginning with the sacking of Lindisfarne in 793 - all the way through to the Norman invasion and the fated Battle of Hastings in 1066. Fascinating stuff! Calling it the 'Dark Ages' seems a total misnomer now by comparison, as continued research by historians and archaeologists seems to suggest things were much more vibrant and even relatively progressive compared to what's been widely propagated in the 18th and 19th Centuries. Aah, Victorian historians; the lingering hangover of your malingering... but I digress!

In particular, one thing that has stood out during my research into the Vikings has been the design of their shields. It's been interesting reading the back and forth between different historians and accepted fact, but by far the most useful thing to me as someone trying to finish a force of Vikings for the tabletop as quickly as possible is the fact that while they were demonstrated to have been painted, they would likely not have had particularly elaborate designs in the main. Spirals and flared crosses were common, believed to be a method of throwing your opponent's aim off - spirals curving against the grain of the wooden planks used to build the shield would make it more difficult for them to strike a telling blow and splinter the shield entirely.

Here's the first test piece of the shieldmaidens, though! Deliberately finished as quickly as possible, she's been given a spray of Army Painter Skeleton Bone and then painted in simple block colours, gone under a Quickshade Strong Tone Dip, then some block colours over the top for simple highlights. I've been challenged to get the lot of them finished by the end of January, which I'm certainly going to try! Corners have to be cut, then, but once I've got the basics done I can go back and finish in any extra details at leisure.

Hildur doesn't take kindly to historians telling her that her shield wouldn't likely have been iron-rimmed!


That's it for this week! A quick update and a couple of neat discoveries to let folks know what I'm doing, and how interesting this little project quickly turned when someone suggested stepping outside what I know and trying something new. In particular, the Extra Credits series on the Danelaw has been a fascinating introduction to the personalities of Alfred and Guthrum - definitely worth checking it out!

Thursday 27 December 2018

Tale of More Warlords: It's Pledge Time!

The time has come! For an idea that's been circulating now for a little over a month, the moment has been both incredibly slow in coming and arrived almost immediately after suggesting it. #TaleOfMoreWarlords over on Twitter has a fair few regular posts attached to it and people seem pretty keen to get started and really get stuck into some Christmas presents and old projects that've been languishing on the pile for much too long. In part, that's served as the inspiration for what I'm going to try and tackle as the year starts out - a combination of something old and something new.


I've agonized over what to try and get done when it occurred to me that, in actual fact, I could do multiple things. I could make it a proper challenge! Once upon a time I painted a 1000pt Ultramarine army in a week, so what's to say I couldn't do that again? I've got two months to get something cool done and I figure if I'm trying to headline this event in some way, I better put my money where my mouth is and finish something big! I doubt my finished product is going to look the best (there are some remarkably talented people already hinting at what they'd like to do!) but what I can't match in quality, I'm going to make up in quantity!


So, between 1st of January and 1st of March 2019, my pledge for Tale of More Warlords is this:
  • A 1000pt Adepta Sororitas army in the heraldry of the Order of the Bloody Rose.
  • A 1000pt Crimson Fists army.
  • An Adeptus Mechanicus Kill Team.
  • A special character for one of these three choices - undecided, yet! - as a centrepiece.

We're going in and we're going in full throttle! I've done it before and there's no reason I can't do it again, particularly with a bunch of Sisters of Battle that I don't actually have to spend time assembling. All they need is a primer spray and I can get started! 


Remember that your pledge needn't be Games Workshop related or even anything new at all - as long as you've got a goal in mind for the end of the first two months of 2019, feel free to share what you've got in mind and what you'd like to accomplish. I know a fair few folks are going to be using it as an opportunity to #MarchForMacragge (and #MarchOnMacragge for its Chaotic and Xenos counterpart!) and others have mentioned Malifaux gangs, SAGA warbands, and more...


I hope everybody had a great holiday period and we're all looking forward to getting some models painted and on the table! Good luck, one and all, and have fun. Remember to keep posting updates and progress over on Twitter, Facebook or YouTube with the #TaleOfMoreWarlords hashtag. :D

Monday 26 November 2018

Tale of More Warlords #2 - Forge World Sigma Iotia

A quick write-up intended to introduce and set some character for a Forge World of my own, this has been painstakingly typed on my phone during a long train journey - forgive any odd mistakes or turns of phrase that don't make sense! This should be taken as a draft, and will definitely be touched up and trimmed where necessary.

