Showing posts with label Leagues of Votann. Show all posts
Showing posts with label Leagues of Votann. Show all posts

Friday, November 14

+ inload: Painting squats' face and making Battle for Armageddon tokens +

+ Kin and countryside +


+ This Kill Team of *checks notes* Hearthkyn Salvagers is not finished yet, but ticking on smoothly. Today's inload looks at the trials and tribulations of painting tiny faces in awkward recesses – and also looks at some Battle for Armageddon custom tokens, which account for the rather strained pun in the title. +

+++

+ Hello there +


I find it endlessly fascinating what a difference painting makes to a sculpt; how you can – intentionally or not – add (or destroy) character or emotion with the tiniest paint stroke. I guess it's down to how familiar we are with human (or abhuman, in this case) faces – though I'll note the same thing seems to happen even with aliens.

There's a hint of Ewan McGregor in the face of this Kin Theyn. Unintended, but amused me. Think I'll paint his plasma-axe with a hint of blue.


Unlike the rest of the gang, I've started this chap with the face. This is something I like to do on occasion, particularly for one-off or character sculpts, as it gets me invested in the figure early on. On reflection, I should probably have done this for the whole Kill Team, as having them half-done for ages has been quite demotivating. Remind me next time.

Of course, the risk of that approach is that you're not happy with the finish and it puts you off entirely. That's nearly what happened here – I got stuck in and slopped on the paint, and then... it just wouldn't resolve. Sometimes that's 

This work-in-progress [+viz-ref: below+] shows the point at which I told myself to step back. It's okay at this point, but for whatever reason I just wasn't feeling it.


Few things are more likely to further spoil a face than pressing on when you're frustrated, so I took a break, pinged a pict-capture over to the PCRC group chat for a bit of perspective, then came back to it after a cup of recaff.

Whether it was taking a break to come back with fresh eyes, a more positive attitude or simply leaving the layers of paint to dry properly, when I came back the face came together much more smoothly and quickly. What's the lesson? Nothing hugely revelatory, but 'take a break and come back later' is generally good advice.

Within reason, acrylics will cover previous layers, and as long as you're thinning your paint you'll not build up a meaningful texture. This means that even if you feel a face (or any bit, really) has gone horribly wrong, you can just paint over it and start again. 


That's what I did here. Pretty much the whole face was repainted, using the original colours as a map. It was a bit like redrafting a bit of text. Everything's there, but needs to be tidied or deleted or supplemented. This approach is particularly useful if you tend to be self-critical, as you can use that to your advantage:

Stop and take some time to identify the errors. Instead of thinking that you're repainting the face, just go in and fix the bits that stick out. Rinse and repeat until you're happy.

+++

+ The rest of the team +

While the face above took up a chunk of time, I also had a go at some others while the paint was on the palette. The Kin are supposedly clones – albeit with quite a lot of variation created with genetic tinkering – so I was in two minds on whether to include much variation in terms of skin tone, hair colour and complexion. 


On the one hand, it's nice to make a distinction between 'normal' humans and the Kin; but on the other it's a bit boring if everyone looks exactly the same, so I've decided not to run with them as clones. If the force expands beyond a Kill Team, perhaps I'll intentionally do little fraternal groups where the skin and hair are identical, but for these specialists I figure the controlling mind of the Votann might spit out a more diverse group.


A hint of ginger in this chap. Space Dwarfs they are, and I like a bit of Tolkein/Norse dwarf in the group. 


Fun little sculpts as the Leagues of Votann are, it's very awkward getting your brush in to such recesses!

+++

Another little picture of the group as they currently stand. Together with the Theyn, they'll be ready to go at the PCRC event in a couple of weeks. The other specialists – a couple of Ironkin and a Kin in a weapon-suit – are also off the blocks, but I'll show those in a separate inload when they're a bit further along.

+++

Ashes of Armageddon + 

I got home to some awesome post – at the top you can see an Inquisitorial missive with directions for the PCRC event(!); thanks to Omricon and TrojanNinja for these wonderfully evocative letters, which I'll hope to share in another inload soon.

Secondly, my test sheet of Battle for Armageddon tokens arrived:


These will be part of a little souvenir-package for the people attending the Third War in 3rd event next March to use in the event and take away with them. I hope they're as tickled by them as I am. 


