Tuesday, February 26

+ inload: Plague Marines +

+ Paraepidemiology +

+ Coo, Plague Marines are fun to convert. I've got hopelessly caught up in building them. Very much enjoying these kits; and I'm glad I waited to build them all together. It's a nice way to avoid duplication and add variety; particularly on models like these, which are a halfway house between modular and monopose. +


+ As mentioned in an earlier inload, I've steered towards the pickelhaube- style helmet that I think of as the classic Death Guard (as opposed to general Nurgle marines). Not completely convinced on its use on the characters [viddy the pict-capture above]. On the one hand, it's a bit predictable; on the other, it really hammers home the 'faceless replaceable infantry' vibe that I love so much. I'll wait 'til I've applied some paint; that can go a long way to making characters jump out a bit. +


+ These chaps were an eBay win. Nice as they are, I didn't fancy paying the yikes-inducing RRP. For less than half, I ended up with this nicely-assembled set (though sadly lacking the poo-stick carrying Nurgling). +




+ With a mass of boltgun-wielding marines built, I got stuck into some specialists. I'm thinking of fielding a close-in squad; something I don't normally do, so some dedicated close-in fighters along with the Death Guard special flamer-equivalents are a musy. The heavy chem-thrower thing (right) is awesome, but felt the static pose made it look less like a war machine, and more like a leaf-blower. A few cuts and trimming gave it a bit more dynamism; while the use of the duplicate body from the Dark Imperium set helps break up some monotony there – infecting two birds with one stone. In particular, I turned the supporting hand. I prefer the gun-grip to the palm-down look. +


+ The bubotic axe reminded me of the fly-headed Nurgle champion from my youth (loved that figure), so it was cool to add it to a new marine. The central figure is unmodified (even second-hand, I didn't want to cut up this model, as I think he's pretty cool); while the blight launcher marine got reposed for much the same reason as the other heavy weapon. +


+ Same models, different angles. +

+++

+ ...and a little thing I was playing around with, based on the Chapter Approved character creation rules: 


Tuesday, February 19

+ inload: Plague Surgeon +

+ Lukaerna Nemoc +


Cha'anxi. An important border system for the Tau, and a beachhead for the coalition of godsworn-forces called the Curdling Armada. Two months ago, the sept-world of Or'na was invaded by Astartes of the Iron Warriors, whose brutal armoured assault scattered the defenders of the H'unk Hunter Cadre. The Tau defenders now hunker in and around the outskirts of the city of M'Kel Bay, desperately training reserves and ferrying in equipment for the inevitable assault.

For their part, the invaders are forced to wait. As scouts, cultists and infiltrators seed themselves across the systems of the Tzi-Na Enclave, the Armada's charismatic leader, Kainan, has cloistered himself in his vessel, though to what purpose the various sub-commanders remain in the dark. Even the scryomancy of the Thousand Sons are unable to penetrate the World Eaters formidable mental defences. 

The alliance of such a chaotic force is fragile at best, and while thus far it remains unfractured, such inaction rests uneasily with the forces of the warp. Still, such orders are meat and drink to some amongst the Alliance: the Iron Warriors 242nd have fortified a region of Or'na, and has constructed sufficient nav-pylons to allow the other forces of the Armada to begin deployment. A warband of Death Guard has arrived; a portion of a larger force. They are led by the dread Krug Ikthos, who has sent his able lieutenant Plague Surgeon Nemoc forward to weaken the Tau defenders of M'Kel Bay...

