Showing posts with label thudd gun. Show all posts
Showing posts with label thudd gun. Show all posts

Monday, November 9

+ inload: Blood Angels Support +

+ And then it was done + 

+ The Land Speeder is complete – and with that, the army as a whole is finished. Back in June 2017 [+noosphericinloadlink embedded+] I wrote:

+ I'm not going to be obsessive about the army composition. There'll doubtless be a few nods to old models (I'm particularly keen to have a go at updating the proto-Tycho Blood Angels Captain) and the paint scheme, but the force will be a more general homage to the Blood Angels of the time – so tying in bits from the tail end of Rogue Trader through 2nd edition; particularly the artwork. +

+ Well, it turned out to be rather more obsessive than I'd intended; becoming a straight-up duplicate of the army! It's been three years, but I've now got a complete, re-imagined version of the Blood Angels army that inspired me. +

+ In a future inload I'll post up the finished army. I had hoped to get some good pict-captures over the weekend, but alas it was not to be. Anyway, for the moment it's the Land Speeder's time for a bit of attention. +

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+ Land Speeder +

+ The crew and speeder itself are painted with slightly different techniques, so while the palette is common between them, the resulting hue is subtly different. The idea behind this is that the Astartes' own armour is treated differently from the vehicle pool. I've tried to emphasise the nature of the vehicle as a piece of equipment by adding little warning symbols below hatches and above the intakes, as you can see above. +

+ As with the Rhino [+noosphericinloadlink embedded+], I used a stippling technique to build texture on the Speeder. This gives an appearance evocative of WWII-era cast-iron tanks; which strikes me as pleasingly anachronous. The Marines, meanwhile, have a smoother, finer finish. +


+ Close study of the inspiration shows that the left-hand figure had a yellow hand symbol painted on his pad, and a striped leg. I didn't realise it at the time, but this is presuamably marking him out as a techmarine. As with Brother Mirandola [+noosphericinloadlink embedded+], I changed the Rogue Trader-era hand symbol for the modern Opus Machina skull-in-cog. +

+ This was particularly interesting (well, in a very trainspottery way) to me because I'd wondered where all the techmarines were. The old army lists required multiple techmarines – one for each vehicle – but the painted army didn't seem to include them. Having one present on the Land Speeder makes things a lot more clear; they were mostly hidden within the vehicles, piloting them. +


+ That might also answer another question – why does the pilot have yellow shoulder pads? I had assumed that this was a simple aesthetic flourish, or perhaps a precursor to the later idea that most Land Speeders were attached from the 8th (Assault) Company, the colour of which is yellow. +

+ Looking back over the army list, it may be that this figure represents the Lieutenant – another figure that's present in the army list (a Lieutenant was compulsory during the later Rogue Trader period) but missing from the army as a physical model. +

+ That's confirmed by Andy Chambers' notes in the later battle report, where he writes that 'the Lieutenant acted as gunner on board the Land Speeder, accompanied by a single techmarine.' It's funny; I must have read that report dozens of times, but it had never clicked with me that the Speeder crew was always planned and painted up to be a Lieutenant and techmarine – it wasn't just a quick way to justify not having those models painted. I should have had more faith! +


+ I included the yellow tip on the multimelta. Not only is that a pretty iconic look for the period, but it added an important point of interest to an otherwise fairly simple model. +

+ The army badge (blue circle) is present on both crew and speeder, though it's much reduced – it was massive on the original. +


+ On the other side we can see further markings – a little bit of freehand helps to add interest to big black areas. The model is Forge World's own retrohammer reimagining of the original; and I'm pleased to see that they kept some of the large blank areas of the original. It's nice to have space and opportunity to play around with texture and freehand. +

+ A word here to say thank-you to Ilmarinen, who picked this up for me when it had a limited advanced release – sorry that it took me over two years to get it built and painted! +


+ The front. The techmarine's hazard-stripe greave has been reduced to a stripe in my interpretation, and he's got a Mark IV helm – just to help the model to blend in with the army. The Lieutenant is Mark VI accurate, just like the original. I enjoyed painting the yellow; even round the studs. +



