Jump to content
  • Optionally enter a message with your report.

    ×   Pasted as rich text.   Restore formatting

      Only 75 emoji are allowed.

    ×   Your link has been automatically embedded.   Display as a link instead

    ×   Your previous content has been restored.   Clear editor

    ×   You cannot paste images directly. Upload or insert images from URL.

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By MoonglowMinis
      Hi everyone.  I've been thinking a lot about color while painting recently.  It's been a major motivation for some of my more recent projects.  I wanted to talk about some of the things I've been doing and hoped that some of you would share your thoughts about color choice as well.

      First of all, my paint collection is fairly modest.  Probably around 50.  But I'm a firm believer that you don't need a ton of different paints.  I add paints periodically to fill gaps - especially colors that I find myself struggling to mix well (purple continues to be a struggle and I need some better options).
       
      I love the Reaper Triads - they're a great way to expand a collection and get colors that behave well together.  Also a great way to teach newer painters the philosophy behind layering.  For awhile I was running with the philosophy that I wanted to avoid mixing more than two colors at once.  Especially because it's harder to duplicate.  I was using the triads a lot as a guide while painting.
       
      However, I have recently pushed away from using triads.  I have been playing around with more limited palettes.  Not exactly the 3 color challenge, but just really considering whether or not I need to grab a new bottle, or if I can mix what I want using something I already have.  With this philosophy, the triads clash.  So I definitely find myself grabbing the midtones most often.

      I've been thinking of this as "mindfully limited palette."  Sometimes I grab the colors I know I want ahead of time, other times I'll grab a new color as I go.  Typically this involves a black and a white and then 5 or less unique colors.  Often a red, blue, yellow, and brown.  Though not necessarily the purest versions of those colors.  I might choose a greener blue.  Or a brownish red.

      There's two ways I've been playing with this.  One is by leaning into a more monochromatic palette.  I have found it really fun and challenging to try to imagine the setting a mini is in and reflecting that environment in the color choices of the mini.  It's also a fun challenge to make many different shades and tones using similar colors.  This is what I had in mind while painting this Ice Witch, and Swamp Skeleton.

       
      The other way I have been playing with these limited palettes is to try for a more unified tone, but not necessarily monochrome.  There's a painting theory behind a "mother color" where you mix a bit of one color into every other color on your palette.  While I haven't gone that far, I have found that reusing colors, even in different mixes, helps unify the piece.  Just like balancing colors across the mini.  I don't have as many good photos of this, as my best examples are the most recent minis I've been working on - really pushing color variety while using limited paints.  This Kobold is sort of like that, though he definitely is a bit more monochromatic.  I'll have to come back and add my more colorful examples.

       
      What kind of color theory and challenges have you been playing with to motivate and push your painting?  Please feel free to share photo examples.  This has been a major source of excitement and motivation in my painting recently and I feel it's really improving my results.  I would love to see what everyone else is doing!
    • By Rat13
      Like most people minus a few games here and there with my wife I haven't played a proper wargame or skirmish game in quite awhile. My wife and I did start a Frostgrave Ghost Archipelago campaign awhile back but instead of an ongoing campaign it halted after a single game. As she usually steamrolls me in most games I understand why she prefers to wait until our usual group finally starts getting together again. I guess she just knows me too well, making me an easy opponent. As for myself I'd rather be playing, even if I always lose, but I can see how always winning could get boring (Not that I'd actually know). The need to play finally brought me around to solo games which I'd never tried before and here we are. On many recommendations I ended up with Rangers of Shadow Deep, which makes sense as its only a modified Frostgrave system with a bit more meat to it.
       
      Before writing up my first experiences with the game however there is one problem I've found. Its nothing to do with the system itself instead it has to do with my own shortcomings. Apparently my terrain and miniature collection (especially when it comes to monsters) is amazingly lacking. Up until playing this first game I thought I had a fairly decent collection but I guess I was just fooling myself. My warband didn't even escape this oversight and ended up being the most ramshackle bunch of any of my armies/squads. With that warning out of the way here is my first game...
       