+ If you'd like to read more of the Tzi'Na Crisis, vis-enhanced datablurts are available at the following noospheric nodes:




+++

+ Lukaerna Nemoc +

+ More building last night; and as sometimes happens, I got carried away. I had intended to build the Plague Surgeon 'stock', as I really like the model – but just as the glue was drying, I suddenly spotted a spare half-hood... Well, the result is below:


+ A hand-bell adds to the odd 'out-of-time' feel of the Death Guard. +


+ Not much has changed from the back – it's a fantastic model. It struck me how relatively accurate the proportions of this figure were, when compared with some of the more stylised troops. Standing very straight, he may be the only properly upright Space Marine I've ever seen! +


+ I'm reserving the majority of the more twisted/daemonic/mutated parts for some specifically mutated/possessed troops, but a scattering of bits here and there will help them to blend. In any case, this is the default pad, and a rather nice one. +


+ The front shows where the majority of the work has gone – at root a head swap and arm swap, it was complicated by the presence of the hood. I've used a carved-down Space Marine head to sit within the space, and add the front hood from another Death Guard miniature. For the most part, it's all plastic – the part of the hood with the tiny bell is a tentacle, for example, that I've shaved down and blended into the surface with poly cement. I have used some greenstuff for the back of the hood, but it's very minimal. +

Monday, February 18

+ inload: Death Guard resurgence +

+ Something wicked this way comes +



+ Ah, a new(ish) year – time for a return to the squamous delights of the Death Guard. The new Plague Marines kit is complex, but full of fantastic detail. I can't rate it as highly as the new Warlord Titan for Adeptus Titanicus, which I think is quite the best kit GW have ever produced in terms of engineering, but the Plague Marines have clearly been the recipient of some very enthuastic designers. +

A mix of parts from the main kit, Dark Imperium and easy-builds. Some – like the champion here – are so distinctive that kitbashing will never hide their origin. You can either go more ambitious with conversion, or just accept a little homogeneity. Personally, I don't mind a little duplication: you can do a lot to make things distinct with painting.
+ The Plague Marine box is packed with options and variation, but at the same time the figures you build out of the box are quite limited. In creating ways to have such wonderfully detailed figures, the flat sprue technology has been pushed to its limits. Two-part shoulder pads, optional torso fronts built to fit around spalling flesh and rot... it's a kit that couldn't realsitically have existed prior to computer assisted design. +

As I built the Plague Marine kit, I incorporated pats of the Dark Imperium easy-build versions, too. It's a quick way to create more variety – particularly useful for a kit with such fixed poses. Head swaps and trimming extraneous details goes a long way to making models more individual and preventing duplication.

In many ways it's an odd kit, and the more I built from it, the more I wonder if it was a case of the designers producing too many bits to fit, or perhaps a compromise driven by the sales team. Even the in-game rules seem a bit of a kludge, with far more options than equivalent units; allowing for an assault variant, a shooty option, or a mix of the two. I quite like this flexibility, but I wonder if the original plan was to have two distinct unit types – a 'standard' Plague Marine squad, and a more close-in assault version, or veteran type? +

The three-man easy builds have flooded the second-hand market, and you can buy them very cheaply. With just a few tweaks, you can make some models that hide the origin nicely. My favourite conversion here is the chap on the right. I think the base model, from the Dark Imperium set, looks great, but is very distinctive. Changing his arms gives a very different feel.

+ That would go some way to explaining the odd number of models in the box (although we ought to remember that seven is the Plague God's holy number in the lore), the unusually large amount of weapon variety, and also explain why the release was accompanied by the odd accompanying mini-releases – the three-man easy build version; the limited three-man 'Plague Brethren' version; and the separate icon bearer and champion... +


Some more specialist models here. Two with plasma guns, one with a flail. Note the scattering of green easy-build parts alongside the standard kit. I've aimed to slightly tone down the spikiness – I've used quite a few 'plain' parts from the Mark III kit, too – but chaos isn't chaos if you completely clean it up. By leaving some more flamboyant parts, you improve the look of the force en-masse.
+ Of course, we'll likely never know, but I think a ten-man 'standard' kit, with the regular upgrade weapons (plasma gun, melta gun, flamer) might have been on the cards, alongside a five-man 'elite' kit containing the plague spewers, flails and the like. Who knows? In the end, when the kit's as good as this, it doesn't really matter :) +