+ As a little fun flourish, I painted the large scanner/screen in front of the techmarine with a detail of the battle report in WD141; simplifying things to red spots for the enemy Eldar and white for friendly forces. I should probably have added more contrast to the hills, as they're kinda lost – but then as it's just a bit of fun, it doesn't matter too much. +

+ Techmarine and quad-launcher +

+ Talking about the techmarine above reminded me that I hadn't posted a picture of the techmarine and his charge – so here you go:

+ When texturing the large 80mm base, I left a subtle space for the techmarine to slot on, which helps the two to be clearly associated. +

Wednesday, October 7

+ inload: Quad-launcher +

+ Thudd! +


A faint thrumming was all the warning he got – and despite the warning; despite his posthuman reflexes; despite all the advantages that made him a god of war, the only thing that saved him from an ugly end was the density of his helm. The flat, broad ammunition embedded itself in the thick plate and lodged. 

Already reacting, the quad-launcher's distinctive barrel array swung round as the integrated systems slaved to the techmarine's armour responded to his command, as instinctively as though the heavy weapon had been his own hand. The autoloaders' ratcheting heralded four ominous, heavy clunks, so close as to blend together.

Point-blank. The techmarine's helm-autosenses cut out the detonation of the first shells before the third and fourth had fired. He thus felt, rather than heard, the distinctive thudd-thudd-thudd-thudd of the quad launcher. 

Direct fire: immediate and brutally effective. Despite their caution, spacing, stealth and grace, four of the advancing Mabracs simply vanished, while the rest of the squad were blasted backwards by the brutal munitions through the crumbling shopfronts. The techmarine caught a flash of one pinwheeling away; a snapshot of its colourful blood in a strange, stark arc. 

Dust and smoke completely filled the air; though that was of little consequence to the preysight of the Blood Angel. +Threat neutralised +

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+ Painting the quad launcher +

Bit rare for me to do nothing at all to a model, but here – unmodified, unchanged – is Forge World's quad launcher [+noosphericinloadlink embedded+], as nature intended. +


+ A splash of red ensures it fits into the Blood Angels project. I've included the Chapter symbol and Company icon on the front plate (see above) and the campaign (army) badge on the side. +

+ This lovely little kit, along with the Rhino, was part of a very generous birthday present from the PCRC, back in 2018. The cast was pretty clean, with some minor slippage on the barrels. The heavily weathered, beaten metal look I opted for has disguised this to some extent. +


+ Models with lots of metal need breaking up visually; I've used different techniques and different colours to vary the metallics, and included some red and grey-green flashes, too. Close inspection might reveal a Rogue Trader-esque bit of graffiti. +



+ The campaign badge is just a small blue dot; at the back left, to mirror the marines themselves. +


+ As a functional artillery piece, rather than the heraldic splendour of the Astartes themselves, I wanted it to be a bit more muted than the marines. I haven't taken the shading nor highlighting so far, and have applied minimal weathering. All of this reduces the contrast and impact, allowing this to fade into the background somewhat against the rest of the army. I want people to look at the squads, not the guns. +

+++

+ Theoretical: Planning the personalities +

+ Let's be fair, a crewless artillery piece is not the most exciting inload ever, so I thought I'd also talk a bit about my plans for the remaining parts of the army – the characters and support. Most of the following is fairly meandering, and I'm very open to ideas and opinions. +

+ This handy annotated pictcapture enumerates the remaining figures +

_1 The thudd gun, as seen above, is complete. The plans for the Techmarine gunner are also starting to come together. As mentioned in the previous inload, the sculpts chosen for the army are amongst my least favourite of the then-available options. I used to have this very techmarine, and I didn't like it then, either. The head is peering at some sort of sci-fi monitor on the wrist, but owing to the necessarily slightly flattened composition of single-piece sculpts, he just looks slightly distracted and bowed to me. +

+ The image above shows the rest of Mark Copplestone's techmarines, and I think you'll agree that they're a characterful bunch. The two central ones are the weakest poses to my eye, but the rest are brill. Lovely sense of weight and purpose to the tools. +

