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Found 36 results

  1. This year at Blood and Glory @Ben has generously donated some space for me to run the latest iteration of Warhammer Achievements, a little tournament that I've run on a somewhat irregular basis due to the birth of my children. This will be the 5th running of the event and I really wanted to do something different so this year I've decided to take a leaflet of Steve Herner's boo and make terrain for all sixteen tables. I quite enjoy a bit of terrain building and when the mood hits its quite easy to get a lot done in a short space of time. Over the last week I have made some good progress on a number of different pieces that I want for some of the tables: REALM OF LIFE: These are the start of the floating waterfalls that you find in the Realm of Life. I made these from some clear 3mm acrylic that I line-bent and screwed down onto some 12mm MDF that I cut and shaped. Once done I then unscrewed the whole thing and spray painted the MDF blue. Still to do: I'm needing to make the water effects to run down the acrylic and pool at the bottom. I'm planning to use the Woodland Scenics water effects for this so that I can make the falls and then attach them. I'm still not sure how I'm going to edge the pools though, so that is the next problem that needs solving. REALM OF DEATH This is finally the chance I've been looking for to finish this rather large mausoleum that I've had sitting around in the garage for a bit of time. I made it for some end times stuff years ago and never finished it. I attacked it with some spray cans this afternoon in an attempt to get some basic colours onto the piece, and then I can go in and start to pick out a few details just to finish it off. I have t say that once I got a few more bits of colour on it its starting to look pretty sharp. REALM OF FIRE These two pieces will be going on a table set up for Khorne. I found that the mats we are using aren't actually black with the lava. Instead its a kind of dark green so it needs a heavy green dry brush over the top, The craters took some time to repurpose them and fill in all the cracks and dints. I then bought some adhesive pearls from the paper craft section of Hobbycraft and superglued them down to represent lava bubbles. Once again the painting so far is all spray can work. I kept them black and dark grey, but I think the lighter grey will work a lot better. REALM OF LIFE - Nurgles Garden I've always fancied doing a gurgle terrain set and this gives me a great excuse. The pits will be a key part of the rules as well so to represent how truly dangerous they are I got some reaper bones pox worm models and glued them into the centre. I have no idea how these will look when they are painted but they should certainly look menacing coming out of the swamps. I'll probably be positing a lot more terrain than models for the next few months which will be an interesting change of pace for me. If you have questions about what I've done feel free to post them here.
  2. With AoS and particularity now with Skirmish coming out I feel that more dense terrain on the table = a more visual, tactical and thematic game. I'd go as far as to say the current (May 2017) GW offerings are pretty bad for positioning units entirely within them to take advantage of the bonus save. The Wild Wood for example, whilst large enough to place a unit within, actually doing so is so fiddly because of the trees branches that hook onto everything, (especially Dryads ironically). So with these things in mind I've started working on a set of naturalistic terrain that I can use for both AoS and 40k which is based around the idea of where sand stone columns have formed over thousands of years where rivers have carved away softer parts of the rock. This sort of thing is seen across the globe in deserty/canyony areas but is quite bizarre looking and should fit the AoS aesthetic well, (could be any realm). This is my attempt at that... These formations were carved from insulation foam with a hot foam cutter rod type thingy with a twisting motion, then I gave them a good sanding with a flailing sanding drill attachment to make them nice and smooth. I glued these to 6mm MDF bases with the smallest gaps about large enough for a 32mm based model to pass through (there are several areas where 60mm based dreadnought sized models can go). Then using fine surface wall filler (NOT flexible filler) the rock formations were blended into the bases and a bit of surface undulation added here and there. Then I sealed them with several coats of thinned PVA adding a bit of sand to the mix to get a bit of extra texture and durability in there. To make the terrain visually more interesting I wanted to use Agrellan Earth to give the dried cracked river bed look and to add a different texture to the terrain. I imagined that in this region the water still comes and goes through these formations and dries out. Eventually I'd like to complete a whole table that has a small central river remaining that has shrunk back leaving pools that have dried out as the water has drained away. The terrain was painted mostly with a mix of household emulsion (tester pots from Wilkos, UK) that I colour matched (by eye) to Agrellean Earth. I roughly painted some dark grey onto the areas where I wanted a strong cracked earth effect, before applying lots of Agrellean Earth (not cheap ) and allowing to dry. I used a thinned down Agrax Earthshade to add definition to some of the grooves in the rock formations before giving the whole lot a light drybrush and adding tufts to finish off the pieces. I have lots of skulls that I plan to dot around here and there to give the terrain a GW feel but overall whilst they were time consuming and not cheap to make I'm quite pleased with how they've turned out and plan to steadily make more.
