Maybe something to help when pinning…

April 21, 2009

I picked up the Privateer Press P3 video a while back, and watched it as I sat and painted. Well, OK, I watched while my paint dried.

One of the assembly tricks suggested when pinning was to use “blue tack” or “sticky tack” to align the holes  for easier line up. I thought I would share that here as well. Sticky Tack can be found at hardware and department stores for the most part, and it is pretty inexpensive. It is used to hang posters (where you can’t use nails or don’t want to use tape) and temporarily hold things together. Good stuff.

I was asked very kindly (and I offered) to assemble a unit of Steelhead Halbardiers to avoid frustration on the part of the owner of said models. I had done this before, and it would be my 3rd time doing so.

I assembly lined everything, putting legs and bodies on bases and figuring out which parts were going to go to which models. If you haven’t assembled Halbardiers, they come in many pieces and can be a royal pain to get together. Some of the bodies are apart from the legs, only 2 of them have join markings, and I pinned those with ease. The other 4 models do not have any markings, and can be a challenge to get the pins lined up. The other alternative is to green stuff the models together and use the ZAP CA (the pink bottle) to get in the cracks and make a good join. This was not the case for me. I pinned them.

Using the trick mentioned in the P3 video, it became much easier.

I drilled the hole in the torso of the model, then rolled up a small ball of sticky tack and put it between the legs and torso of the models and pressed them together (much like you would green stuff). One quick note is that you want to wet the side with the hole already drilled, or it will stick everything together and you will lose the location you want to drill. The stuff really sticks things together, though it is temporary.

The sticky tack in the middle

The sticky tack in the middle

When I separated the pieces, I was left with a small indent where the hole needed to be, and was able to get the pin holes aligned without much of  a problem. Another note is that you want to start the hole and then remove the blue stuff. It will stick to your pin bit and the metal you drill out of the hole, making it unusable for the next model. That is the other beauty, you can re-use the same piece for as many models as you need to pin. Pretty cost effective.

now I know where to drill

now I know where to drill

What isn’t obvious in the picture above is that I got the torso backwards. I noticed this after I had drilled my hole. Luckily, this was the second model out of the four, and I was able to use the technique on the next one to get the pin holes to line up.

The rest of the assembly went fairly quick, and I had thought about pinning the arms and heads,  but decided instead to green stuff and ‘pink’ glue them, which does hold up well in most cases.

I went on to assemble a Gnarlhorn Satyr using the blue tack method to align my pin holes and had no more troubles all day.

Hope this helps someone out there. The P3 video is pretty good overall, kind of nice to see that I have learned some things over the past few years. I am anxious to see what they bring us in volume 2.

Thanks for checking in-

scott

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Terrain, part deux

April 21, 2009

OK, a little later than promised, but here is what I have been doing with the water and forest terrain pieces I left off with last time. I had to let these season just a little bit and get the materials I wanted to use. I left off with the forest pieces at a real easy spot- I had cut them out, shaped them and gave them a once over with some green camouflage spray paint. I wanted to make these a little different, so I added dirt flock first, followed by dark green static grass. This becomes the part where I start feeling a little like Bob Ross (the “happy trees” painter). These are my forests, so the dirt will live where I want it to, and the grass will go on around it.

Dirt flock on a 6" x 8" forest.

Dirt flock on a 6" x 8" forest.

Dark Green static grass, 6" x 8" forest

Dark Green static grass, 6" x 8" forest

I left off here to let the glue dry and set the static grass. I will add undergrowth for the next step and then lay on a coat of Matte Varnish to help protect the pieces. Remember, there are 4 each of these, 4″x6″ and 6″x8″. I am only showing one for ease of demonstration. The end result will look something like this:

Almost done...

Almost done...

Where the forest pieces were easy, the water terrain pieces have become a little more labor intensive. Of course, this is all personal choice, and I am trying to deliver a quality product to the client.
After letting the paint dry, I ran a bead of tacky glue around the edges of the water feature that I had painted brown, and where I wanted my little islands to be.

Tacky glue.....

Tacky glue.....

I then put down a layer of basing material for my dirt. Since I am using railroad modeler’s water effect, I need something to keep the water in and on the piece.