+ While I was sorely tempted by recreating one with a massive spanner or blowtorch, I think they'll look out of place in the less-stylised proportions of the modern sculpts. Also, I like the one on the lower right best of all. + The raised bolt pistol, sense of weight to the toolbox and general posture is understated but effective. That's the one I'll go for. I've got some parts picked out already, including a Mark VI helm with a bionic from the Devastator sprue. I would have used a Forgeworld one, but I've already used them on the missile launcher marines in the Devastator squad, and think it would be best to add some variety. +

+ I think I'll replace the clawed hand shoulder pad (then the mark of a techmarine) with the modern skull-on-cog Opus Machina symbol to update him, but will otherwise aim to keep the charm of the relatively simple sculpt. I won't add a servo harness or anything, but might add a few extra widgets and doobries to the silhouette to make it clear he's a specialist. +

+ Because I won't include a servo arm, I might paint up a servitor companion with servo arm; both for fun and to ensure things are clear in-game. He'll be a bit like an ammo runt – not really there for game purposes, but a useful clarifying measure for the other player. +


_2 The Landspeeder is built, primed and awaiting paint. I'm in two minds whether to paint the marines with yellow helms (as suits assault marines), or keep them red. I'm also still up in the air on whether to paint the Land Speeder itself yellow. +

_3 The Librarian is built – or rather a Librarian is built. When I put Epigines together for this army, I kept the conversion quite simple. He doesn't really match the figure in the original army at all, besides both being Librarians. Can't decide whether to keep him as he is, tweak some details, or start from scratch. I suspect that I'll paint him up and see what I think then. +


+ Looking at the figure again, perhaps it's just the head that's bothering me, I've been trying to use this head here, there and everywhere. It's got some lovely detailing, and I like it in isolation, but it never seems to quite go with any figure I put it on. Swapping it out for a Mark VI helm would kill two birds with one stone – resolving the indecision on this head, and tying it more closely to the original figure. +


+ I think the banner here is going to be key in making it recognisable; but perhaps I ought to also look at some other details, like putting a scroll in his raised hand. +

+ In terms of painting, I think I'll follow the 'red legs, blue upper body' approach of the original. It'll tie him to the inspiration and make him stand out from the rest of the army. It's a bit garish for my taste, but happily the robes here will help. I'm a bit unsure on what colour to use for the robes – both white and yellow will be rather, uh, bold colour combinations with red and blue; so perhaps I'll go for a muted leather coat? +


_4 The apothecary – medic, if you're feeling classy; sanguinary priest if you're feeling modern – is unbuilt, but the one that I'm most enthused about. For whatever reason, I've always loved including combat medics in games. From tabletop to roleplaying to computer games; I think I just like the support role, as it really brings home the collaborative aspect of play. +

+ In addition to personal bias, the Rogue Trader-era medic paint schemes were cool and creative:


+ Marine 04 here – armed with a hand flamer, which rather brings home how far from the Hippocratic oath far-future medics are! – is the sculpt used in the original army, though the gun was chopped off to replace it with an enormous banner. I won't be adding a giant standard to my version of the medic, though I might scale down the image for a freehand back banner. +

+ The pose is quite a nice one; and I think that my conversion will include the broad strokes of the original – the slight lean, chainsword, hand flamer and laurels on the helm. Given that I'm updating the original sculpt, I think I'll get away with changing the scheme. Nice as the white with red pads is, I prefer the half-and-half red/white split of Medic 01 above. +


_5 Which leaves us with the Chaplain. I'm afraid to say that The Rogue Trader sculpts were amongst my least favourite of all Space Marines, and I don't think they've improved with age. Fortunately, I've got some other era-appropriate inspiration in the form of David Gallagher's amazing artwork of Blood Angels versus Genestealers:


+ The white? Silver? Chaplain here is – to my eye at least – the clear inspiration for the first Chaplain that came out with the original Death Company sculpts during 2nd edition. I think that model will be a good place to get the head, and then it'll just be a case of building the rest of the model. I've already got a period detail from a banner top that will be ideal for the crozius. +

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