  3. This is just a quick work in progress post. I've decided I really want to get some more varied terrain for my games so I invested in some second hand craters off Ebay. They are quite damaged, but I have based them on some hardboard and I plan to go in and fix the gaps and holes with filler and play bark. Once undercoated I have a few ideas for different fillings. Three will be lave pits for a Realm of fire table, one will be a Nurgle Swamp and the other will be a Tzeentch themed piece of dangerous terrain.
  4. Hello guys! I'm still deciding between 40k or Sigmar as my first GW game. By default I like the fantasy figures more, but one thing that keeps me from jumping into Sigmar is that all the games I see only use a handful of terrain. I come from Malifaux where terrain is king, and it should be all around the board. So my question is how does Sigmar handle city fights? Did anyone try it? What I like about 40k is that it works on quite busy tables, but not sure if Sigmar can handle them or not. (on the flip side I only really like orks from 40k)
  5. Hey gang, longtime mini painter here, eager to try out Age of Sigmar. I've been thinking that Stormcast would look sharp in a dark gold and jade green, sorta Aztec-esque color scheme. Those new vanguard Stormcast seem like they'd be perfect for it, but first I'd better paint these starter box guys I've been sitting on for the last year. Now that I've got a picture I can of course see a few spots that need to be touched up, but overall I'm happy. Fairy quick, easy tabletop quality results, which is important to me as I'd actually like to paint a whole army for once. I'll be attempting jungle bases once the rest of the squad is painted.
  6. Simple question, how do you use terrain to provide cover and how do you think it can be remedied? When we started playing the lack of terrain rules was refreshing and prohibitive all at the same time. I hope GHB 2.0 expounds upon them a little. Not looking for anything crazy like fortifications and different saves in 40k. Just clarification of what "completely within" terrain means vs how it plays out. really, without a large area base, most GW terrain itself would never provide a cover bonus except for the woods. Given the lack of an actual platform on which to place models for most terrain, there is no way to actually get a unit within it to receive the bonus. I prefer a simple adjustment of if your entire unit is within 1" of a piece of terrain and the terrain and the terrain piece is between the enemy unit and target unit than they get the cover. For example, if I have a stone wall that my unit is behind but within 1", they should get the bonus if a unit on the other side of the wall is further away from the way and shooting at them. I am sure someone with better game writing skills could come up with a clearer and more succinct wording but generally common sense applies. If a unit is taking cover behind a wall, they should get a save bonus. How do you use terrain and how do you think it could be better?
