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Post by Goldark on Jan 7, 2017 20:27:59 GMT
Lovely work with the PTSD and The Disciple - looking forward to seeing some paint on him. It is interesting how different he turned out from what I imagined the mini could look like when you started working on it. Now that it is finished I have to admit that I really have nothing against his legs / coat. But Dr. Nikolai Anatoly Pajari tops them all. I think with that mini everything just came together perfectly: the parts, the pose, the background and of also the colors.
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Post by Manus on Jan 10, 2017 7:58:03 GMT
Thanks a lot - Dr. Nikolai is one of my own favorites too. Paint you say ??
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Post by Geifer on Jan 10, 2017 10:13:24 GMT
Looking good. Those are some very straight lines you managed on the book.
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Post by inso on Jan 10, 2017 17:14:10 GMT
Excellent text-work and a top job overall .Just the base edge to go, isn't it?
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Post by Manus on Jan 11, 2017 22:18:22 GMT
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Post by doomzombie on Jan 12, 2017 12:28:44 GMT
I`m loving this mini, it`s very well put together and has a great paint work. I have to agree with "INSO", i`m loving the neatness of the text work very well done.
Not looked through the whole of how you started, but will have a read through over the weekend.
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Post by Manus on Jan 13, 2017 8:26:06 GMT
Thanks mate - have a look through it all awesome Finally the full retinue is ready to take to the battlefield. It has been years since I played anything remotely GW, but we have a game coming up next week - and I can't wait to get this lot on the tabletop. Backrow left to right: The Goose, Inquisitor Lord Rodrigo Menéndez de Márques, Seraphim, Bäel The Beheader. Frontrow left to right: The Hunchback, Sweet Death, Double Tab, Dr. Nikolai Anatoly Pajari, The Diciple.
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Post by Geifer on Jan 15, 2017 12:57:11 GMT
Ooh, pretty. Good luck with the game. You'll need it. All that time that went into converting and painting those models, they'll have no incentive to do well. All the work is done and you can't threaten them with never finishing them anymore.
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Post by Goldark on Jan 18, 2017 21:18:41 GMT
@the Disciple, painted: Awesome! Excellent work on the writing in the book and yet again a very realistic, grimy selection of colors! I also really like his pale skin and his generally wild look - he certainly looks very convinced of his duties. The party is very impressive and looks supernice - I love the names. Despite their very different physiology you can immediately see that they belong to the same gang - their bases bring them together nicely. How did that game of yours turn out?
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Post by Manus on Jan 20, 2017 14:06:27 GMT
Cheers - game didn't go too well. First game using the Inquisimunda-ish rules, we thought they were actually working quite well, only had a few minor adjustments. Ammoroll, were harsh but that might have been down to some unlucky dicing. What's your experience with that rule? - if any..... For some reason I didn't have the common sense for close ups. My miniatures will be the ones laying down. Had two fighter dead post battle - something of a blow this early to a warband. We were lucky enough to get our new MDF terrain in the mail just before the game, and had time to put most of it together. What a treat, very easy put together and very playable - from TT Combat.