4 water terrain pieces, basing material glued in place

4 water terrain pieces, basing material glued in place

After the basing material dries, I am ready to add bigger rocks, flock, and static grass, pretty much in that order.

bigger rocks added

bigger rocks added

rocks and flock

rocks and flock

... and finally static grass.

... and finally static grass.

After everything had dried, I threw 2 coats of matte varnish on the water pieces. “Why?” you may ask, well, after laying down the water effect the last time I did this, I shot 2 coats of matte varnish and a coat of Dullcote and completely ruined the water effect. Even gloss varnish didn’t help. Those were the ones I donated to the LGS’ terrain stock, and I wanted to see what I could do for fairly cheap.
OK, back to work. I let the pieces dry in the warm sun ( I am glad summer is close), so they were good and dry. I should stress that working with the “water” should be done in a well ventilated area, and follow the manufacturer’s instructions.

Here comes the tricky part...

Here comes the tricky part...

The “water” is almost like glue, but pours pretty quick. I very carefully poured a small amount all around the piece, making sure not to get on the basing material, and hopefully not getting too much on the piece. I rotated and flipped the pieces around to get good coverage, and filled in where needed with a toothpick. This stuff will shred a paintbrush, and the toothpicks were more accurate for what I needed. The end result of this step looks something like this:

 after water effect, I had to get the light in there as a reflection.

after water effect, I had to get the light in there as a reflection.

The only thing left to do is to let the water terrain pieces sit for 24 hours for the effect to set up.
As far as the forests go, I have some rocks and undergrowth to get down and I will be able to seal them. Since my client is a Circle player, I am going to make one of the bigger forests up to fit his faction. A fire ring and autumn flock are on the agenda for that piece.
I will post completed pictures either Tuesday or Wednesday, I am looking to deliver the pieces Wednesday.

Thanks for checking in-

scott


PLAY.

April 16, 2009

New banner for my sig on the forums. Is there a hidden message?

We’re nearly two full weeks into the Field Test. There are some amazing things being said on the forums. Not amazing because they’re great, but amazing because it’s the internet and frankly, stupid shit gets said.

I’m not pretending to be an innocent bystander in any of this. I’ve just reached the saturation point and I’ve formed my opinions and I’m going to go forward. There are enough people beating dead horses where I don’t have a whole lot to add to the conversation. Which is why I made the banner. Play. Don’t whine, don’t nitpick, play. Very simple.

Since I’ve tried to step back a bit, I’ve been able to notice some interesting things from the past 10 days.

  • Freak-out mode has (finally) passed. I was in a tizzy like most other folks after reading the cards. I was worried about my units and solos. No, how could they take away Sword Master from Sword Knights? That made that unit unique! Hey, I played a game with em, and they still kill stuff dead. Who knew.
  • Flavorless fades. Again, I was in this camp until I played. Removing Ability X from that unit kills the flavor! They’re just like anyone else! Yeah. Played with Stormguard, fearless would be nice, but it was much cooler to be able to Pulse with the Thunderhead and not fry my guys. Immunities are pretty neat. I can accept that as part of Cygnar’s new flavor (Cygnar haz a flavor!).
  • The rule set is solid. The majority of people I’ve spoken with agree the Mk II core rules are solid. After playing two games, I really don’t see a difference. There are things on the cards I don’t have memorized yet, but hey, it’s been 10 days. The core game mechanic is unchanged and many of the more cumbersome interactions are gone.

Having said all that, it’s become apparent that since the rules are pretty tight, folks are just trying to come up with stuff to bitch about. For example, there’s a thread in the Mk II discussion forum about how Stormsmiths are overpowered. Yeah. The same guys where if you think about a stiff breezes, they die. They’re 1 point, don’t require LOS to make a skill check for Storm Call. On an 8 or lower, the target suffers a POW10 and is disrupted. This is virtually unchanged since these models have been around. But the argument is that for 1 point, you shouldn’t be able to disrupt since disruption is a “game breaker.”

Really?

I’m sorry. This will sound like favoritism since I play Cygnar, but pick a real model with some fucking teeth to bitch about. I’ll buy the argument that the Thunderhead is overpowered, hell, I submitted feedback saying it was. But a 1-point fruity-looking solo? Give me a break. Tell me the GMCA is still overpowered at 3 points because he has Phantom Seeker that ignores the same stuff the Stormsmith does.