As you can see, they're a close match for the originals (top row). For any future ones, I think I'll tweak the colours a spot – the colours I used were based on those from the free digital version of Battle for Armageddon that GW gave away in the early years of M3; but I suspect those were based on (not particularly good) scans of the production version, rather than the original artworks. Secondly, the coating I've gone for on these is a matt one, and I suspect that's further muted and darkened the ones above.


Still, both as a little personal indulgence and as a giveaway, I think they look the part. In isolation, I think they're easily recognisable while still being distinct.

These were definitely a successful proof test; and for the Armageddon Prime tokens [+noosphericinloadlink embedded+], I'll be able to iterate further.

I'd love to hear your thoughts!

+++





Monday, November 10

+ inload: Squats and an errant Halfling +

+ Mojo reignited +

+ A great catch-up with the PCRC last night and actually spending some time painting has got me enthused for hobbying again. It seems an age since I've shared some substantial progress in painting, but here we go. +

+++

+ Tryn-Eena +

I sat down and hewed away at squats with my brush last night, starting with the yellow helms. These started as Iyanden yellow before having Flash gitz yellow mixed in; and then Vallejo off-white. I wanted a slightly pastel tone (hence the addition of off-white), as I was planning to glaze it with the old Citadel yellow (Lamenter's yellow?). This would let me build up the highlights much more quickly, and avoid the risk of adding texture through lots of coats.


Once the pastel yellow was in place, I added a few layers of Gryphonne sepia and Agrax Earthshade to enrich the recesses before working in a dark brown (the name escapes me) in the deep recesses. Once all that was in place, I put on the yellow glaze to tie things together.


The reds were tackled in a similar way, building up with Vallejo flat red, then more of that together with increasing amounts of Flash gitz yellow. Pleased with how well the new ones [+viz-ref: above, left and right+] match the old scheme on the test model [+viz-ref: centre+].


Not a huge amount to do on these, beyond the faces and ticking in details, which I hope I'll be able to do over the next day or so. I like the slightly mottled, beetle-like sheen on the red as it feels quite different to a lot of my other armies – a halfway house between clean and shiny and battered and wartorn, which seems fitting for this faction.

+++

Overall, I'm much more happy with the group now – I think the yellow tweaks the nostalgia-gland just right, while the slightly more muted treatment of the red and greens means that they don't look too much like  a band of tiny Father Christmases.


In particular, I think the big white band on the medic's helmet makes it a lot more obvious who he is. Once I've got these done, it'll be onto the Theyn (squad leader) as priority, as he's essential. The others are optional, but I'll do my best to get the squad, as outlined in my earlier inload, complete.

+++

Separately from the above is this free miniature of the month – a Ratling sniper in the very early stages. I really like the miniature of the month thing; just strikes me as a genuinely good promotion that gets me to pop into stores.

Tuesday, October 21

+ inload: Hearthkyn Salvager specialists for Kill Team +

+ Oathband of Trym-Eena +

+ Six weeks(ish) to go, and progress on the Squats for Kill Team is ticking over nicely. +

+++

Played a very enjoyable game to test out the new Kill Team. Alas, defeat for the first game – but probably deserved, as my models weren't painted!

With a game under my belt, and a bit more of a sense of how things worked, I've been trying to finalise the composition of the team – and more importantly, come up with silly names. Hailing from the Irnståv Dominion [+noosphericexloadlinked embedded+], part of the Mjalnar League, are the Oathband of Trym-Eena:
  • Theyn with bolt revolver and plasma weapon – Albus Irnståv
  • Field Medic with bolt revolver and plasma knife – Ketil Beinbrót
  • Gunner (Ironkin) with HYLas auto rifle – J33VS
  • Gunner with ETaCarn plasma beamer – Tomb
  • Gunner with HYLas rotary cannon – Håndeld Bluetooth
  • Kinlynk with Autoch-pattern bolter – Okkâ Sharpear
  • Lugger with Ion blaster – Lûgs Portr
  • Lokâtr with Autoch-pattern bolter – Cnut Carespelt
  • Warrior with Autoch-pattern bolter – Sven Ovnîn
  • Warrior (Ironkin) with Ion blaster – WSTR
This bunch of likely lads will be facing off against a range of foes, including from Myrry's MurderersLucifer216's Night Lords, the 'Excommunicables' of Omricon, Warmtamale's Vespids, LordBloodtheHungry's Beastmen. That's on top of the Space Marines Stuntwedge is bringing, so a nice range.