Mars has always been a beautiful world to those with the senses to appreciate it. Raw, windswept data sweeps across the ravaged red sands of the plundered world with tidal force. Ancient scrap-code and echoed binharic cants swirl and dance like breakers beaten to foam against the vaults and firewalls of impregnable Martian forges and saviour stacks. Man returned life to Mars only to savage it for its mineral worth and render untold glories down to fine red dust once again, but in those echoes whispers the knowledge that such things were once possible, and must therefore be possible again for the mind with grit enough to sift the shifting dunes of scattered nonsense floating through the noosphere for a glimpse of meaning.




Beautiful, yes, but maddening in turn. Ask the ocean how to build a world and see what it tells you. To the Priests of the Cult Mechanicus, failure means only that they lack the means, and if the Adeptus Mechanicus knows one thing with absolute certainty, it is this: Given sufficient time, the statistical likelihood of attaining insight to overcome a barrier approaches certainty. When a mind isn't linked to such temporal concerns as ageing, it allows the Tech-Magii to be extraordinarily patient...




In the closing years of M37, a small and distant world far from the light of the Astronomicon was discovered by augurs of an Exploratory Fleet dispatched centuries hence from the Red Planet. Fact-grabbers and data-miners expertly flensed useful information from the worldwide data network that the descendents of long-forgotten Terran colonists had developed. Crudely effective, it confirmed to the lurking Martian fleet the vast resources of this distant world; the Magos commanding the fleet designated the planet Sigma Iotia II, promptly dismissed the irrelevant cultural garbage flooding the primitive communication network, and fell upon it with the cold, calculated hunger of an apex predator. Organized resistance against the Skitarii cohorts sent to pacify the populace ended in days. The planet was deemed compliant within a standard month. Magos Dominus Okmyx-β made planetfall and declared it his sovereign territory. Forge World Sigma Iotia was logged dutifully by accompanying cartographic scryers and the information dispatched to Mars.

While the fleet's colossal spaceborne factories and generators descended to the surface, medicae units attached to the Skitarii began assessing the remnants of the local population for suitability as servitors and labourers in the grist mills of their new overlords. Oxmyx's acquisition was not without a curious, lingering blight on his attention, however. While the rapacious engines of the Mechanicus set about converting a moving world to the iron-blooded machine it could be, Okmyx became plagued by a nagging subroutine in an emotional capacitor he had set aside to excise and parse human reaction to sensory inload - namely, worry. Concerned that he had overstepped his bounds as an Explorator by having laid claim to the world without permitting rights of first refusal to his few superiors on Mars, he set himself on the path of righteousness with a fervour only a machine could sustain and a piety reserved for those few in the Mechanicus that allowed for a soul, and through it the possibility of damnation...

Sigma Iotia quickly became a Forge World in its own right, but one utterly devoted to the Martian ideal. Part manufactory, part shrine, every momentary fragment of data and every possible scrap of stray thought from lower level functionaries of his will was flash-cloned and saved by Okmyx's scribes and backup artisans. Sigma Iotia became a world steeped in repetition and rote, capable only of hoarding and collecting information rather than even the slightest hint of innovation or drive to discover. As a result, the information networks and noospheric capabilities of this relatively young Forge World are second to none, and its ceasless hunt for further information to stuff its librariums has lead to remarkable discoveries on the fringes of known space.

Some hold that Okmyx has lost his edge and that he serves merely as a glorified scribe servitor on an outpost of Mars, but those that have witnessed firsthand the pinpoint precision of the Iotian Skitarii and the skill with which his recovery clades pick through the rubble of civilizations judged extraneous to requirements know that Magos Okmyx-β still possesses the burning thirst to drag the Mechanicus out of the benighted Age of Waning and return it to the heights of its former power...

Sunday 25 November 2018

Tale of More Warlords Project Diary #1

I have a confession to make. I am a hobby magpie. I'll finish one miniature, maybe two, then flit to the next project that's caught my eye and finish another couple of miniatures for that before finding a third distraction. On it goes! You might know someone like me, or you may even be personally familiar with the instant gratification that comes of finishing whatever strikes your fancy at that exact moment. It's fun, of course, to paint what we're in the mood for, but it does rob us of one of the great satisfactions of our hobby: Something finished! A collection of miniatures with some kind of unified theme or purpose, whether it be an army or a bunch of characters from something we like. There is a unique sense of accomplishment that comes of having finished something which can be hard to describe, but I think it's one of those holy grails in our hobby.