      The first mission begins just after the destruction of a neighboring kingdom and the appearance of the Shadow Deep itself. The book describes this as a realm permanently covered in black clouds and filled with evil creatures. With the entire kingdom on high alert you are tasked with locating a missing Ranger that was investigating attacks on a nearby village.
       
      As you approach the village you feel that something is wrong. Everything is too quiet and the village itself smells of recent death. You pass bodies lying in the dirt as you move into the village proper. As your group reaches the village square and is beginning to form search parties you hear a horrible moaning sound surrounding you.
       
      Seems like a great place to start the actual game right, but there are still a couple last pieces of bookkeeping. First up is introducing my actual warband (you were warned they were an odd lot). 


      Missing almost all of the necessary monsters I had to improvise.
      The modern zombies are filling in for fantasy zombies.
      The kobolds are filling in for giant rats.
      The skeletons are filling in for giant spiders.
      The three adventurers will be filling in for the village survivors.
       
      As if that wasn't enough proxying I also had to proxy buildings with small wall sections. With the scenario needing houses with doors I selected center of the open area on each wall to act as the door. 

      Starting out your warband is deployed in the center of the village represented here with the well. There are six different points of interest that may act as clues to the missing rangers whereabouts. As you can see four zombies and two giant rats are deployed around the village. Clue 1 was moved 6" closer to my Ranger as he passed a perception check prior to the game. 
       

      With my first turn I started pairing my warband off attempting to reach all the clues. Going clockwise starting with my ranger (I'll be doing this going forward), he easily reached the first clue and managed to find a survivor (represented by the red wizard). Recruit 2 (The Ninja) managed to kill a zombie right off the bat. My arcanist (Oswald the overladen) started moving toward the clue inside the "house" while my knight (female half Orc) and hound (dog from a quarter machine) killed a giant rat. The archer (high elf archer) almost completely hidden by the well shot the zombie in front of him and brought it down to half health. Meanwhile my templar (old pikeman) and recruit 1 (villager with torch) were having trouble with their giant rat as the templar went down to only four health. That rat really did a number on him. Finally before the turn ended the event deck brought two more zombies onto the board.
       
      On turn two my Ranger started working his way over to the other clue "house" and killed a zombie. The survivor made a beeline to the center of the village. Recruit 2 was knocked out fighting a zombie and the arcanist had to finish the job. The knight and the hound managed to defeat their first zombie while recruit 1 had to step in and save the archer after he was nearly killed. The templar slowly made his way closer to another clue. Then the event deck spawned another two zombies. 
       

      Turn three my ranger entered into his second combat. The survivor reached the well and the arcanist finally reached the door. The door requires either a Pick Lock or Strength roll (TN8) to enter, he tried to pick the lock but failed. Using a double move the knight went around the building getting closer to the second clue. Also using a double move recruit 2 started moving toward clue five. The archer shot at another zombie almost killing it but came up short. Meanwhile the hound tore across the board with it's double move and the templar reached the third clue. The third clue ended up being a mutilated body and with a very lucky survival roll he was able to determine the nature of the bite marks. Finally the event deck caused one of the buildings to collapse (Going forward it received a die on top of it), recruit 1 was too close and was nearly crushed. Fortunately he came away unscathed.
       
      Turn four found my ranger and hound struggling to kill a zombie with my hound taking a hit. The survivor was content to hold his ground at the fountain while the arcanist continued to struggle with the door. The knight made it to the second clue but all she found was a zombie. The archer finally one shotted a zombie while recruit 1 finished off another. Recruit 1 also made it to clue five and found a potion of Wraithwalk. Try as he might the templar was still too far away to help the ranger and hound but he did close the distance. The event deck even spawned a zombie beside one of the clues inside a "house". 
       
      Turn five my ranger killed his second zombie with an assist from the hound. Again the survivor was content and the arcanist struggled with the door. Poor guy just couldn't get a decent roll. The knight began trading blows with a zombie and after just one turn they were both down to half health. Recruit 1 used a double move to start heading down to the arcanist hoping to put his +3 lockpicking skill to use. Obviously I should have sent him there in the first place but I really underestimated that simple TN8 roll. The archer like the survivor was content to stay where he was as he was very close to death. Last but not least the templar reached the "door" of the second clue "house", unfortunately he missed his strength roll. Finally thanks to the event deck my hound was struck with terror completely incapacitating him for a turn.     
       