+++

A tap of his heavily-gloved hand opened his helm, the visor swinging back noiselessly. His face, already wrinkled, scrunched further as the whiff of distant manufacturing reached him, but his eyes were already fixed on the device in his hand. 

He ignored the cold, corrupted air of Tundrine Har as he ignored the nearby gunfire. The rising whine of WSTR and Portr's ion blasters punctuating the heavier crack-pops of the rest of Trym

'When you are ready, Okkâ.' The Theyn's reproving tone was distorted by patch-crackle. To all appearances, Okkâ Sharpear ignored his leader, too. The soft white underlighting from his comms device lent his craggy face an eerie glow as he paged through the intelligence.

There

Satisfied, he gave a small nod, tapped a few thick buttons on his forearm, and looked up. Trym's other Ironkyn gave him a jaunty thumbs-up, which – as always – annoyed him no end. Its projected face  cheerily rotated to its front, and the Ironkyn and Sven Ovnîn disappeared round the corner. Sharpear muttered to himself under his breath, then jogged up to the corner Sven had vacated, and readied his own boltgun.

From around the corner, the sound of gunfire redoubled briefly, before a sharp cry of pain rang out abruptly. Sharpear peeked round the corner.

The two Kin stood looking pleased with themselves, much to Okkâ's inward disapproval. Too much vim in the young these days, he thought to himself. He sauntered over to join them, rolling his eyes as he saw J33VS congratulate his partner with a pat on the back.

'Think that was the last, Sharpear.' Said Sven, his own helm retracted completely. The young warrior scratched idly at the stubbly base of his beard where his inner suit began. His face, leathery and star-tanned, wore an expression that bordered on the smug.

'I'll be the judge of that, young Sven.' He looked about briefly, scowled, then voice-patched the Theyn.
'Albus? The way is clear. You can bring the rest of Trym round now I've sorted things out.' 
The only reply was an amused grunt. Kin wasted nothing; even words.

After giving J33VS and Sven Ovnîn another admonishing scowl, Okkâ closed his visor with a tap on side of his helmet, hefted his boltgun, and motioned to them. They wore acquisitive grins on their faces; skin and metal alike.

'Toil earns, you two. Time you stopped playing at soldiers and learn something from your betters.'

+++

+ Kin is kin +

It's been fun exploring and reading around the Leagues of Votann. I'm very impressed with how the GW writers have re-integrated the old squat material, and included lots of clever ways to square circles to have in-universe nods to the real world absence of the squats.

The list above includes most of the figures from the previous inload, but I've swapped out some of the basic warriors for more specialists.


Pictured here is J33VS, an Ironkin with HYLas repeater; Lûgs Portr, a Lugger with an ion blaster; and WSTR, an Ironkin warrior, also with an ion blaster.

I confess that I didn't like the Ironkin idea at first, and fully intended my theoretical army (and thus this Kill Team) to include none, but after reading the background they've really grown on me. I like the sense that they are automatons in the old-fashioned sense – and that they're purely a modelling thing. GW have shown some rare restraint in not having different rules for the Kin and Ironkin.

Pictured at the top of this inload are the same figures, plus the Theyn. I've used the leader from the other squat kit (the modern take on the Engineer's Guild) as I liked the greatcoat. I'll have fun painting that up to look a bit like the Steel Legion.

You'll also see Tomb, the heavy gunner. With a heavy heart, I'm swapping out the heavy bolter for one of the other options. This Thunderkyn model is going to count as my third Gunner, but as I've already got the HYLas rotary cannon on Håndeld Bluetooth, I needed to pick another option.

+++



+++






Monday, September 29

+ inload: Squat Killteam – Hearthkyn salvagers +

+ Painting the Squat Kill Team +

+ We had a PCRC catch-up call yesterday, and spent an enjoyable couple of hours painting and enthusing about our various projects for the campaign. It was nice to actually get the dust off my brushes and work some more on my squat Kill Team – Hearthkyn Salvagers, if you're feeling fancy. Today's inload looks at some thoughts on painting them. +


The four above are regular 'Warriors' – no funny spelling or anything here. There are a couple of Kill Team specialists that I'm not too fussed about (like the jump pack one), so there'll be at least two of these in the final team.