  7. Hey everyone, I have some bits of GW scenery that I want to put on to bases so the it can be measured to, take up a certain space and have a clear footprint. I heard that plasticard is good but it seems to be a bit pricey, is there a specific/best thickness to use or is there anything else I could use? Thanks Jon
  8. In this post, we finish our survey of the stunning tables of Holy Wars 2017, including the floating earth motes of Azyr and the scorched crust of Aqshy. Table 11 –The Upside Down Battling in the warped reality of Tzeentch is ever changing and swirling in tremendous power. The Great Eye of Tzeentch is ever watching over the upside down. The main objective in this scenario is a series of take and holds of pillars strewn throughout the table, some pink, some standard. The pink points netted you 2 points per turn instead of the standard’s 1 point, but also did unpreventable wounds to your unit. The player at the end of the game with the most points won this objective. The grail objective was an escort style mission where players carried Grail tokens from the Black Pit of Tzeentch to the Eye of Tzeentch. The player to deliver the most tokens (there were three total) to the Eye wins. Table 12 –Death, The Next Step The devoted to Vlad still seek his power and leadership in the Age of Sigmar. His sacrifice during End Times has not been forgotten by his followers. This scenario was a take and hold of a central objective. Those garrisoning this objective, the tower of Vlad, could invoke the power of Vlad to do unpreventable damage to their enemies. The player who caused the most wounds wins this objective. The Grail Token objective was a trio of grail tokens spread throughout the table and controlling them accumulated points each round. This was a new board for Holy Wars 2017 and the zombie chapel was inspired! Table 13—Skaven-Hunger Games The Skaven unquenchable hunger continues in the new age. This scenario involved the raiding of the Windmill Grain Mill for resources but in order to do so, one had to first take a and hold the Clock tower and then their auxiliary (imaginary) troops would gather resources from the Grain Mill. The problem for the take-and-holding player is that this Windmill was sinking into the mire each turn doing unpreventable wounds to the garrisoning unit. To make matters worse, all of the pools across the table were an augmented version of deadly terrain that required a d6 roll if you moved or ended movement on them at all, with a 1 causing the automatic death of that model. The grail tokens, unsurprisingly, were strewn throughout this board in these toxic pools of death. Fun times for all. Table 14—Aqshy, Realm of Fire & Ice Chaos seeks to dominate the Realm of Aqshy and the powers of the Shifting Monolith ravages all. This scenario involved the manipulation of a Shifting Monolith. Players could control the direction of the monolith although the distance traveled was variable. As this shifting monolith traveled over units, it did unpreventable wounds to units it traveled over (including your own!). The player who accumulated the most wounds done in this way won this objective. Those near this objective did indeed gain a +1 to saves, which could certainly be significant in some cases. The Grail Token objective for this board were again a trio of tokens spread throughout the table and controlling them accumulated points each round. This was a new board for Holy Wars 2017 and what a beauty it was! Table 15—Azyr, the Realm of Heavens Those who seek the knowledge of Sigmar must brave the perils of a quest that will test their resolve as never before. Despite the wonderful detail of the Aqshy board by Herner, the real new gem in this event was the new Azyr board. This board was composed of a number of floating earth motes with Sigmar’s Occulus on the central floating island. Those near this objective could call Sigmar’s lightning down on nearby units. The player who did the most wounds in this way won the objective. The Grail Token objective for this board were again a trio of tokens spread across the table, underneath the earthmotes! The player controlling them accumulated points each round. This was the real gem of Holy Wars 2017 and people were clamoring to play on it. In the next set of posts, I’ll go over my individual matchups with a brief battle report on each.
