Shadespire Painting Pt. 3

In true Shiny Penny fashion I’ve shifted my painting around a bit. My Reavers are not yet completed, but I picked up the two new warbands for the game, the Sepulchral Guard and Ironjaw’s Boys. In keeping with the initial releases the models in these are great as well, really capturing the feel the game’s trying for. The undead are great, since we haven’t seen many new undead models for a few years now. Love the character in them. The Ironjaws are also nice, more standard ‘orc’ look with their Brute armor, but still great. I’m still messing with the orc armor (sorry, orruk) since I want to carry that style over to my Age of Sigmar Ironjaw armor as well. Going for a beat up rusty look vs. painted armor. But for now figured the undead were the fastest finish.

Ironjaw’s Boys. Leaving the arm and cloak off the leader for painting access:20171104_183757

Love this guy’s detail.
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The armor, still work in progress, but going for a two-toned look.
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The Guard. Lots of personality for undead models.20171104_183753
Painting bone R fun!
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Shadespire Painting pt. 2

Worked for a bit last night on the Bloodbound for Shadespire. Here’s where I am now with those bad boys and a shot of where I am with all the bases.

The bases have been a delight to paint. Nothing fancy just some quick base colors/wash/hilight. Here’s what I’ve been using:
Base color – Badger’s Stynylrez gray aibrush primer
Wash – Nuln Oil
Drybrush 1 – Dawnstone
Drybrush 2 – Administratum Gray
Leaves – base color Elysian Green
Branches – base color X-88
Dirt – Mournfang Brown, wash Agrax Earthshade
Skulls – base color Zandri Dust, wash Agrax Earthshade, H1 Ushabti Bone, H2, Sceaming Skull

 

Garrek’s Reavers
I’m happy I finally worked out a flesh recipe that works for me and the time I have to get things done. I’ll get the blues and reds darker obviously. I had a ‘happy accident’ in the blues (ew). I’d painted two of the guys with black pants (see pt. 1) and when I went to look at doing a deep blue similar to Red Gobbo’s (pt. 1) I started painting this blue over the black. I am liking this much better than the blue then shaded with a black/blue wash (as you can see if you compare them in the group shot). I think I might go back and hit them with black and then blue over that. Debating…This is also serving as my test run for my actual Bloodbound army so whatever colors work here I’ll be carrying them over to the AoS figs.

Flesh Tones: base is Stynylrez light flesh, washed with Reikland Fleshshade, then drybrushed hilights of Kislev Flesh (need to double check that), and then Flayed one Flesh afterward, last was a thin wash of the Reikland Fleshshade again. I’m still messing with the scars, will post what I’m doing with them later. I might try an even thinner second Reikland on future models.


Shadespire Painting Fun

Started painting up the Shadespire models. The Bloodbound are, to me, more characterful but all have been fun so far. The bases are great, and except for a couple hiccups with the pieces being too tight on assembly I’ve had a blast working on everything so far. There’s not a huge amount of work done, but here are a few pix.

The bases primed. All are preformed for each model, and have great textures. 20171022_225801

Stormcast. Going for something white armored I think, hence the white primer.

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Garrek’s Reavers in progress. Used the Badger airbrush light flesh primer, very happy I did so.

I was shooting for the black and red style but then saw these pictures from the Red Gobbo. I will definitely be using the blue/gray leggings in the mix, hits what I wanted perfectly. His S

hadespire albumHis blog.

Image may contain: one or more people, shoes and night

 


GW’s Shadespire

Image may contain: 1 person, text

When GW announced Shadespire I was relatively unimpressed. The initial images looked like a hot mess. An uninspired big hex grid map, some cards, some custom dice, and a few models. Nothing about gameplay initially, just ‘here ya go, buy this.’

I ignored everything about it after that, and then a demo copy showed up at Brookhurst Hobbies. I flipped through the box and was a little less sour on it and curious. The models were gorgeous (I’ve always been partial to the Bloodbound models even though I don’t have…didn’t have…any for an army). Then out of pure designer curiosity I sat down and tried the game out.

…and fell in deep like with it. The game is intended to play fast, roughly 20 minutes (GW says, I say more like 40 for 2 players) in length, and can scale up to 4 players. It’s not a miniatures game, it’s a hex map board game. Much more of an arena style combat game than anything else. The beauty of the mechanics is in how you the decks interact with the game elements and allow for some creative tactics. Whether you prefer to strike boldly or maneuver for objectives things can change based on the positioning of the boards at setup as well as what cards the players use to build their decks. I like cards, so this is a Good Thing to me.

Some folks have compared it to X-wing in the card customizing category. I think it should be more aptly compared to Runewars to a degree since you’re buying full warbands in the expansions and not single ships, but that’s a ticky tack debate. The buy model is what’s being compared here. Each warband, including those in the boxed set, comes with its own unique deck of power and objective cards (the two decks used), and generics of each. These generics can be used across all warbands, but no warband’s kit comes with every general card. If you want generic card X for your BLoodbound you may need to buy the Ironjawz box since that card wasn’t in the Bloodbound deck (or starter box at all). Sounds annoying for those who want to chase the cards and play more competitively. But wait, unlike X-Wing or Runewars that Ironjawz warband is self-contained and can be played out of the box as well. You have not only picked up the additional generic cards but another Warband to swap in and out. Since games are very short and the model count so low – currently we have seen the range running 3-7 depending on the Warband – some options for what you play are nice to have.