The bottom line is this: Just because you don’t like something doesn’t make it broken. There are plenty of things with, say Cryx, that I don’t like, but learning how to beat them is the fun of the game. If you PLAY you’ll figure out ways to beat these combos. You’ll gain the upper hand. Believe me. The first time I killed a Seneschal and then killed the troops around him was the last. Restoration doesn’t make that model broken, it means you need to plan the order in which you kill things. Rule of thumb: Kill him last. Same thing with Zealots or the Choir — pre-Mk II, you killed the Zealot priest to get rid of the prayers, then the Monolith Bearer. With the Choir, you pop the leader they forget the words to the songs.

I need to start spending more time in the painting forums. The Mk II stuff is making me bat-shit insane like I knew it would — even the Press Gang forum, I’m sad to say. I’ll go back to being more selective about what I read and post in.

Besides, less time on the forums means more time for painting. And the clock is ticking for the Invitational.


Mk II second game ~ now with flavor!

April 13, 2009

Commander Adept Sebastian Nemo grimly surveyed the field before him. He had hoped to avoid conflict as his small force made its way from Ord to Fort Balton. His luck had held — until today.

“Pirates,” he said. “What are those Talion scallywags doing here?”

“Sir?” The question came from Journeyman Warcaster Jenna Steinway, who had been under his command for just a few weeks. She still answered when the grizzled old warcaster talked to himself. A bit too spit and polish for Nemo’s taste, but the old general thought Jenna would make a fine caster some day. Assuming she lived long enough. He was fond of her, but knew better than to become too attached.

“Just the mutterings of an old man, my dear,” Nemo said. “Have Captains Little and Wilder report to me on the double. We’re going to have a fight on our hands.”

“Yessir, Commander Nemo!” Steinway saluted and dashed off to find the two Gun Mage Captain Adepts.

Nemo chuckled and smiled, reminded of a certain eager, flame-haired journeyman so many years ago. His smile broadened as he felt a questioning touch in his mind from the Thunderhead.

“Yes my friend, we fight today,” he answered silently. He felt a surge of confidence from the Thunderhead’s cortex and heard the crackle of electricity as the ’jack flexed. “We’ll show those Privateers we’ve learned some new tricks.”

It wasn’t long before the Thunderhead was beside its maker. The steady “hum” was comforting to Nemo but disturbing to all except his two units of Stormguard, Stormsmiths and Capt. Arlan Strangeways.

He felt another query, this time from Thorn, Capt. Victoria Haley’s quirky Lancer. Haley insisted on Nemo taking her favorite Lancer along. Nemo tried to argue, but Haley was persuasive. And the Thunderhead seemed to enjoy Thorn’s company. Privately, Nemo was thrilled to have Thorn along. He had been curious to see what the beefy little ’jack could do in a fight.

Captains Bart Little and Jim Wilder approached. The two had been inseparable since their days at Fort Falk. Little had developed a reputation as a prankster, while Wilder was known to shoot better when drunk. Nemo heard it was to help steady his nerves.

“It’s Montador,” Little said. “It’s hard to miss the fancy hat and that huge feather.”

Nemo sighed. “Broadsides” Bartolo Montador liked his warjacks and was a terror to behold in close combat. He was a fearless leader and rarely left survivors. What survivors remained were finished up by his Sea Dogs or Press Gang.

Capt. Wilder offered his report on the enemy’s force: Press Gang, Sea Dogs, two Mariners, Bosun Grogspar, Bloody Bradigan, Dirty Meg and her Buccaneer and Freebooter, Master Gunner Dougal MacNaile, First Mate Hawk, Doc Killingsworth, a deck gun and stumpy little Lord Rockbottom, whose deep pockets inspired men in battle.

“Have they seen us?” Nemo asked.

“No sir, I don’t believe so,” Wilder said, his right hand resting lightly on his Magelock pistol. “I’ll take the right flank. Bart, you got the left.”

Little nodded.

“Loser buys first,” Capt. Little said with a smirk as he ran off.