Am I leaving flexiblity at home? Well, I don't think so. Specialism in Kill Team strikes me as a compromise, because even the 'basic trooper' archetypes tend to have a skill or piece of equipment that makes them stand out. In the case of these Hearthkyn, their Secure salvage ability means that they take a little less damage when contesting objective or mission markers – an all-round useful ability.

+++

Painting-wise, I've started layering Mephiston red over the maroon undercolour, picked out the metallics and added the leather. They're all getting to a fairly consistent stage, and I'm now starting to ask myself questions on whether I want to keep a uniform look (*shakes head*) or add a bit more individuality (*nods head*).

The scheme is unabashedly retro-flavoured, and takes its cues from this awesome Dave Andrews artwork shown below. One of the appeals of 40k in general is the mix of WW2 with pageantry, and while my tastes tend to run to the earthier, murkier end of things rather than super-saturation, I do like a spot of colour amongst the tasteful earth tones.


However, the bright, primary look of the artwork above, while very striking, doesn't necessarily translate well to miniatures. I prefer the brown gloves of the second rank chap with the yellow helmet to the 'washing-up gloves' look of the front rank, for example. I'm looking to find a good middle ground where some elements remain eye-catching while others play a supporting role. 

The variety is something I'm keen to include. While at first glance the figures seem to be in uniform, a closer look reveals that almost every one has a subtly distinct combination of the same colours across their armour and clothing. That strikes me as very fitting for squats; it's a subtle nod to their desire to both stand out from and fit in with their comrades; a seeming paradox that evokes pride, personality and makes them more human than a lot of actors in 40k.


Here's the specialists. From left to right, we have a Gunner with a HYLas rotary cannon; a Kognitaar (battlefield analysis spod); a Lokatr (a scanner/recon operative) and a Field medic – who should be armed with a pistol and knife, so I'll either be doing a counts-as or swapping the backpack, as he doesn't really read as a medic at the mo.

That's eight. A little dig around shows that I part-built the other two, but – perhaps with this later change in mind! – left them unfinished. One will have to be a Theyn (the leader archetype), and I might have a bit of fun converting him to look a bit special. For the last chap, I've got the choice of the following archetypes:
  • The close-in brawler, the Dozr.
  • A Grenadier
  • The jump pack warrior
  • Kinlynk (radio-man/comms)
  • Lugger – hefty dwarf chap who carries extra equipment.
I'll keep you in the loop on what I decide.

Naming-wise, these will be from the Irnståv Dominion [+noosphericexloadlinked embedded+], part of the Mjalnar League. A few names I've been riffing alongside the PCRC:

Theyn Albus Irnståv
Seven Forksbeard
Cnut Carespelt
Handheld Bluetooth



Monday, July 21

+ inload: Moss Engurth, Kin +

+ League of Norgyr +



+ inloadval{incerto}: MEMCASCADEFAIL +

Did I ever exload info about this Squat kinsman? He definitely turned up on The Ashes of Armageddon, in this article [+noosphericexloadlink embedded+] – but perhaps I neglected to share him here. 

Well, whether I did or not, I'm sure he's not the type to bear a grudge, right?


+++

+ Moss Engurth +

A typical Kinsman of the Second Grand Clan Army Engurth was sent to fight for their Imperial allies during the Second War for Armageddon. Tagged to the Eorldom of Skalf, Hâr Drohn Hold, he represents the best hope of Armageddon Prime, whose armies were swiftly shattered by the Blood Axe and Snakebite tribes. Bound by oath, tradition and the scent of profit, the Squats of Golgotha and the broader Norgyr League answered the call for aid with four Clan Army groups, an elite 'Hearthguard' force, and a substantial caravan of specialist super-heavies.

Moss Engurth bears a reliable boltgun and excellent personal protection in the form of carapace plate armour over an atmospheric voidsuit. The former was frequently abandoned in-field, as the punishing heat and deleterious effects of the eternal dust kicked up by the Seasons of Storms often proved the armour more of a hindrance than a help.


+++

He's been lurking around as the sole painted member of my Squat army, and I'm scratching my cranio-orbitals trying to remember what I did as the scheme. It's definitely worked up from a dark green base, as I remember thinking that that would be a nice way to get the fatigues/undersuit done and provide a green basis for the face.

