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Jaze

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20 Lord Celestant

About Jaze

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    Judicator
  1. Kharadron Overlords Ironclad

    Kharadron Overlords converted Ironclad with scourge privateer crew
  2. This vessel is the most important part of my project so far. If this did not work, getting a skyvessel sea worthy, then the project as a whole would be a none starter for me. First of all I wanted to build up the helm of the vessel and fill in the main gun turret to make space for my hero to stand, at this time of the creation process this was going to be one of my stormcast narrative characters though as progress went on that changed. I used part of the staircase from the cauldron of blood kit to make the staircase up to the raised helm. I found the grots from the leadbelcher kit were about perfect night for the helmsman job and two of them even came holding the wheel. I now had the basic layout of the deck covered so I moved to attach the Ironclad to its base. I sawed off most of the keel at a slight angle, trying to get the turbines as low down as possible and raising the prow a bit. I then drilled holes under what remained of the keel and glued in brass rods to give it additional stability, I then used plastic glue to stick all the contact points to the base. Once the areas to place the crew were built up I worked on adding the primary weapon back to the ship. I chose the aethermatic volley cannon, this was mostly out of simplicity as I had a half built redemptor dreadnought on my desk who’s arm looked like a perfect donation to this project. I added a railing to the back of the helm as I felt it made the area feel more enclosed, I also added one to the front where the whip-master now stands but that one was to exposed and snapped off. Using the statue from the centre of the Cauldron of a blood kit I added a broken figure head to the front of the vessel. This was the last piece of assembly before beginning painting. For the colour scheme I went with purple and green, as it would not clash with the water effect on the basing which was to come next. The grot helmsman was the only part of the crew glued on, all the aelves were pinned for easy transport and were painted separately. The initial section of painting was just to get all the parts in or near the water done to allow for the basing to start. The basing did not quite got to plan as, due to me not being patient enough, I managed to get the masking tape, used to keep the liquid resin in place, trapped within the resin. I worked much of this out but a fair amount is very much a feature of the base now. Overall I am happy with the turn out of it, at a later point I would like to come back to the basing and try to add some wave like motion or interaction to it. Once the base had cured, enough for my lungs to be willing to be in the same room as it, I finished off painting the remaining details and crew. Overall I am very please with how my first Ironclad turned out. It showed me that my plans for the project as a whole have potential. The only issue I have is that for each vessel size (Ironclad,Frigate,Gunhauler) the base size is quite limited which restricts space for adding a bit of a diorama and character to the base.
  3. My first fully built unit is my Grundstock Thunderers. These guys were a rough kitbash from the 40k poxwalker models and the weapon components from the Thunderers set. I think they have a bit of a Davy Jones crew feel to them with all the tentacles and bits. I still have most of the rifles remaining so will hopefully get round to building 4 more at a future point. Since the GH2017 has made the rifles a good choice I am just weighing up wether I want to do the remaining as my pox guys or add them to a different race.
  4. First part of this project was to see wether waster basing was possibly, as if it was not then having a water free sea based army would not feel worth while. I bought some Water Clear Casting Resin (do not recommend opening this in the house, took about a week for the smell disappear) for the base effect. I had previously tried pva as well as some water effect basing stuff which did not need any catalyst, I found both were prone to clouding when going for a deeper than a few mm water source. I part assembled a Gunhaulers and painted it very minimally with just red and a bit of silver in the water. This is not the planned scheme it was just two light colours so I could get an idea of visibility through the resin. I cut off most of the models keel, filed the stub flat and glued this to the base before painting. For this attempt I used frog tape to build a barrier around the base to contain the liquid resin. And poured in the first layer of resin. This was just as thin "see what happen" layer For the next layer I mixed in some nuln oil GW wash, I noted that they GW washes made the liquid colour quite merky. This worked quite well to mask where the ship was glued to the base. The merky effect worked well for the lower layer, but I didn't want it for the rest. I switched to using Vallejo blue and green inks which reacted much better with the resin. i built up about three layers of this to get to the desired depth. It set solid after around 2 hours, but took about 4 days to harden to the point of no longer having a tacky/sticky surface. The end result was better than expected, success was not an expectation. My one regret. Was not painting the gunhauler fullly before the attempt. Next time I plan to do a larger batch of resin with the inks so that I have better control of the amount of clearness.
  5. Project introduction