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Post by inso on Jan 20, 2017 17:50:22 GMT
That's a shame about the dead guys ... Hopefully, you can build up your little team again soon
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Post by Geifer on Jan 20, 2017 19:17:30 GMT
Now that there is some pretty terrain. MDF is pretty cool. It's quite amazing what these companies can do with what is essentially flat wooden boards. Ah. The Ammo Roll. The most majestic rule ever created. My experience? What do you think? I fail all my ammo rolls, my opponent none. It's especially bad if your model has a double barreled shotgun but apparent not enough money to by a shell for the second barrel... Though as far as rule design goes, I think it is a good and necessary rule. It established a measure of balance between certain weapons by, generally, making weaker ones more reliable while limiting more powerful ones so as not to shift the focus of the game from the entire gang to its Heavies. It also has a nice impact on campaign gaming in that the mere existence of the ammo roll makes the player consider giving their models a backup gun (and possibly a backup for that as well). This allows for a greater ability to customize by going the route of elite warriors loaded down with guns or a more hordish gang where gangers carry only the essentials. Plus, of course, anything in between. It also allows a player to make use of additional weapons in their stash and gives another option to spent credits during the campaign. Ammo rolls also help create more uncertainty during gameplay in a system that pitches potentially very unbalanced gangs against each other. The player of the weaker gang is given a chance, through mere luck, that the odds are evened by a Heavy effectively taking himself out of the game. Obviously the ammo roll is a concern for the weaker gang as well, but considering the player should know they're in the weaker position, they should try for more tactical play to begin with, which basically rules out trying to win a fire fight against a superior gang. Additionally, I find the ammo roll, while sometimes very one-sided, facilitates more fun gameplay over the course of a campaign because a player cannot always be certain their models will behave as they intend, leading to dramatic situations and memorable moments when initially things go very wrong for a ganger only for them to salvage the situation by getting into and winning a knife fight they didn't want to get into in the first place. Finally, ammo rolls also balance weapons on a single model against another by making each one relevant. If a good pistol always worked, there would be no point in carrying around a bad pistol as well. If a model gained a grenade that except for range is superior in any way than its pistol, why would it ever use the pistol? I am fully behind the ammo roll rule. Like anything else that could go against me in a game, it goes against me hard, but on an entirely technical level, I think it's great and makes Necromunda a better experience. And I say Necromunda because I don't know how Inquisimunda altered the rule, if it did at all. Worth pointing out, I guess.
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Post by Manus on Jan 20, 2017 23:04:35 GMT
Hi man - and thank for that elaborate answer. The rule is the same as I nicked it from Necromunda Basically I agree with you, That's the idea I got from it too, just have no real experience yet, and as I mentioned it was harsh yesterday, but we figured it was down to some unlucky dice rolls. Inso: no doubt, they will come back with a vengeance!!!
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Post by Geifer on Jan 21, 2017 17:37:48 GMT
I thought I was being brief. It should be bad luck, really. Single shot weapons have a 1 in 12 chance (commonly) of running out of ammo. Lasguns are 1 in 36. The chance of a weapon explosion are even lower. Running out with two or three models can be expected over the course of a longer game, and still there's hardly a guarantee for that, but the likelihood of it happening to even more models (or weapons if you got backups) is quite remote. It gets easier with multi-shot weapons, though, for obvious reasons. But as a rule of thumb, I think if you play only four or five turns, any more than one or two models out of ten failing their ammo rolls is excessive and bad luck at work. I based the Fallout rules I wrote on Necromunda in a major way, and the ammo roll mechanic made it in almost unchanged (really just clean-up in wording, as I recall). It turned out that there are viable changes related to but not directly included in the ammo roll rule that improved the game. It's still WIP, but we found the cost versus ammo roll quality in Necromunda seemed off. We changed lasguns' 2+ to 3+ to bring down their reliability somewhat while still retaining their edge over solid ammunition weaponry. I've debated making use of 5+ for some weapons as well. Necromunda only used 2+, 4+ and 6+ (as well as auto). While it makes for easier memorizing, I think using the full span of rolls helps differentiate guns and allows guns that seem weaker overall to perform a distinct role if they can at least sport good reliability.
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Post by Manus on Jan 22, 2017 19:27:55 GMT
I think we'll just leave it for now. Just before the game the other night I had a bit of time to finish off the storage tank for my manufactorum. After it was painted to look dirty I gave the velding lines a brownish wash added some dark brown spots and painted metal bits rusted. Then using a Vallejo rust wash added stripes of rust running down the sides, emphasized the brown spots and underside of the velding lines. The I added some vallejo liquid mask and painted the omega logo in that area. After the red paint was dry I carefully removed the mask with a finger and it yielded a pretty cool chipped appearance.
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