The red looks like a slightly purply base, so I'm wondering if it's a base coat of Gal Vorbak red. I would likely have done that for two reasons: to differentiate the Kin from my Blood Angels, and also to give a more cool burgundy than warm orange feel, to avoid the inevitable 'Christmas' appearance of red and green together. 


The scheme is, per usual for my Armageddon-related projects, a fond nod and update of the scheme that appeared on the 'Space Dwarf' plastic boxed set for Rogue Trader:


My version is a rather more desaturated version, but I hope the scheme remains recognisable, if not the finer details ... and speaking of details, I'm looking forward to putting details like the yellow helms and variety in colour on the rest of his gang.


They're lovely little models, and super-x-treem copyright protection spelling aside, these Hearthkyn Salvagers have some nice, characterful details like the carabiners on the belt, and wrist-computer thinigie. The Kill Team sprue offers some further variety in the heads and equipment, too. With that said, I think I'd like to see a bit more personality in future sculpts, but as basic infantry, they work nicely. 


+++

+ Kill Team plans +

I bought this kit second-hand a couple of years ago, and what was intended to be a quick job got derailed both by the hobby butterfly and having to quickly shift my painting station for some real-life reason. The rest of the squad has thus sat in hopeful anticipation on top of my painting bureau, and perhaps their time has come.

The PCRC hivemind has turned its thoughts once more to event gaming, and I need a new Kill Team.  (read: 'need to pull my autodigit out of my wastecycle-iris and finish off a side project'.)

I was tempted to bring out an Inquisition Kill Team for the event, but on looking at Unfortunus Veck's and Barbari Kills' respective gangs of acolytes and hangers-on, neither were a decent match for the Kill Team rules, so I had another think.


The event narrative is themed around Antona Australis in the wake of the Great Rift. We'll be playing a dual timeline set of games; the first in the wilds of the 31st Millennium, where a 'warp siphon' capable of stilling the warp is fought over; and the second in the current M42 setting, where scavengers and explorers stumble over the long-lost siphon once more. Putting two and two together, I'll scratch that Squat itch (ooh-er) and bring along something fittingly thematic to the event. 

Now... can I piece together the scheme above again?

+++

Wednesday, July 20

+ inload: Musings on the Leagues of Votann +

+ Leagues of Votann +

+ A Squat conversion [+noosphericinloadlink embedded+] – that will now become a Hearthykyn +


Squats are back... or have the Warhammer dwarfs made their way into the 41st Millennium? Or are the Leagues of Votann something else entirely?  

This inload muses on the way that GW are approaching the Leagues, and how they relate to the Squats and other Dwarfs in Warhammer. Thought I'd throw it up here to hear your thoughts (and show off some of my dwarf models!).


+ Aesthetics of the League of Votann +

Anecdotally (that is, from what I've read here and on similar online spaces) the reaction to the aesthetic of the Leagues of Votann has struck me as mixed rather than actively hostile or frothingly enthusiastic (though there are obviously exceptions to this). Although a lukewarm or hesitant reaction might seem a bit of a downer, I think that's actually a pretty good result for GW, I think. Familiarity breeds positivity, and the previews have been met with (again, anecdotally) less vehement opposition than the Tau did when they were introduced. 

I don't want to dwell too much on this, as I want to discuss archetypes, but wanted to head off too much discussion on the aesthetics except where they relate to archetypes – or in other words, how they relate to what we (as painters, gamers and collectors) expect.

+++

+ Dwarfish archetypes +

Dwarfs of one sort of another pop up in folklore all across the world, but I think it's fair to say that Warhammer dwarfs mostly draw from a well filled by the European tradition of dwarfs as small, cunning cthonic spirits – ugly craftsmen elves. Perhaps the clearest and most direct inspiration for the old Warhammer dwarfs are Tolkein's dwarves. European folklore is surprisingly flexible on what makes a dwarf; some were implied to be larger than humans, for example, or more akin to what we'd probably now call 'spirits of earth', rather than physical creatures.


+ Burly, heavily armoured fantasy Dark Age warriors – who happen to be short +

What we – that is, inloaders here and hobbyists more generally – expect from dwarfs is likely coloured, particularly by Warhammer Dwarfs. A lot of the established imagery has been gradually refined for the past hundred years or so, until nowadays I think you could probably ask pretty much anyone, young or old, to draw a 'fantasy dwarf' and get something fairly similar: small, short-limbed, probably bearded. 