+++




+ A Realm of Chaos-era classic. Snippets of colour text at the bottom really help to spark your imagination, and the artwork provides some great inspiration for colour palette and freehand designs. +

+ The Queenking of Cockroaches +


+ A very cool third-party sorcerer; this'll join my force as... er... something. Haven't decided what, yet! Sometimes a model is just strong enough to demand a place. +

+ Nurglings, poxwalkers and support +


Tuesday, February 12

+ inload D: Schwerpunkt – Mordheim MMXIX +




+ Something a little special for inload 'D' (that's number 500 for non-Romans). I have been invited by Alexander Winburg of the ever-inspirational Echoes of Imperium blog to get involved in a celebration of Mordheim, the Warhammer skirmish game which turns twenty this year [+noosphericinloadlink embedded+]. +

+ I was very flattered to be involved, then found out the other contributors – and very quickly became a bit intimidated! A list of the hobbyists taking part can be found here [+noosphericinloadlink embedded+], but far more fun is the blog post with pictures of some of the miniatures [+noosphericinload link embedded+]. I thought I'd give a run-down of what my plans are, in order to give a little insight into my working methods, for what they're worth. +

+ The idea has been churning over for quite some time – Alexander asked if I would like to be involved back in mid-2018. I can only apologise for the time it's taken, but a combination of real-life busy-ness and wanting to do something really special meant it's been a while in the making. +

+ Anyway sufficient excuses; on with the plans. Regular inloaders will know I like to put together a 'conceptinload' of notes, to give me a feel for the idea as a whole. I then refer to this to develop the models. +


+ Theoretical +

+ As I understood things, at the root of the idea was an an affectionate retelling of Mordheim from 1999. Alexander was keen to strike a good midpoint between being us all having the freedom to be as creative as possible; while also not going too far off-piste. I had a little dig around history to find something appropriate to the concept of Mediaeval Europe through a dark mirror, and stumbled upon Jan Žižka.:
Žižka helped develop tactics of using wagon forts, called vozová hradba in Czech or Wagenburg by the Germans, as mobile fortifications. When the Hussite army faced a numerically superior opponent they prepared carts for the battle by forming them into squares or circles. The carts were joined wheel to wheel by chains and positioned aslant, with their corners attached to each other, so that horses could be harnessed to them quickly, if necessary. In front of this wall of carts a ditch was dug by camp followers. The crew of each cart consisted of 16-22 soldiers: 4-8 crossbowmen, 2 handgunners, 6-8 soldiers equipped with pikes or flails (the flail was the Hussite "national weapon"), 2 shield carriers and 2 drivers.
+ Poached from Wikipedia, I've added my own emphasis. That little list seemed to describe a Mordheim band to a T; and I started gathering bits... +



+ ...however, as more details emerged, the concept slightly evolved to an even more post-Apocalyptic setting – that of the ruined city twenty years on (i.e. Mordheim had moved on with real-world time). Other people's models started emerging at this point, and were very different to the fairly conservative approach I had started with (basically resculpted mercenaries). The stuff that was coming out was fantastic – heavily influenced by Bosch and full of Baroque grandeur. +

+ I scrapped my initial idea, and went back to the drawing board. I had been avoiding looking too much at the other contributor's works, as I don't want to be derivative, but instead give my response to the idea; but felt I wouldn't be giving enough with such a simple idea. So, I mused a bit more. +

+ The idea of 'twenty years on' really resonated with me, and I thought back to what I was doing twenty years ago – namely playing Advanced Heroquest and watching Conan the Barbarian with my brother. 'Now there's an idea,' I thought; and started gathering things together. The following are a few scribbled thoughts as visions of Advanced Heroquest, Heroquest and Warhammer Quest all got a bit bashed together. Hope you enjoy; and I hope to bring some proper models together to show soon. Can't all be planning, after all!