  9. In this post, we continue our survey of the tables of Holy Wars 2017. Table 6 –Nurgle-Drink the Wyrm Otto and devious sorcerer Ethrac, riding to battle on the shoulders of their brother Ghurk, quest for more blessings from Nurgle as they look to harness the power of the mighty Wyrmrid Reaches. This table had as its primary objective a kill-quest scenario where each player was looking to do more wounds to the resident monster, the Wyrmrid Reaches, than the opposing player. I provided feedback on it Friday night, and after some testing by some helpful attendees, it ended up being toned down from its 2+ save against shooting and 3+ against combat to a straight 4+. There were also 3 Grail Token objectives that head to be held: 1 in each of the starting zones and the final one within reach of the Wyrm. This of course was significant because every round the Wyrm did unpreventable wounds to all units within 8 inches based on how wounded it was, starting at a d3 wounds and scaling all the way to d6+3 wounds to all units. Table 7—The Great Maw Challenge Harbingers of dark months and dead seasons, the ogor tribes continue their assaults on the mortal realms. They fight not to conquer or dominate, but for sustenance - they are led by their bellies to their battles, and the victims of their slaughter are consumed, staving off the hunger briefly before the hunt begins anew. The primary table objective is a fight around a terrain piece with the army causing the most amount of wounds within an ever growing larger radius wins the objective. The scenario has three fixed Grail tokens in bonfires spread across the field (one in each starter zone and the last in a contested middle area away from the stone. Those too close to the bonfire similarly suffered unpreventable wounds. Table 8 –A Tangled Web The Arachnarok Spiders lumbering monsters of chitin and dripping fangs are scattered throughout the mortals. Death comes to those foolish to wander too closely. Deployment on this board is staggered with the terrain objective on the far end, outside of both deployments. The player with the largest number of models within 6” of the Idol of Mork/Gork gains the ability to call upon Gork and Mork, calling down either Gork’s foot or Mork’s gaze upon the enemy. The player that does the most amount of damage with these prayers wins the table objective. The Grail Tokens were miscellaneously scattered around the Arachnarok hole, where a sneaky Arachanrok would chew on nearby units camping the tokens. Table 9 – Lair of the Astromancer Celestial Order, continues to study the heavens to harness the magical power in the mortal realms. This board offered a unique take and hold scenario that included at least 6 buildings. One of the buildings was the primary table objective. All of the other buildings had the possibility of a Grail Token being hidden away in their depths, but this wouldn’t be discovered until after the game ended. The goal was to take and garrison as many buildings as possible, including the terrain objective. The roads on this board were muddy and greatly hindered movement as well. Table 10 –Tomb Kings’ Endless Desert The endless dessert continues to expand across the mortal realms. Heat and sand consume all that stand in it’s path. The main objective on this board was a model-feeder scenario where you dumped troops into the swirling sands at the center of the board in pursuit of the hidden city. When units touched the swirling sand a dice was rolled for each model: on a 6, they were removed from play and arrived at the secret city; on a 1, the model was slain. Surviving models teleported to a random quadrant of the board to set up again. This objective coupled with split deployment (each player got 2 opposing 1’ x 1’ squares in each corner) made for very interesting play. Additionally, at the end of the second turn, the Grail Token would randomly appear in one of the six panels of the board and, if claimed, would lock into place for the rest of the game. This was a very fun and strategically challenging board to play on. The full scenario rules can be found here, and the full table maps and terrain features (with rules) can be found here. In the next part, I'll cover tables 11-15.