Jen Turn 1
Wilder grins and flips Nemo a jaunty salute as he runs into position on the right flank. Nemo assesses his forces: Thunderhead, Thorn, Squire, 2 GMCAs, JWC, 3 Stormsmiths, 2 units of 10 Stormguard and Strangeways. Yes. He was ready.

Nemo pats his Squire, tightens his grip on his Lightning Rod and marches his forces into battle.

With initiative on their side, Cygnar forces advance to meet a Talion Charter force.

With initiative on their side, Cygnar forces advance to meet a Talion Charter force.

Scott Turn 1

Unseen by the Cygnar forces, Lady Aiyanna & Master Holt advance, go stealthy. The Press Gang advance toward the Stormguard. Grogspar runs, MacNaile uses Artillerist on a Mariner called Polar Star, which shoots and kills a Stormguard. Mariner Polar Sea takes aim at a Stormsmith barely inside a forest. The shot misses, but a lucky deviation puts it on top of the hapless Stormsmith, who is killed instantly. Rockbottom spends a coin for Walk it Off on the Sea Dogs and another for Pay Day.

Bart advances, puts Hot Shot on the Polar Sea. Hawk runs and Doc runs. The Sea Dogs advance within range of the Stormguard tasked with escorting the Thunderhead. Five Sea Dogs shoot Stormguard; one dies. A sixth takes aim at Thorn but can’t penetrate the armor. Meg advances and the Buccaneer and Freebooter move. Bloody Bradigan advances in a drunken stupor.

Undaunted, the Privateers rush to engage the "royalists pigs."

Undaunted, the Privateers rush to engage the "royalists pigs."

Jen Turn 2
Nemo could feel the Thunderhead’s eagerness. Those around the ’jack could feel it charging its Lightning Coil. With its Stormguard escorts nearby, the ’jack moved into position. Those pirates had killed one of his guard. Funny that a sophisticated warjack like the Thunderhead could feel possessive of a grunt, but as near as Nemo could tell, that’s what the ’jack was trying to communicate. The general lent his creation some of his strength and lowered his goggles and watched the Thunderhead go to work.

With a loud “CRACK!” lightning shot from the Thunderhead’s Lightning Coil. Nemo’s assistance ensured the pulse wouldn’t miss. Four Sea Dogs were struck and two died immediately. The other two, walked off the effects, thanks to Rockbottom. Tapping Nemo’s resources, the Thunderhead ended the last two Sea Dogs with sustained attacks. Grateful for the assistance, the Stormguard advanced to protect the Thunderhead from melee attacks.

Emboldened by the Thunderhead’s success against the Sea Dogs, Nemo sends Thorn forward. With the ’jack in position, Nemo concentrates and arcs Chain Lightning. After hitting the initial target — a Sea Dog who was vaporized, lightning jumps to five other troops under Broadsides Bart’s command — including First Mate Hawk. They all die. Done channeling, Thorn retreats closer to the caster without a thought from the general.

“That,” says Nemo, “is a handy ability.”

Down the right flank, the Stormguard run past a small set of trenches to engage the Press Gang. Capt. Wilder takes aim at Grogspar but misses. He pulls a flask out of his coat and takes a pull. A Stormsmith named Nigel Harrington Storm Calls in the area where he’s certain Aiyana and Holt are waiting but misses.

Not much left after the Thunderhead pulses.

Not much left after the Thunderhead pulses.

Scott Turn 2

“You bastards!” the Press Gang leader yells. “Get em, boys! Charge!” They brutalize the Stormguard on Cygnar’s right flank. The Guard show amazing strength against the charge but still lose three to the charging ’Gangers.

Nearby, Grogspar laughs as he takes aim at the Stormguard leader. He misses and the round lands among the Press Gang. Luckily for him, none of them are injured.

The Deck Gun Crew takes aim at the same unit of Stormguard. The shot deviates and scores a hit, but the Stormguard armor holds.

With Lady Aiyanna making them stealthy again, Master Holt takes aim at Nigel. A bullet ends the Stormsmith’s short career. With his second pistol, Holt fires at Capt. Jim Wilder, who staggers backwards as he takes another pull from his flask — a drink that saves his life.

