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Leadballoony – It's a lead thing

Category Archives: OldHammer

Getting back into the groove

15 Thursday Aug 2019

Posted by Alex in OldHammer

≈ 22 Comments

Tags

Oldhammer, Painting

Greetings Terrans, how goes it? I’m still coming to terms with life after Wolf Time – motivation to paint anything has been pretty poor these last couple of weeks, and this has combined with a general low mood, but my mojo is slowly coming back… I know from experience that the best remedy for any kind of slump is to focus on the positives and just do what I can, so I’ve been getting some decent running in the bank while the weather has been good. I also decided to crank out something quick and easy on the painting front, and have sort of committed to clearing my neglected minis pile, (which for me means ‘undercoated and based’). Fortunately, I had this wee beasty lurking in my heap’o’shame:

He’s a Diehard Miniatures Undead Minotaur – a sod to photograph but a lovely sculpt, and for me, the perfect mini to get back into painting. I’ve followed my usual approach to undead here – mainly ink washes, only using ‘proper’ highlighting for the bone & metal, and then some rust, blood & goo added for good measure… nothing taxing, just a basic zombie jobby! I also finished up this long-neglected chaotic type:

I think he’s from the Pantheon of Chaos range, but I can’t find him on their site so feel free to educate me in the comments if you know better! Regardless of provenance, he’s a superb mini with loads of old school charm. I’ve painted him to go with my version of ‘Konrad Venkel’ from PoC… I vaguely had/have a notion to build a chaotic warband in the service of Malal, so black & white predominates on these guys, and an overtly insectoid look abounds. Clearly this is a slow burning project – I painted Konrad back in August last year, so at this rate, I’ll have a decent warband by the time I retire! For now, the party stands thusly:

 

Aaaand that’s it I’m afraid folks – nothing else doing at the moment! I’m going to be away from my paints for a week, and then I plan to crack on with the rest of my neglected minis – mostly Diehard Eru-kin and a certain Necromundan celebrity. I’m not sure what to expect after that – I have vague plans for a Wood Elf BB team, expanding my DoK for Warcry, some sci-fi civilians and a RoC warband, but not sure what order to approach this in… I’m kinda keen to try Warcry, so maybe DoK might get to the head of the queue? We’ll see.

Anyway, that’s all for now folks – onwards and upwards!

Last minute odds and ends

31 Wednesday Jul 2019

Posted by Alex in BOYL, OldHammer, Wolf Time

≈ 27 Comments

Tags

Oldhammer, Rogue Trader, scenery, Wolf Time

Greetings Terrans – last post before I head off to BOYL, so I thought I’d do a quick wrap-up of the last few bits I managed to rush through this week. Nothing stellar here, just quick and easy stuff:

Barrels, crates & gas canisters – always useful:

 

Shed for game 3 – supposed to be a storage shed, but I thought I’d have some fun with it & make the quintessential ‘I’d give it a minute if I were you’ type of convenience that an Ork might favour:

 

‘Rock Forest’, also for game 3 – these will be on a volcanic game mat, hence the colour:

 

‘Fighting pit’ for the dungeon level of Kulo’s Castle. Obviously, I can’t dig a pit in my game board, so I made a fighting cage instead:

 

Examination table for da Doc’s room (or possibly a torture table for the torture room):

 

Simple ‘gravity lifts’ to connect the levels of Kulo’s Castle:

 

Landing pad – Part of the top level of Kulo’s Castle, but it can only be reached from the air so only the Marine Jet Bikes can actually use it. The stairs are also separate, and can be used for the main stairs in the dungeon level:

 

Benches and tables for the Great Hall:

 

And finally, a rather stained & unsanitary bed for Kulo’s sleeping chamber:

 

Phew! So that’s it folks, the build & paint part of the Wolf Time project is officially done! I didn’t have time to do everything I would’ve liked to do – I would’ve loved to have a load of cupboards, lockers, bookcases, shelves of ‘stuff’ etc. but I just ran out of time. That said, I reckon we’ll be ok with all these items and with the awesome bits that other folks are kindly bringing along.

Next time I post it’ll be on the campaign itself – I’m really looking forward to the games, but it is also strange to think that the whole thing will be over soon… Endings are a funny thing – it’ll be the culmination of almost a year of work and focus, so very rewarding, but also sad to be finished in a way. I’ve learned a hell of a lot over the course of this project – there has been a shitload of organising, researching, painting, sculpting, building and collaborating. There have been many ups and downs, but one constant has been the encouragement & motivation I’ve received from you guys out there in the interwebs and in real life too – even non-gamer friends & family have been cheering me on! I want to formally thank all of those that encouraged and supported me… this is as much down to you guys as it is to me.