  10. The terrain rules are excellent. They add variety to the game and create unique opportunities for strategy and tactics. I personally use the terrain dice with every game I play. Unfortunately, I am seeing more and more how certain terrain can not only effect the game, but directly determine its outcome. In addition, it can often be annoying to use, or easy to forget. Here are some key examples of issues where terrain can determine the outcome of a game. - A key unit gets befuddled by mystical terrain at a pivotal point.... - A massive archer unit is ensorcelled and can re-roll its wounds for several turns.... - A deathstar melee unit gets +1 to hit with damned terrain (or +2!).... - A deadly forest in your deployment, or blocking an objective on your side only puts you at a huge disadvantage... - A wizard with an incredibly powerful spell is between two Arcane Terrain pieces.... With the current terrain rules, terrain can often be annoying, or even flat out ruin your experience . Sometimes it can feel like you lost to random terrain and not your opponent. Personally I feel like terrain should play an important part in the game, but should never feel completely dominating or totally useless - but somewhere in between. Here are some ideas to make that happen: Arcane Terrain Works well but could use a check to avoid stacking. -Update- Models which are completely on this terrain feature can add 1 to any casting or unbinding roll. Sinister Terrain Pretty uneventful and could use a change -Update- Units currently within 3" of this terrain feature must add 1 to any battleshock test. Any units which starts the Hero Phase within 3" of this terrain feature are Ominous until your next hero phase. When an Ominous unit uses a bravery based attack, ability or spell, the targeted units bravery is counted as 1 less. Inspiring terrain Easily forgotten as well as often uneventful -Update- Units which are wholly on this terrain feature may subtract 2 from any battleshock test, and count their bravery as 1 higher in defense against any bravery based attack, ability or spell. Deadly Terrain This is probably the #1 reason why people don't play with terrain rules. Deadly terrain can cause a massive issue, creating a black hole in the map that you cannot afford to deal with. Also, the terrain is totally useless in regards to houses or towers which you are mainly moving around. The primary issue is probably the slowdown you have to deal with while every individual model rolls a D6. -Update- Roll a D6 each time a unit runs or charges across, or onto this terrain feature. On a roll of 6+, D6 models in the unit are slain. If models in this unit have 2 or more wounds on their profile, only one model is slain. Heroes and/or Monsters can ignore this rule. Mystical Terrain The chances of being befuddled are very slim, but can be completely game changing if it happens. More often than not, re-rolling wound rolls creates an incredible advantage, especially when dealing with hordes and/or protected archers. -Update- In your Hero Phase, roll a D6 for each unit within 3" of this terrain feature. On a 1 or 2, the unit is befuddled and has -1 to wound until your next hero phase. If the roll is 3+ the unit is instead ensorcelled & you can re-roll failed wound rolls of 1 for this unit until the next hero phase. Damned Terrain By far the most powerful and influential terrain piece that can be easily abused. Powerful melee units can easily take advantage of this to pile on a +1 to hit on top of other potent abilities. Worse, there is nothing in place to stop a unit from doubling down on two damned terrain pieces. Damned terrain often determines the outcome of a game. -Update- Any unit within 3" of this terrain feature can make a sacrifice in your Hero Phase. If so, the unit suffers D3 mortal wounds, and may re-roll hit rolls of 1 until your next hero phase. -- Applying these fixes will make terrain more of a influence that effects the game rather than a determining factor. With more balanced terrain, it may start to be more popular, and accepted even in tournament and competitive settings.
  11. Here are the table maps for Holy Wars 2017 tables. Aqshy The Rats in Hats Shrine of Sotek Shrine of the Phoenix Bugmen's Brewery Gyhran Endless Sands Azyr The Tower of Vlad The Upside Down The Lair of the Astromancer A Tangled Web The Great Maw Challenge Drink the Wyrm The Temple of Khaine
  12. One hallmark of Narrative events (so far) seems to be a desire for stunning tables. Holy Wars, the narrative side events at NOVA Open, Realm Hoppers and Realms at War have featured some great tables with scenery pieces that have gallons of blood, sweat and tears put into it. This is an open question to anyone (especially those who'd like to come to our events) - what is YOUR dream table? Here's a few pics from RAW16 to kickstart your thoughts and show you what can be achieved if you have the right inspiration, time and effort. If we really like your ideas, we may just be inspired to make it happen for RAW17!