The gunfire attracts the attention of Bloody Bradigan. The brawler sees three of Capt. Wilder and runs toward the one in the middle, engaging the now stone-cold sober Gun Mage Captain Adept.

Back near the Mariners, MacNaile puts Artillerist on the Polar Sea. With the jack loaded, it fires a shot at Capt. Little, mortally wounding him. The GMCA clings to life, but it looks bad.

Montador moves up, staying close to the Polar Sea. He casts Broadsides and the Sea fires a shot at Capt. Little, which misses and lands harmlessly. The Star fires a round at the Stormguard leader and misses, but the cannon ball lands on another Stormguard.

Mourning the loss of First Mate Hawk, Doc Killingsworth advances and prods Rockbottom into advancing as well. The Rhulic financier spends another coin on the depleted Sea Dog unit. Mr. Walls, his monkey Stubs clinging to his should, urges the Sea Dogs forward.

The Sea Dogs throw themselves at the Stormguard, cursing in frustration at their inability to reach the Thunderhead. In a bloody scrum, the ’Dogs avenge their losses, killing a number of Stormguard.

Eager to get into the fray, Meg’s Buccaneer launches its net at the Thunderhead —and entangles it! The sophisticated ’jack can’t move. Grinning, Dirty Meg takes a Junker shot at the netted jack but misses.

Undaunted, the Sea Dogs and Press Gang fight back with good success against the Stormguard.

Undaunted, the Sea Dogs and Press Gang fight back with good success against the Stormguard.

Jen Turn 3
With the battle reaching a fever pitch, the Thunderhead pulses again, killing the remaining Sea Dogs. Knowing he needs to swing the battle in his favor, Nemo unleashes Electrical Storm, damaging and disrupting the Freebooter, Buccaneer and Polar Star. Thorn moves forward and Nemo arcs Chain Lightning, Master Gunner MacNaile among the casualties.

“You’re a helluva shot MacNaile,” Nemo says, “but you’re a royal pain and you’ve cost me some good people today.”

Along the right flank, the Stormguard retaliate against the Press Gang, killing some with strikes from their halberds and others with Electro Leaps. The remaining Stormsmith, seeing Capt. Wilder’s plight, Storm Calls onto Bradigan but it’s not enough to drop the brute.

Scott Turn 3
“Die you royalist pigs!” The Press Gang brutalize the Stormguard but aren’t able to Shanghai any of them. Suffering massive casualties, the two remaining Guard break and run.

Feeling Montador’s bloody glee, Mariner Polar Sea tramples and kills a fleeing Stormguard, stopping where Capt. Little lays dying. A swing of its anchor ends the GMCA’s suffering. Meg and her Buccaneer wade into battle, each killing a Stormguard.

Back on the Cygnar right flank, Bart and Mariner Polar Star both miss shots on the remaining Stormguard, much to Bosun Grogspar’s amusement.

The Trollkin loads another harpoon onto his gun, takes aim and fires. The last Stormguard explodes in a fine pink mist. There will be no body to send back to Cygnar.

The Thunderhead proves its worth in battle.

The Thunderhead proves its worth in battle.

Jen Turn 4
Nemo calls on the Squire for resources for the last time. He feels his power field strengthened as Jenna casts Arcane Shield on him. Nemo takes a deep breath and concentrates and moves the Thunderhead into position. The jack activates and advances on the Polar Star but is just out of reach to throw the ’jack at Montador. It charges up its Lighting Coil and Pulses yet again, hitting and destroying the Squire, hitting and disrupting Thorn, both Mariners and Bart. The Thunderhead hits Montador with two sustained attacks but can’t do enough to kill the wily Privateer.

The end. A shot from Mariner Polar Star ends Nemo as a horrified JWC watches.

The end. A shot from Mariner Polar Star ends Nemo as a horrified JWC watches.

Scott Turn 4
Montador can feel victory within his grasp. The old man’s pet couldn’t kill him, now it was his turn to show Cygnar and Nemo that the Talion Charter didn’t need new-fangled gizmos to win a fight. His two Mariners were all he needed.