      Turn six the ranger opened the door (after the templar failed during a group activation) and found strange tracks at the fourth clue. Using his tracking skill he was even able to determine their nature. The hound remained where it was frozen in fear while the survivor chose again to stay at the well. Recruit 1 used a double move again trying to get to the sixth clue. The arcanist continued to struggle with the door while the knight finished off her zombie and moved in to assist. The archer again stayed at the well. Then event deck then spawned four more zombies at the same location as the starting enemies.
       
      Turn seven found my ranger, templar, and hound stuck fighting two zombies and managing to only kill one. The survivor and archer finally moved away from the well and closer to their allies. This didn't work out to well for the survivor as you see. The arcanist left the door and positioned himself between the archer and the incoming zombie. Recruit 1 killed another zombie and the knight opened the door. Instead of a clue as to the whereabouts of the missing ranger she found a treasure token (represented here by an old scatter die). The event deck had one more surprise in store for me however, it spawned two more giant rats.
       
      As you can see in the picture I initially placed them incorrectly and forgot to take another picture after discovering my mistake. They are supposed to spawn out of line of sight beside a random building but if that's not possible they must spawn beside the building as close as they can to an enemy. In this case I could spawn only one out of line of sight (the one on the left) but the other one was clearly visible to my knight no matter where I placed him behind the building. The photo doesn't give this justice but believe me my laser pointer had the last word on the matter. So instead of spawning behind the building they spawned almost right on top of the survivor as the altered picture shows.
       

      As you can imagine turn eight was quite a melee. The survivor was killed by the giant rats before I could intervene. I did however manage to kill one of them. My arcanist even got his hands dirty again at the end but only managed to lose two health for his trouble. 

      Things were a bit better with my ranger's group as they killed their last zombie.
       
      They didn't exactly achieve their goal of finding the missing ranger but that wasn't due to lack of trying, that's just the way the dice rolled. Securing a treasure wasn't bad though as it turned out to be a Herb Pouch which in this system is a pretty good "magic item". The ranger received almost enough XP to level up while all his companions received two progression points, minus recruit 2 of course. As for recruit 2's injuries I'm happy to say he'll make a full recovery.   
       
      As far as a first game goes this actually went pretty smoothly, already knowing most of the system certainly helped though. I've got to say I really appreciate the way the scenario system handles monsters, knowing everything you need ahead of time for a mission is great. I know that comes at the sacrifice of a table of random encounters but it certainly makes it easier to plan for (even though I just proxied everything, you know what I mean). Also the number of each monster that it suggests was spot on, I really thought I'd have to grab some extra zombies or "rats" but I didn't. I really think this system might be the perfect fit for me. Even before lockdown and everything that came with it I had trouble finding anyone interested in playing Frostgrave or Ghost Archipelago (which I prefer). So a system that expands upon that and offers solo play is right up my alley. 
       
      With any luck I'd like to play this once a week for at least the foreseeable future. I'm a little rusty with writing battle reports and honestly I haven't written that may to begin with but with practice I hope to get better. I can already see that my notes need to be way better if for no other reason than to make writing the report quicker and less tedious. I had to look up so many things that could have been avoided had I just taken better notes. 
    • By PhantomAsh
      You know, you may be right. I could have sworn that one was a male one, but it'd be nice if it was female! Either, way, I'd like a complete set of male + female for all the elements.
       
      I mean.... I'd also like a non-binary / androgynous set as well, but getting that stuff commercial is.... very difficult.
    • By strawhat
      Lots of pictures.  I've done my best to keep the size down.
       
      The Cast:
       
      Story:
      In the waning days of the Galactic Rebellion, before the Battle of Yavin and Scariff, the Empire had nearly wiped out not only the Jedi but also many users of The Force.  Emperor Palpatine had special hunters, known as Inquisitors, that scoured the galaxy and captured/killed those rogues that survived Order 66.
       