Finishing any kind of project requires planning, forethought, an idea, a dash of creativity, and no small amount of investment of time and work, and boy oh boy, can it sometimes feel like work! The pride that comes of being able to hold up the culmination of all that you've put into it, though, is absolutely worth it, and most importantly, will never really fade. Once you've painted an army of miniatures, you have that army forever. You may learn better techniques and produce results you like better as your skills develop, but that shouldn't take the shine from those early efforts. You took some plastic, metal or resin and turned it into something that is yours. It can arguably be one of the hardest things to achieve, though, especially when we are exposed almost weekly to something new and shiny arriving on the scene that's so cool, that we must have!

It was with this in mind that Tale of More Gamers really came to fruition. An opportunity to state publicly that I was going to finish something, post regular updates, then be able to show it off and share my work once it was all complete. Time and effort focused on a goal - achievable, certainly, but that would require some real work - and then the celebration at the end! The way that I figure it is that if we're all working toward our own goals and sharing progress, there's the impetus necessary to keep working on a single project without floating away to something else every couple of minutes. Impetus is the right word instead of pressure, I think. This ought to be a project completely voluntary to all taking part, and if it feels like there's pressure to take part or something to be lost in not finishing one's pledge, there should be no shame in putting up one's hands and saying, "I am not going to finish all this on time, but here's what I've done so far and what I'm proud of."

Aah, but there's the question... What to do?!

We are spoiled for choice in this day and age. We are surrounded by awesome miniatures. Outside of the 'big houses' there are any number of awesome boutique-style manufacturers that're sculpting their own miniatures or working with sculptors to fill gaps in the collections available to us today. From obscure or historically minor events to the myriad choices available for fantasy and science fiction gaming, we need never lack for options. The trick, then, is to find inspiration! What we need - what I need - is inspiration and the interest in a project that'll last me the distance to get it finished. It doesn't matter so much if the effort put into it feels like work, but it shouldn't actively be a chore to pick up paint and brush and get cracking on the next colour on these miniatures.

So, with the earlier stipulation that the project should be something that I haven't painted an army of before, here's what I've got in mind for potential projects thus far on the Games Workshop side of things:
  • Imperial Fists. These guys are a strong contender at the moment, owing to the mixed challenge of painting a smooth, consistent yellow finish across whole squads, but the sheer wow factor of dropping a bright yellow army on the table. It doesn't hurt that they're a consistent favourite in the lore and their rules are pretty damn good in 8th Edition at the moment.
  • Adeptus Mechanicus. I love the Mechanicus. They tick a lot of boxes as far as interests of mine go - post-humanism, body horror, cybernetics - and they're probably the Warhammer 40,000 army that made the translation from concept artwork to plastic the most faithfully. They look like real nightmares built for purpose, and they're damn cool.
  • Kharadron Overlords. I love these sky-mining dwarfs. The concept of the Kharadron is absolutely bonkers and I love how special it feels in Age of Sigmar. They're one of the armies that made the leap from 'just like Warhammer Fantasy Battles' and instead had fun being something distinctly Age of Sigmar, and it doesn't hurt that they're basically short Ferengi with cutlasses.

Contrary to popular belief, Games Workshop don't have a total stranglehold on my hobby budget just yet (though if they keep busting out things like Speed Freeks and Blackstone Fortress and those gorgeous Genestealer Cult miniatures on the horizon...), so there are a few other options to consider!
  • World War 2. This is deliberately broad since there's a lot of potential choices, and I don't really have a specific project in mind just yet. I do have a fairly large collection of Warlord Games' fantastic Bolt Action miniatures in gorgeous grey plastic still - US, UK, German and Soviet forces - as well as both Deutsches Afrika Korps and British 8th Army from Perry Miniatures. All it would require is to write up the force and set a painting list. Good for my wallet if I'd actually do something with them!
  • Dark Ages/SAGA. Something smaller scale and skirmish-based would be pretty neat. I've had the opportunity to visit some of the 'living history' parks around Germany such as Bärnau-Tachov and it could prove super interesting to delve a little further into a specific period and have some fun learning about the actual life and times of the people I'm representing on the table.
  • Something else entirely...? Aah, but what? I'd ideally want to be painting more than ten miniatures, but less than a hundred! Maybe something from the Napoleonic period, maybe something in 15mm, or even take the plunge into the 6mm scale? Sengoku Jidai period, and paint samurai? The options are limitless, I'm just not sure in which direction I want to head!

Before we've even gotten to brush and paints the hard work really begins! I'm going to aim to narrow these down a little over the next couple of days and hopefully nail down a shopping list if I need one before Christmas hits and my friendly local game stores totally empty. Something that I can reasonably finish in two months but which won't leave me done in a week with nothing else to do for the time remaining. Something to pin down that hobby magpie and get me stuck into something I'll really enjoy holding up when I'm finished!