+++

Abstract – a pathetic group of old men and scared youngsters led by a man with a burning need to succeed, but none of the power. Everyday regular treasure-hunters; a mix of everyone. No-one in their prime. Not at all prepared for the monsters. Be a contrast for the other warbands – the regular folk that are scared of the dark
  • Sertorius – Marienburger Captain. An Othello figure – proud but conflicted; hires the greatest warriors of a generation – unfortunately; the last generation...
  • Heinrich Löwen (the fighter) – old and grizzled; Champion in charge of a group of henchmen. Scrubby beard; missing eye?
  • Sven Hammerhelm (the Dwarf) – Champion in charge of another group of henchmen. Imperial Dwarf with ruffs and puffs, or stern classic?
  • Torallion Leafstar (the Elf) – Abandoned the group; NPC that follows them? Elf Ranger NPC
  • Magnus the Bright (the wizard) – senile (NPC); bathchair?
  • Wizard's apprentice from Heroquest
  • Barbarian from Heroquest – Ogre Bodyguard NPC?


At the height of their powers....


Use this shield design – update with Mordheim skull-headed crow?

FISHFISHSFISH

Owls – birds; carrion

Option 1
  • [115GC] Sertorius, Mercenary Captain – 60GC; duelling pistol (25); light armour (20); sword (10)
  • [110GC] Heinrich Löwen, Mercenary Champion – 35GC; heavy Armour (50), sword (10), shield (5) and helmet (10)
  • [73GC] Sven Hammerhelm Mercenary Champion – 35GC; hammer (3), light armour (20), shield (5) and helmet (10)
  • [30GC] Youngblood – 15GC; double-handed weapon [staff] (15), dagger (free)
  • [200GC] 5 warriors – 125GC, three with a halberd (30), two with axes (10), three shields (15), two helmets (20)
  • [70GC] 2 Marksmen – 50GC, each with a bow (20)
Hired swords
  • [30GC+15] Magnus the Bright, Warlock
  • [40GC+40] Torallion Leafstar, Elf Ranger
  • [80GC+] The Barbarian, Ogre Bodyguard
Knight (injured?) and bearded wizard – ancient/senile(?); dwarf and elf absent(?)

Slambo enslaved? Or NPC?

Words:
  • Canticle for Leibowitz
  • Viriconium
  • 'Scarred and scared': old and leathered leading fresh-faced and terrified henchmen
  • Viginti – Twenty years on; aggressive sounding. Spiky.
  • Scherpunkt – critical point. Punky puns.



[T]he most warlike of commanders and those who have accomplished most by a union of daring and cunning, have been one-eyed men, Philippus, Antigonus, Annibal, and the subject of this Life — Sertorius; he whom one may affirm to have been more continent as to women than Philip, more true to his friends than Antigonus, more merciful to his enemies than Annibal, inferior in understanding to none of them, but in fortune inferior to all; and, though he always found Fortune more hard to deal with than his open enemies, yet he proved himself her equal by opposing the experience of Metellus, the daring of Pompeius, the fortune of Sulla, and the power of the whole Roman state; a fugitive and a stranger putting himself at the head of barbarians.
Plutarch: Life of Sertorius


Palette:
Ratspike Ian Miller – greens and blacks; Rembrandt – deep rich darks; reds and yellows. Touch on three-dot yellow-ochre used on Unfortunus Veck – perhaps servo-souls? Punk stylings. Leather jerkins; grubby metal. Pastel pinks? Outré exorbitant fabrics utterly spoiled in the City.