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GW’s putting some effort into this game, even supporting competitive events in stores! Who do these guys think they are? 90’s GW?

This isn’t a comprehensive review of the game, but a quick heads up that you may want to check it out if you have the opportunity. It’s not for everyone, but I hope you find it to your liking as I have.


3 Keg Barrels

Finished a quick paint job on 3 keg barrels from the Pathfinder Deep Cuts collection. Painted up easy, they come pre-primered with Vallejo primer. Not 100% sold on their primer job but it was adequate. Looking forward to other items from the line.


Area Terrain for Blood and Plunder

Was looking for some area terrain templates for foliage/trees I wouldn’t have to build myself. I know that sounds lazy, but time’s not a big luxury for me these days. Was fortunate to be directed to Worldsmith Industries, and their area terrain templates. I received the order this week and thought I’d post what they looked like out of the box. Looking forward to cleaning and painting these up along with adding plants and trees.

I ordered the Base 3, Base 4, and Base 5.2 pieces along with 6 Bare Earth and 6 Tree Stump inserts. Here’s the three of them together, with the 50mm inserts spread across the group. As you can see, the casting is clean, few details needing cleanup/edges trimmed. The stumps fit the palms I picked up on Ebay nicely, and I can use the flat inserts for other trees I have with thicker trunks and/or clumps of plants. The resin is sturdy, but not too thick. Plenty of table coverage with these guys.

One other thought. The 50mm inserts are pretty stable alone. The blanks are great for 50mm foliage clumps, and the stumps for trees. Topheavy terrain may not do as well, but it’s a thought. Could always buy an assortment of both (the inserts are sold in packs separately so you can mix and match) to have on hand for the templates or as standalone scatter.

I did ask Worldsmith if they would be creating these without the rock formations sculpted in. At this time they have no plans to, but additional flocking/plants glued down will cover up the ones I don’t want showing easily. Look for progress reports coming (hopefully) soon.

Overall, definitely worth the price! Take a look here!

The Group:20171003_172158

Base 3
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Base 4
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Base 5.2
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Checking the stump!:
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Raid! [Blood and Plunder Batrep]

Met up with my good friend Daniel yesterday for a game of Blood and Plunder. We are still getting used to the play style and rules (top notch, highly recommend), but are having a blast. We decided to play the Raid scenario and had Daniel’s Spanish as the attackers and my English Militia as defenders. Quick story was that in response to Spanish raids in the area the English had increased their presence and had heard a raiding party was headed toward a settlement nearby. The militia set up on the outskirts of the settlement to keep it from being sacked.

Dan’s English (101 points – yikes!)
Experienced Commander
5 Trained Militia x2
5 Freebooters
4 Sea Dogs

Daniel’s Spanish (99 points)
Experienced Commander
4 Lanceros x2
4 Milicianos Indios
4 Milicianos

SETUP
We played on a 4×4 table using the terrain available at the store that day. Set things up like it was the outskirts of a settlement/group of farms with the jungle close by. Plenty of terrain for the Spanish to use as cover (to my later disgust). The two unpainted sets of cargo are our objectives.
20170920_172021My initial plan was to hold back with the militia in true defensive fashion while using the sea dogs and freebooters to get a better angle against/slow down his force. His was to move up in cover to protect his lanceros.

TURN 1
I shifted my militia with the commander to the right, leaving the other units out of his command range to protect that flank. My sea dogs moved forward into cover as well. He moved forward making good use of the terrain and eliminated two sea dogs with the indios’ arrows.


TURNS 2 through 5
As the Spanish moved up my English responded less than adequately, firing into the foliage, missing most of what they shot at. The milicianos did not fare well against the volleys of musket fire, but the indios – knowing the terrain better – and the lanceros fared nicely. The lanceros on the right engaged the militia in melee, who called for support from the remaining sea dogs. Eventually the English won that fight and sent the remaining lancero fleeing back to his vessel. Meanwhile the freebooters were savaged by arrows and muskets, eventually being wiped out. The sea dogs were able to move to intercept the indios but could not hold them back from the cargo. As the Spanish drew nearer it became a desperate last stand. (we had two different versions of the Strike rule in the rulebook, but were until the last turn essentially even with how many points we were generating).


TURN 6
The indios, having eliminated their remaining opponent, moved to their objective, weathering a last ditch volley from the militia. The other militia were felled by the Spanish commander’s lanceros who then overran the barricade, their prize close at hand.

Result: Spanish victory! At the end of the game I had amassed a good number of Strike Points, ensuring the Spanish win. The game did go the distance, and with a few more saves or Spanish casualties it might have swung the other way. Tons of fun were had. We both made a couple errors in the rules, including Daniel forgetting his force special rule about deployment, and I realizing far too late that it would have been better to hold my shots for defensive attacks rather than try to eliminate the enemy hiding prone in thick foliage with smoothbore weapons. 😐