For anyone with a deeper interest in fantasy – be it literature, roleplaying or folklore – I think you could probably refine this to include a gruff, perhaps short-tempered character; greedy and avaricious, with a deep reverence for riddles and rules. They might swindle you, but they'll follow the letter of the law while they do so.

Beyond this, the common archetypes become more refined and specific; less useful in analysing 'dwarfishness', but better for creating something with its own identify and character. What I'd like to discuss is:

  • Are there more archetypes? What makes a dwarf a dwarf?
  • How do the Leagues of Votann relate to these?
  • Is it a good thing for them to be distinct from the Squats?

+++

+ What makes a dwarf a dwarf? Archetypes and peripherals +

I'd argue that all of Games Workshop's dwarfs stem from Tolkein first and foremost. The dwarfs of the Old World show this most clearly. Starting out as essentially 'expys', they gradually developed their own character, but less so than (say) Warhammer Orcs. Dwarfs from the Warhammer world were reliable (to a fault), honour-bound, deeply respectful of age and tradition. They were master craftsmen, intelligent (but not necessarily wise), secretive and defensive in nature, and well-equipped and armoured. Physically, they were short, but stocky; tough and enduring and slow. These are (some of) the refined archetypes of the Warhammer dwarfs.

+ Warhammer Dwarfs – stoic, stolid, (dare I say?) doughty. And with more than a few beards, pipes and tankards of beer scattered about. +

Many of the other aspects that I associate with dwarfs – beards, underground fortresses, a longing for a past golden age, axes, beer, hatred of elves and greenskins, distrust of magic,  etc. – stem from these, but I think they're more peripheral than the core archetypes above. (I'm open to discussion on that, of course!) I'll call these 'peripherals' in the rest of this post.

The distinction between archetypes and peripherals is simple – but I hasten to add that much of my list is purely personal. Beards, for example, seem to have popped up in discussion so much as 'core to dwarfs' that it's very easy to argue they're archetypal. I'd very mcuh like to hear your thoughts.

Why's this important? Well, consider the other Dwarfs of Warhammer – the Chaos Dwarfs and (to a lesser extent) the Norse Dwarfs and Blood Bowl Dwarfs. All Warhammer dwarfs shared the archetypes listed, but the peripherals varied somewhat.

+++

When it came to developing the Squats in 40k, I think many of the core archetypes got a bit muddled, and I wonder if that's why the GW studio ultimately felt a bit hampered in not knowing where to take them. Where the Old World dwarfs had a firm anchor, the squats were a bit torn between their inherent 'conservative scepticism' and the need to do something new. Lots of peripherals were bolted on – the bikes, for example – but the peripherals were torn between pseudo-Tolkein anglo-saxon/norse, greasy-leathered bikers and short Imperial Guardsmen.

Epic seemed to grasp the archetypes a bit better – perhaps because ancient, slow, tough super-heavy vehicles are a good analogue of many of the archetypical elements: essentially beautifully-crafted mobile fortresses. Here, the biker guilds were less obviously distinct – the scale making the aesthetics less jarring – and so the range held together well.

When 2nd edition 40k rolled round, the few previewed 40k-scale squats seemed to have stabilised a bit, refining the angle pioneered by Epic, and leaning back towards the Anglo-Saxon/Norse vibes and away from outlaw bikers – in short, getting closer to the Warhammer dwarf archetypes listed above. Whether this would have turned things around was never to be determined, of course, as the faction faded away.

+++

+ Age of Sigmar and dwarfs +

Age of Sigmar saw a real shaking up of the factions, with many factions taking a deliberate step away from the peripherals of their previous incarnations. This was, to my mind at least, a positive thing. While I very much like the Old World aesthetic, it was ultimately reductive. The accretion of years of real world development (and peripheral additions) had painted the world into a (very cool) corner that made expansion difficult. 

At the root of this discussion is my claim that the peripherals make sense because of the archetypes, whereas the archetypes make sense because they're culturally familiar. To take Warhammer trollslayers as an example, they build on the cultural pressures facing Warhammer Dwarfs specifically: in a world of ultra-reactionary traditionalism and a culture of honour and oaths, if something dishonourable happens, there's no way out for a dwarf. The solution? The ultra-specific trollslayer peripheral concept.