Tuesday, January 22

+inload: Painting The Sons of the Temple +

+ The Sons of the Temple: picking and executing a paint scheme +


+ Restarted painting Legio Nikator last night, which involved getting a bit experimental. When you're making your own paint scheme – and if you never have, I thoroughly encourage you to try it – it's fun to push yourself and try some new techniques. +

+++

+ Old Spiteful +

+ I started with the old man of the Legion, 'Old Spiteful'; more properly known as Senex Codomannus. After undercoating him black, I did a quick drybrush of Boltgun Metal across the superstructure to give that a base, then began work on the armour plates. I used Solar Macharius Orange for this. It's one of the Foundation series of paints that I never found a use for, but's a lovely soft orange that worked wonders as a base for terracotta. +

+ I began with the carapace, and started working down. +
+ After getting a lovely smooth finish' highlighted up with the addition of Averland Sunset, I then [SCRAPSHUNTERRORABORT]ed it up with a combination of sepia ink and granulation medium. This... sort of worked. Sometimes experimentation gives great results; other times not so much. There's something I like about the effect, but I'm not quite sold yet. +

+ This may be an example of 'mid-piece funk' – that feeling you get halfway through a painting when everything looks a bit messy and disjointed. It can be disheartening; but if you push through, you sometimes find that you end up with something you're really pleased with. Of course, sometimes it just ends up a bit crap – but you can always repaint it. Push on!+

+ A little later on +
+ Picking out some highlights [+see pictcapture above+] gives form to the damage – though I feel the marks are too large at the moment, and may need tightening up with more of the base colour (Solar Macharius Orange). +

+ The white areas are Vallejo's Off White – it's best to avoid pure white on figures of this scale, owing to aerial perspective. This is the effect of the dust and so forth in the atmosphere that makes things look bluer the further away they area – as a result, the tonal range needs to be slightly shortened – slightly deeper highlights, slightly more tinted darks. +

+ The effect of the medium is clear on the loin armour. +

+ If you're never tried granulation medium, it's a fantastic – if largely uncontrollable – way to create texture. The medium causes the pigment particles to cluster together, drying in a patchy, slightly blotchy way. It works best with inks, particularly naturally granulating ones like sepia and Payne's grey, as the suspension is looser than in (say) acrylic paint. If you do use it with paint, then dilute only with the granulation medium – don't add water too, or you'll lose the effect. +

+ Picking a colour scheme – or, the joys of homebrew +

+ Picking your own scheme gives you a lot of freedom, and the opportunity to make your figures more personal to you.  The low number of models in the game makes Adeptus Titanicus a brilliant choice for trying it out. +

+ A simple way to start is by picking a main colour – this can be literally anything. I plumped for an orange-tinged terracotta. Once you've picked that, select a secondary colour. This is where the challenge starts. Some colours clash – by which I mean that they just don't work well together; either blending into one another, or setting off disharmonies. +

+ To avoid this, consider choosing a complementary colour, which can be determined by its position on the colour wheel. Red is opposite green; yellow is opposite purple, and so forth. A pair of complementary colours will always look good in a scheme. In my example, the orangey terracotta is opposite blue; so I could use that as my complementary as my secondary colour. +

+ Harmonising or analogous colours – those immediately next to your initial colour on the wheel – will also work well. Orange is next to red and yellow; so both of those could work. +

+ You can also try a split complementary scheme. This is a bit more complex to explain, but essentially involves using the colours that are analogous (i.e. adjacent to) the main colour's complementary. With orange as my main colour, blue is the complementary. Next to blue on the colour wheel are blue-purple and turquoise-green. +

+ If you're struggling to find a secondary colour, you can't go wrong with black or white. These paints will always go well in a scheme. +

+ The next step is to make sure the tonal contrast is good. While you can push both your main and secondary colours to different shades and tints, at the simplest level, it's just a case of picking an inherently light secondary to go with a dark main colour – or vice versa. + 

+ Solar Macharius Orange is a midtone – neither particularly light or dark. Since I plan to highlight it up, I want to pick a secondary that can be shaded down, so that the result is light orange against dark secondary. +

+++

+ As with the crew – Princeps Teutates Polassar is shown here for reference – I'll be using Hawk Turquoise (and how the PCRC laughed) as an accent colour – if you don't have access to a colour wheel for complementaries and harmonies, try a noospheric search [viz: Google it] it. +