Right, that’s enough of the soppy stuff, I’m off to pack the car & get ready to hit the road in the morning. I’m doing all day at Warhammer World tomorrow, and then heading to Newark for the long weekend. Hopefully see some of you around over the weekend!  😊

Power to the people!

16 Tuesday Jul 2019

Posted by Alex in OldHammer, Terrain, Wolf Time

≈ 34 Comments

Tags

Oldhammer, Rogue Trader, scenery, Wolf Time

Greetings Terrans, how goes it? I know it has been quite idle on this here little blog, but I’ve been far from idle behind the scenes! I’ve been working my way through more terrain for the second & third Wolf Time games – mostly items to do with power generation. Let’s go straight into scenario 2.

Scenario 2 is set at a geologically active area of the island – one where sudden and violent winds howl through a network of subterranean tunnels, occasionally breaching the surface with explosive results! I’m paraphrasing, but basically the Orks have rigged up a huge turbine from bits salvaged from their crashed space craft – this single large building caps a permanent blowhole in a rather precarious way, has a single double door and a wooden watchtower accessible from the roof. The generator is in a walled compound, along with two long huts (so reusing the ones from the first scenario), The Orks also have four control valves located around the facility to manage the flow of gasses to the generator. I haven’t built the walls yet, but the rest is done, so let’s take a look!

First, the big generator building:

This big beasty was basically assembled from a takeaway food bowl, a section of cardboard tube, an old pc fan, thick card and coffee stirrers. Additional detail was added from the ever-useful ‘Maelstrom’s Edge’ terrain sprue, plus a few odds and ends from the bits pile. Once primed, I textured the main building with Typhus Corrosion before spraying again with a pale green, and then washed, drybrushed and weathered the hell out of it. You’ve probably noticed that the turbine fan appears to be moving in the pics – that’s because it is! I figured out the wiring & plumbed in a 9v battery to spin that bad-boy :-)

 

And here are the control valves for the same scenario (pictured with a commanders hut for scenario 3 – slightly confusing know, but ignore the hut for now):

Nothing special to report here – all are from Crooked Dice, and painted in the same way as the long huts I presented in my last post. Right, on to the next scenario!

 

Scenario 3 is set in a lava field set in the midst of a stone forest. The Ork compound has two tall, cylindrical heat exchanger towers, each with a tall wooden watchtower with an emplaced Heavy Bolter in each one. The compound also has two long huts (again, reusing the ones from the first & second scenario), as well as a smaller hut for the commander and a tool shed. I haven’t finished the shed yet, but the rest is done – as before, let’s start with the generators:

These were fairly simple to build – the main buildings are just cardboard tubes with a bit of Maelstrom’s Edge bling, and watch towers built from more coffee stirrers. The heavy Bolters are on magnets, so can be placed on any of the pintles set around the outside of the watchtowers, (including the big building from scenario two if I choose). I also set some magnets inside the tubes, with the idea of connecting the two buildings with some cabling. The cable junction boxes are small crates with the handles shaved off, magnets set inside, and wires glues into small holes.

And here is the commander’s hut for the same scenario – with the roof off this time:

Nothing special to report here either – the hut is also from Crooked Dice, and painted in the same way as the long huts I presented in my last post!

 

So that’s it for Orky generators, but there is one other generator mentioned in the game – a phase field generator, that may be available to the Marines to use in the last scenario. I couldn’t find a picture of a phase field generator anywhere, but the Rogue Trader rulebook describes it as a large, heavy bit of kit that temporarily phases a small patch of matter into the warp, allowing models to create a doorway through any solid object. Of course, the field isn’t 100% stable, and can collapse with spectacularly terminal results for anyone caught inside the field when it pops! I bashed together a fairly industrial-looking bit of kit from bits & pieces to do the job, and gave it a very quick paintjob in Space Wolf colours:

I quite like the end result, despite it being a low effort affair – it actually ended up looking quite steampunk! Here’s a final shot of some Marines trying to phase their way into an Ork building:

 

So that’s it for now – I have just 15 more days to finish the project! There are other odd jobs that I may or may not get time to do – walls etc. but none are vital to the scenarios, so I’m counting these as stretch goals… However, the final critical bit of the project is a biggy… Kulo’s Castle… Wish me luck!

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