With a clear shot at Nemo, the Polar Sea takes aim and fires. The cannon ball tears through Nemo’s armor and leaves the general with one health. Montador activates and casts Broadsides. He takes aim at the Thunderhead and shoots it, just to make his point.

Rockbottom positions himself as a loader for the Polar Star. The Mariner nimbly moves into position and fires. A second cannon ball hits Nemo, incapacitating him. The day belongs to Montador and his Mariners.

Notes: Blame the full moon on this epically long battle report. I’m not sure what the deal was, but I felt the need to try my hand at writing a more feature-driven battle report than my standard play-by-play. I guess it’s my way of showing that there’s still plenty of flavor in Mk II. I know there’s an issue with switching tenses from the opening and the battle stuff, but wah. And yeah, it’s longer to start with than at the end — I took better notes in the beginning than at the end! We’ll see if I have the energy to do more of these. I see them as the exception, rather than the norm. This took a long-ass time to write. I must be rusty. 😉


First game; get out and play

April 10, 2009

Just wanted to mention I played my first Mk II game. It was just like Mk I, but faster.

The things that worried me weren’t an issue.

Terrain and LOS didn’t come into play.

Cygnar still has plenty of “flavor” as does Ashynn.

Nemo still can’t stop a sword with his face.

I’ll probably do a proper battle report in the next day. But what I wanted to mention was a fabulous phone call I had with Privateer Press on Thursday afternoon.

I talked with Kevin first, and asked about my PG hazard pay. He says the check’s in the mail, but I know better than to believe him. 😉 We chatted about some of the negative reactions to Mk II and said he hadn’t heard an example as extreme as mine. Then he passed me to Dan (PPS_Biggie, my PG boss) and we had a wonderful conversation.

See, contrary to opinions on the forums, these guys know there are things that need to be fixed. They know it’s not perfect. They don’t operate in a vacuum and they read ALL of the feedback that’s been submitted (I don’t envy PPS_DC). With four days down, they’ve made significant changes to LOS and “volume” of models — all thanks to the feedback of player who took the time to articulate their concerns.

Long story short, I came away from the phone call in a great mood (Dan and Kevin freakin’ rock) after a fairly shitty Wednesday night. Dan knew the situation, as do a handful of you, and I got a great reminder that the Gang — and Privateer staff — have my back. I’m a lot more confident about Mk II despite having some reservations.

That being said.

Do not feed me any line of bullshit that Privateer doesn’t care about its players or what Mk II means for Warmachine. Do not have the gall to tell me it’s doomed to fail if you haven’t read through the rules and put pewter on the board. Do not try to poison the well with gloom and doom if you’re unwilling to give it a try with a borrowed army. You want to be negative? Take that shit somewhere else. Some of us are busy trying to make Warmachine a better game, trying to fix some of the stuff that freaked us out when we saw the cards on Monday.

If you don’t believe me, if I’m not fucking “official” enough, I’ll be happy to give you the direct line to Kevin Clark and Dan Brandt. Hell, I’ll call them from my phone so it won’t charge you a damn thing. If that’s not good enough, I’ll give you Matt Wilson’s email address and you can deal with the man himself.

Heading into Day 5, we’re approaching the point where folks are going to get on board or get left behind. Which type of player do you want to be? Do you want to mope, and say “Privateer doesn’t care what I have to say, it won’t matter” or do you want to open your eyes and see that the process is working?

PPS_Kevin, CptCain, Godimuspryme, Rawtooth, Devilsquid, Bobaferret, PPS_Biggie

PPS_Kevin, CptCain, Godimuspryme, Rawtooth, Devilsquid, bobaferret, PPS_Biggie

I didn’t plan on turning this into a rant, but there you go. I guess if the uninformed can be ignorantly passionate, I can counter that with the passion that made me want to be a Press Ganger in the first place. You want to be passionate about Privateer Press wronged you, shot your hamster and wrecked your Yugo? I can be passionate about what a great thing Warmachine is, how it’s helped me form some fantastic friendships despite the thousands of miles in between. You see that picture? I hadn’t met any of those guys until Templecon, would not have met them without Warmachine. I consider all of them my friends, aside from the stupid waiter in the back. Sure, my passion and enjoyment aren’t going to be the same as yours or the next persons. But I’m not putting that energy into negativity.