+ Home decor is a good place to start when searching for colours that will go well with your chosen main colour; though bear in mind those schemes tend to be tasteful and restful, rather than warlike and boisterous. I often look at mediaeval heraldry and banners for colour ideas, as they fit my idea of the 41st Millennium. +

+++

+ In the forges: Gaugamela +



+ Another Warlord is primed and ready for paint – I've just got to make sure that the scheme works! +

Tuesday, January 15

+ inload: Librarian, Devastators and... er... something else +

+ Blood Angels +

+ Ecanus, Codicier +


+ Codicier Epigines El'Grigor, known as Ecanus 3:08 of the Withinlookmen +

+ A fairly simple conversion; I wanted to nod to the Librarian from 1991 [vizref: pictcapture below] by incorporating a back banner, and playing about with the pose a little. I think I'll add a little scroll in his open left hand to further cement the bond. I toyed with a Mark VI helm, as per the original, but it just didn't look right. I decided to run with an artificer helm that evokes some of the detailing of the original. After all, we shouldn't be slavish when converting. +


+ Besides the twist in pose and bits swapping, the left arm has been fairly subtly repositioned to look a bit more passive than the standard sculpt. This took a fair bit of trimming and testing for not much obvious result, but I think it was worth it – if I'm adding a scroll, I want the focus of the model to be on it. A sword held more tensely robs the pose of that focus. +



+ The only other thing of note in the conversion is the Mark VI torso – a simple case of scraping away detail and replacing it with other detail is part of what will make this model feel like part of the overall force. It's easy for character models to stand out in a bad way. +

+++

+ Devastators +


+ Woo; big guns! These two mark the final outstanding members of the line infantry for the army; leaving just the Chaplain and Medic to build. +


+ Just to demonstrate I am a glutton for punishment, the Mark VI cabling and detail is present on the bolter-armed marine; it's just completely covered up! +


+ I ummed and ahhed about whether to go with boltguns or boltrifles for the right-hand marine, and ended up going with the boltgun – mainly swayed by comments from the Bolter & Chainsword blog [+noosphericinloadlink embedded+].  +


+ Glad I did; he looks much closer to the source material as a result. +

+++

+ Other bits and bobs +

+ Besides Ecanus and the Devastators, I built another casualty, this time taken from the new Black Legion character Haarken Worldclaimer. Really wish GW would release some more casualties as a standalone. +


+ Finally, an 'assault' marine. Not the jump-pack equipped sort, but a unit intended to leg it across the battlefield spraying bolts into all sorts of nasty xenos. +


+ Likely counting as an Intercessor in-game, he'll probably be painted up with Assault markings. +

+ ...and finally +

+ Something I'm disproportionately pleased with: the glass panels in my Rhino. +


Friday, January 11

+ inload: Ongoing Warfare +


It is the thirty-fifth millennium. The Imperium is in turmoil.

Faith wars with rationality as the Ecclesiarchy and Administratum tussle for power.

In disgust, the Ur-council of Nova Terra has led a fifth part of the Imperium into secession, striking out to form a new Imperium of their own.

Seers speak hauntingly of the half-remembered terrors of Old Night, as warpstorm activity increases across the galaxy. The veil grows thin.

The smouldering embers of rationality and hope slowly fade out, one by one.

Against a galaxy in flames, mankind falls on itself; and as the eyes of man turn inwards, the horrors of the wider galaxy gather in the darkness. 

The Alien Wars begin.

+++

+ ... Or continue, depending on whether you've been following along with the semi-retro Alien Wars project. This year, I'm planning to get some more games in, to build up the Nova Terra Interregnum background with some battle reports. As with the modelling and painting, please consider yourself cordially invited to join in. If you've got something to add; get in contact via the +Commentary Submission Access+ at the bottom of the inload and we can chat. +

+ Hobby time has been precious, but I did get a chance to shoot the Blood Angels in action:

+ Blood Angels confront orks of the Charadon Empire on Lurtz. +

+ The fighting gets close and bloody. +

+ Eldar of Siaob [+nooosphericinloadlink embedded+] use their potent witchery to combat the indomitable Astartes+

+ As ever, Tycho is at the heart of combat +

The eternal struggle: human and xenos.