    To start with this project seems like a totally crazy goal well above my current hobby skill levels, but I have wanted to do it since I first heard that the Kharadron overlords were coming out so I figure give it a go and worst case outcome will be some fairly pricey AoS scatter terrain. Related to this I always welcome any comments, suggestions and criticism (constructive is good, but I accept it in all forms). Currently my narrative is in its early stages but I will try to outline its concepts and expand in later posts, Faction is based out of a single port city currently named Lucegate. The city is costal and ran by a council made up from two members of each race (or subfaction, yet to decide) who is an accepted formal group in the city plus each fleet Admiral. The Freeport population is made up of break away groups who left their starting faction for various reasons such as disagreeing beliefs, dreams of wealth and prosperity or exile. Many will be next generation rather than initial joiners. All now live or fight for interests of the port rather than base faction interests, though rivalries still exist. Two main characters are two Stormcast characters "The Guide"(Veritant) and "The Light"(castelant). Their story is based on them being twin brothers in the old world. The veritant by chance finds his and recalls his brother on the battlefield but the castellant no longer recognises him, due to the effects of reforging. The veritant takes his brother and flees with him to try to not lose him for ever. Now long standing members of the Freeport "The Guide" is a strong spiritual leader for the members of the port, while "The Light" stands at the bow of a vessel and illuminating the way forward and warding away the darkest dreads of the sea. Plan for the hobby side of the project. Overall theme is a Freeport sea/water based faction where the port will be Order based but be built from all 4 Grand Alliance races, general idea being runaways and deserters from their original factions. Currently planning to have each vessel based mainly around a single faction from within the game (grots and goblins will be part of all crews as ship hands, mostly for ease as they are about the correct scale for the models) Scourge Privateers, Fyreslayers etc. Plan to then have each unit to be tied to a single race, so like may have witch, corsair and wyldwood ranger based models making up one "Arkanaut Company" and Fyreslayers and Dispossessed making up another. This is partly to make it easier to keep track i.e. If I make 40 Aelf based Company models with 10 of each from 4 base kits then is easier to break down into small units or run as a blob without having confusion, it is also as I want the faction to feel a bit more like disordered raiders than a martial military faction. To start with I am planning to be doing Order based starting units then spreading out into other factions. I currently have a lot of ideas in the air for repressing the other units/characters.
  6. Khorne Bloodbound Aspiring Deathbringer in Red Headsman colour scheme variation
  7. Hi, what is the ruling on how to deal with multipliers and additions to the attack profile as far as BODMAS vs BADMS. Specific question related to Khorne Mark of the Destroyer *2 attack characteristics interaction with other abilities that increase attack characteristic on weapons (Slay the Worthy, Slaugher Incarnate, Rage of Khorne, etc). i figured it would be BODMAS, so base*2 the add, but many players on FB are saying its controlling players choice. What are people opinions, is their an official ruling and if not is their a tournament ruling? Generally want to get the best out of my guys but don't wish to be cheating.p
  8. Mourngul as General

    Indeed I more feel that if you were running one it fits well into the general role than a weedy necromancer more than promoting cheese balls lists.
  9. Mourngul as General

    Slightly OT but I prefer having any model be general, although often for narrative reasons. Like the mourngul leading in smaller games often makes sense to me as it's the most powerful thing in the force, like the nercro summons it they then have a short lived stare down which ends in a smushed necro and a mourngul in charge as much as raging around the battlefield is in charge anyway. also find it fits with other factions like fyreslayer Karl probably has more leadership skills and purpose than a grymwrath bezerker.
  10. Thanks this is what I figured. Just wished to check as I did question it as BS, but when people come up with stuff like that it tends to get stuck in the mantra of our local anti AoS militia. And trying to disprove things that don't exist very difficult, which is why the community gets blessed with questions like this.
  11. Does seraphon engine of the gods ignore summoning costs in matched play? This to me is a daft question, as the answer should be no. However a local seraphon player says that a FAQ states that it does. i have skimmed the FAQ's from December on the GW site and not found a rule saying so, but I also am aware that it is possible that for some crazy reason a FAQ would say this and I have just missed it.
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