For every negative argument, I can find something positive — and still admit that there is a lot of work to be done with Mk II.

Watch out, bitches. This bitch is back.


Terrain?

April 10, 2009

I had a request from a local gamer for some of the terrain I built for the last C2A tour. He wanted 4 each of the 4″x6″ and 6″x8″ forests, and the 4″x8″ water feature.
I thought I would document some of the progress and a little of the “how to” involved. These are pretty simple, and I learned some things after the first set I made, so these are going pretty quick.
I picked up a few sheets of sheet styrene (.75mm is fairly sturdy and easy to cut with household scissors) and cut out the pieces I was going to need for the appropriate size of terrain. I ended up with 4 extra pieces of 4″x6″ cards that I will use for more terrain for the LGS, probably wait until I know what will be needed for the new tour. I then rounded the corners and added some curves to get them looking like this:

4"x8" water feature, before paint

4"x8" water feature, before paint

The next step for the water features was to throw a blue foundation coat on one side.

Blue foundation coat

Blue foundation coat

I then took a brown foundation around the edges where I intend to glue down the basing material.

Brown foundation around the edges.

Brown foundation around the edges.

Throwing down the base coats

Throwing down the base coats

The next step was to lay down a coat of Cygnar Blue Base where the deeper water will be, and Meridius Blue in the shallow parts. I allowed for the basing material I will be putting in as islands.
At this point I am letting the paint dry. The intent is to build up the basing ballast around the edges enough so I can use a water effect to give the terrain a little realism. I will of course add flock and bigger rocks to give some variation and personality to the pieces.

The forests are pretty easy as well. Having already cut them out to the needed sizes, I rounded the corners and added curves much like the water features.

4"x6" forest terrain, ready for paint.

4"x6" forest terrain, ready for paint.

Here is something that I learned from last time using foundation green paint, it doesn’t cover well, and I get bored painting the same thing. So I got creative (and I didn’t want to paint 8 pieces of green terrain), and went to the local hardware shop and picked up a can of camouflage green spray paint. It wasn’t raining today, so I headed outside, laid down some newspaper, and proceeded to paint the quick and easy way.

Painted forest bases.

Painted forest bases.

The next step will be to apply flock to the forests. I will be using a mixture of static grass, dirt and underbrush looking flock, and some bigger rocks.
I will either work on this tomorrow (I am itching to get some MKII games in) or over the weekend, but I will update my progress and hopefully have some finished product to show off.

Thanks for checking in-

scott


Three types of gamers…

April 8, 2009

After reading Jared/Itchy’s comment on my last entry, it got me thinking.

There are basically three types of gamers that have emerged with the release of the Mk II Field Test. Let’s see if I can properly articulate here without stepping on too many toes. These will all be in the context of Privateer Press and its products, though I’m sure they can be applied elsewhere.

Type 1 — The Believer
These people are optimists and often throw their support behind whatever new product is launched or announced. The have complete faith in the company and will do their best to defend PP and its products. They range from casual players to competitive players. They don’t believe there is anything wrong with Mk II and have faith that the final product will be excellent.

Type 2 — The Dissenter
This gamer is cautiously optimistic. There are things about Mk II they like and others that make them uneasy. They will also defend PP and its products, but they also understand that a dissenting view is a healthy part of the process. They may have been shocked or dismayed after seeing the initial Mk II changes, but are on their way to figuring out how to make feedback work for them. These gamers range from casual to competitive as well.

 Type 3 — The Naysayer
Privateer Press just shot their dog, ran over their grandma and spit on their shoes. Mk II has destroyed everything they loved about Warmachine and turned it into 40k. They believe their opinions don’t matter, so instead of playtesting and submitting constructive feedback, they’ll bitch, whine and moan on the forums and wallow in each other’s misery. They’re unwilling to give the new rules a try and probably don’t play much to begin with.

I’m sure I over-simplified and I know I generalized, but this is what I’ve seen so far. Thankfully, most people seem to be made up of the first two types. Type 3 is nearly impossible to ignore, but I don’t believe they’re the majority.

We’ll get through this. It’ll just take time. It’s a brand new game, that’s what I keep having to tell myself.


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