Thursday, January 3

+ inload: Standard Autocycle Renewal+

+ [/END] Subcycle MMXVIII – Boot subcycle MMXIX: in progress PART I +

+ Happy new year, inloaders; and hope that the break for Sanguinalia treated you all well. Apologies for not updating over the Christmas break, but I fancied a proper rest! New year is always a good time to look back over things; so I thought I'd start with a quick reminder of some different ways you can interact:


+ However, the blog here is always at the heart of things, as I prefer the long-form writing. In this inload, I'll go over a few things I've done, and at some point in the short-term I'll do an inload on what's coming up here, and some cool blogs, projects and links that I've found. +

+ Last year's summary post [+noosphericinloadlink embedded+] ended with the note that I wanted to get out and do more with other hobbyists; building some links and sharing ideas. I'm pleased to say that little resolution was a success, as I headed out for a couple of great campaign weekends (thanks chaps!) and got invited to something very exciting. Oh – but that's for next time... + 

+++

+ Resting on my laurels +

+ Something that's popping up on Instragram is the 'top nine' trend, which is basically a quick mosaic of the most popular images you've put on there. Here's mine. Pleased that it's a relatively varied mix of my different projects (quite a few rather shameful unfinished bases though!) +

Top row: Officio Monstrosa Iron Warriors; Alien Wars Blood Angels; Catipürnan World-Turners.
Middle row: Legio Nikator; Praetors of Calth Ultramarines; Praetors of Calth.Ultramarine.
Bottom row: Lamb's World cavalryman; Praetors of Calth Ultramarines; True-scale Terminator tutorial.

+ I am glad to see it's generally the newer stuff that's caught people's imaginations. Bit sad that none of the orks and various aliens made it in – but I think that's fairly inevitable when they're up against Space Marines. 

+ Anyway, it's an interesting result, but not really a bellwether for the upcoming year – I'm quite happy ploughing a little furrow of my own – this is, at root, my hobby, so it'll always be led by what's caught my fancy on a particular day. +

+ Anyway, thank you for reading this blog (particular this very self-indulgent bit!), and I hope you continue to digest and get involved. In the meantime, back to the manufactorum... +

+++

+ Legio Nikator expands +

+ Adeptus Titanicus has taken root in the PCRC, and I've now finished building my Maniple (for now, at least). With Coropedion, the first Warlord, built, I experimented a bit with the pose of the next, Manifest Law:

+ Ipsus Granicus, known as Manifest Law +


+ The main conversion here was to cut into the toes and reposition them, to look like it was striding through low rubble. I posed the ruins and added some spare rubble to the raised foot to look like the Titan was in the process of kicking through. +


+ A pin runs up the rear leg to help offset the weight, but that's not really proven necessary – the plastic is so lightweight that it's fairly sturdy. Note I've put the ruins on a plasticard platform, rather than embedding them in the rubble directly. Little bits like this can help sell the idea of scale. +


+ These primed shots shows the pose more clearly (I sprayed it black after priming with grey), and also shows alternative carapace weapons in place. As with the rest of the Maniple, I've got these – along with the heads and arm weapons magnetised. I'm erring on the side of gatling blasters for the carapace. Who doesn't love multi-barrelled machine guns? However, I've also converted up some missile launchers with trailing smoke – adapted from a technique I used for indicating damage on Aeronautica Imperialis 'planes, it turned out to be quite a good way to add some dynamism to the weapons. +


+ When building the model, I had to keep stopping myself from posing it looking downwards, as though attacking infantry. This isn't Epic! The final pose brings with it a sense of forward momentum and weight, aided by the angle of the upper body and the trailing fist. A final note – I love the head. It's by far my favourite of the four designs we've seen for the modern Warlord. +