      The Grand Inquisitor tracked another Force user to the remote Tibana gas mine known as Cloud City hovering in the Bespin atmosphere.  The Inquisitor had orders to capture the rogue and return him to the Emperor for purposes unknown.  After setting up a carbon-freezing chamber in the depths of the city, the Inquisitor set his plan into motion.  Hired muscle, in the form of notorious Trandoshan bounty hunter Bossk, would help drive Hawkbat to the chamber into the waiting trap manned by Agent Blaise and two Imperial Security Bureau agents.
       
      The large sums of money thrown around by the Empire aroused the suspicions of vile gangster Jabba the Hutt who, despite his long residency on Tatooine, has decided to make a rare off-world trip to witness the hunt.  Bringing along a trusted, if slow on the draw, bounty hunter known as Greedo.  Jabba would attempt to maneuver the happenings to his own advantage.
       
      Agent Hawkbat, despite being useful on many occasions to Cloud City administrator Lando Calrissean, had run out of allies there.  Unbeknownst to him, Obi-Wan Kenobi had picked up his lightsaber once more and sought to foil the Inquisitor's plans.  After contacting an old friend, Ithorian Diplomat Murne Rin, the two would seek aid from the Administrator--If Hawkbat were no longer in Cloud City the Imperials would likely leave.  The Tibana gas mined here was not of sufficient quantity or quality to warrant further action by the Empire, and the Inquisitor seemed to barely notice anything not directly related to his quarry.
       
      But could Obi-Wan and Murne count on Calrissean's aid, or would he betray them all to Imperial forces?
       
      It appears that I've missed the rings on a couple bases.  I'll have to go back, one of these days, and tidy those up.
       
       
    • By strawhat
      The Cast:
       
      The Story:
       
      After the capture of Han Solo by the Bounty Hunter Boba Fett, Princess Leia Organa selects a group of operatives to accompany her on a special mission back to Hoth in order to recover files and equipment that will be necessary to implement Solo's rescue.  The rebels expected the remains of the base to be empty, but Darth Vader's prescience led him to leave a small garrison force on the remote ice planet.  
       
      Dengar, and his cadre of assassin droids, were too late to Bespin to participate in Solo's capture and the attempted capture of Luke Skywalker, but he continued trailing the Millenium Falcon when it left Cloud City.  Unfortunately for Dengar, the rebel sniper Loku Kanoloa trailed the rest of the band and now has the bounty hunter in his sights.
       
      The rebels managed to acquire their assets but were discovered on their way out of the base.  General Sorin, eager to not fail Darth Vader, has deployed all his best assets in an effort to capture the rebels before they can return to their transport and escape.
       
      All the activity in the area of the base has alerted a small band of wampas that were living in the ruins, and they are investigating.
       
       
      Again, I need to redo some of the Scum & Villainy bases.  I think I changed ring-colors and the darker green just doesn't show well.
       
      Dengar's armor is the wrong color.  I was originally going to do more of a feldbruan, but I got caught mentally on feldgrau.  I also need to go over the dots on the HK's bases.  I was originally going to mark the bases to distinguish which tokens to use, but I came up with a better way (as many IA gamers/painters did) of just hitting the base with a hash mark in the appropriate color.  That makes it much easier to distinguish which models go together and which ones are which.
       
      Loku is shown in the printed materials as being a red Mon Calamari wearing green.  But, after Rogue One introduced to Admiral Raddus and his crew, I knew I didn't want to paint him red.  It makes no (visual) sense for a sniper on an ice world to be wearing so much brown and green, so I went rogue and painted him blue with  more lighter colored gear.  I thought about painting his skin white, but...
       
      so...
       
      much...
       
      white...
       
      I just couldn't do it (and I still have 11 or so characters who will be wearing white)!  I think I should have started with a little bit lighter shade, but I did what I did and I'm not redoing it or Dengar's armor.  It might not be accurate, but tough noogies.
  • Who's Online   7 Members, 1 Anonymous, 71 Guests (See full list)

×
×
  • Create New...