That peripheral concept doesn't work quite so well if stripped out of its archetypal context, and I think that's part of why the first Age of Sigmar dwarfs – the Fyreslayers – had (again, anecdotally) a similar lukewarm reaction among the fanbase as the Leagues of Votann are receiving. With the benefit of ten years of hindsight, and with the Age of Sigmar setting built up around them, I think the Fyreslayers have actually made clearer a lot of the links to the archetypes – and that's something that I think GW are doing a bit better with the Leagues of Votann, 'preparing the ground' with lore previews.

+ I converted these Fyreslayers to better fit my preferred aesthetic – but I'm glad there are multiple options for people to choose from. +

Compare the reception the Fyreslayers had with the Kharadon Overlords. The latter took a very different spin on the common archetypes, presenting us with a Ghibli-esque art-deco steampunk aesthetic. On the one hand, that's quite a bold change – but on the other it actually hews very closely to the archetypes. I'd argue that the Kharadon Overlords, while being visually quite radically different from the Dwarfs of the Old World, better captured the list of archetypes below than the Fyreslayers did on release:

'reliable (to a fault), honour-bound, deeply respectful of age and tradition. They were master craftsmen, intelligent (but not necessarily wise), secretive and defensive in nature, and well-equipped and armoured. Physically, they were short, but stocky; tough and enduring and slow.'

To me this suggests that the Leagues of Votann are more likely to get a positive reception if they manage to hit the list of archetypes relates to Warhammer dwarfs, rather than being an update of the rather muddled Squats. Note that this is largely separate from the aesthetics, as I note at the start. There's overlap, sure, but I want to avoid conflating the core underlying concepts (i.e. the direction GW are taking) with the reflection of those concepts (i.e. how that's shown in the models) – there's a separate topic for that, and how successfully that's achieved.

+++

+ ...And back to the Leagues of Votann +

+ Hearthkyn from WarCom +

Thanks to the GW previews, we're starting to get a good idea of how the Leagues range is going to look as a whole. Right at the start of this diatribe post I said that the reaction to the Leagues aesthetic was mixed, but also that that wasn't necessarily a bad thing. Here, I'd like to draw some lines between what we've seen thus far, and how they relate to my list of archetypes above:

  • The Votann themselves – I think these are a brillant sci-fi re-imagining of lots of the Warhammer dwarf archetypes, touching on veneration of age and secrecy, and crafting ability. I also think the fact that they're slowly failing is a good peripheral narrative angle for the faction. It's also a fantastic exploration of 'intelligent, but not necessarily wise'. The Votann have the semi-mythical feel of 
  • The Hearthkyn and Hearthguard warriors – definitely hit the 'well-equipped and armoured' angle, and also hit the physical archetypes for me. 
  • The Ironkyn are a nice nod to master crafting, and more deeply, I think that they reflect the 'magical craftsmen' concept of older dwarf archetypes too – the sort of dwarfs that make magic items for gods. It's a nice twist to have what are 'far future' concepts to us be 'ancient history' to the Leagues.
  • Hernkyn Pioneer – to me, this is slightly at odds with the 'defensive' and 'slow' archetypes that I suggested above, but does hit the crafting angle, if only obliquely.
  • The Sagitaur better interprets the archetype of 'defensiveness', being a well-armed transport that's rugged and reliable.

Overall, I think the things we're missing, or are less obvious from the list are more about character: reliability, cunningness, honour-bound and intelligent. These are aspects that I'm hoping are explored a bit more in the lore and particularly in the Codex. I'd like to hear how the Leagues relate to the other xenos – while it's peripheral (I'd argue) that dwarfs hate elves and greenskins, it's an angle that was front and centre for the Squats.

This is what's most exciting me at the moment about the Leagues – how closely will they hew to the Warhammer Dwarf archetypes above, how will they explore and expand on that to make a unique creation – and what, if anything, will they draw from the Squats?

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+ Conclusions +

So, the ideas are laid out above. I'm very happy to discuss whether my list of archetypes is too broad, or too narrow – or even misses the point – but I hope that it provides a good place to start discussions on what you consider core to the idea of space dwarfs, and what you'd like GW to be more exploratory with. Most importantly, what you'll do with the models GW are presenting to us. :)