  13. Hi all! Since the GW Wyldwood is so expensive... (need like 6 of them) im looking for ways to get something close to it...For a smaler fee. - If you made your own, how? And how much did it cost you? - Do tornaments often aprove home made Wyldwood? If its the same sice as the original. Please help a frustrated and poor Sylvaneth player /Kimbo
  14. I figured I would show off some of @Holy Hammer Hern's beautiful tables from Holy Havok. Check out these beauties! Table 1: Aelf, Shrine of the Phoenix I didn't have the opportunity to play on this board but it is my understanding that wizards who occupied the tower could measure from either of the beacons to determine range to their target. Table 2: Aelf, Temple of Khaine This was another table I didn't have the opportunity to play on. The two temples/shrines on this board each had their own effects but I don't know the details for sure. Table 3: Human, the Collegiate Arcane We played our game 4 on this board and it was quite the board. The central terrain piece was the terrain objective which each team needed more models around to claim. Its central position along with its proximity to the starting line made our round truly dependent on who brought more models to hug this terrain feature's base. Luckily we had numbers in our favor and the length of the double tower made for some excellent choke points towards the far ends. The fences also offered a surprising bulwark that stopped a Juggy lord from charging in on the Glottkin. I was surprised at how tactical some of these simple terrain features factored in to play. It was great! Here is the shot of our Game 4 before we obliterated their back line: Table 4: Ogors, the Challenge Stone We played game 5 on this table and, despite the board favoring our destruction opponents, it was quite fun. The big center stone granted battleshock immunity (?) to the forces of Destruction, which was painful again Odors, but it also granted +1 to hit and +1 to wound to all units within 6", something my 5 Blight Kings were quite thankful for (and the 36 wounds those five models generated from exploding 5+ attacks... ). The simple symmetry of the board was broken up for our match with a 8" radius prison that held one of each of our units but that out units couldn't travel through. The tent with Ogors amongst the signal fires was our terrain objective which had some interesting tactical movement for the larger models in the area (since you couldn't stand on or move the many impassable elements in this area. Our game 5, right before their Irongut deathstar did more wounds to my models than had been suffered in the entire tourney up until that point... Table 5: Orruks and Grotts, the Nest of the Arachnarok We actually didn't get to play this board during the event, but we played against @Hooves of Doom and his lovely wife's Nagash, all the Mortarchs, and 2 Mournghoul force. It was quite the game for sure! The table itself had a pretty scary mechanic where, during every movement phase, the arachnarok would spit at all units within 3d6 inches of his terrain piece. On a 4+, those units took 1d3 mortal wounds. Couple this with all the shrooms and their forests were either befuddling Mystic terrain or projected a 6" bubble of that effect, it shouldn't be surprising that it slowed down the game quite a bit (Arachnarok spitting at 3-8 units twice per round and a bunch of befuddlement), but we had all the time in the world for the practice game, so it was no bother for us. The terrain objective on this board was the big Orkky shrine in the back. It was a great game all in all. Here is a shot of the pre-tourney warmup game with @Hooves of Doom: Table 6: Nurgle, the Wyrmid Reaches We didn't have a chance to play on this table which made my Nurgle heart quite sad. It is my understanding the the wyrms in the center were the terrain objective (thus requiring teams to be close) but they did 1d3 unpreventable mortal wounds to nearby units. The copious streams were deadly terrain as well, which would have likely caused folks to think twice about runs and charges on this board. Table 7: Seraphon, the Shrine of Sotek This table was where we had our game 1 and it was quite the challenge for our force which was comprised of many large monsters. Despite the obvious mobility concerns, we had a lot of fun navigating our huge chaos host through this dense jungle. The small forest in the foreground with a triceratops skeleton was the impassable terrain objective and it made it quite difficult to move past this small space towards the enemy's starter zone (which was itself the main objective of the scenario). The Shrine of Sotek had a gambling mechanic that on a 1-5 punished you for attempting to activate it but on a 6 actually healed wounds or even brought back dead models from your force. I heard a great uproar on the first day from this table as a dead Lord Kroak called upon Sotek and was restored back into play, much to the chagrin of his enemies. This board was one of the more tactically challenging forces given the model footprint of our force, but it was still a fun challenge to face. Here is a shot from game 1 with @Fenske and his partner: Table 8: Shyish, the Sands of Time This delightful Tomb Kings throwback table was where we had our second match. The ruins in the foreground were the terrain objective and the huge animated sand pit had a chance of teleporting units to any board edge, which would have been helpful against many forces would deployed without fully understanding what it was. This was doubly true for our match, where one of the main objectives was to get warpstone shards off the other side of the table. Unfortunately for our opponents, the open deployment zone worked perfectly for a huge 30 strong chaos warrior conga line to hold the line against any such chicanery and our own Verminlord Deceiver (and his skitter leap) made short work of this objective. Here is a shot of our game on this fantastic TK board: Table 9: Skaven, the Rats in Hats This board was another one we didn't have the opportunity to play on. I believe the sinking bellower was the objective and the mucky swamps were deadly terrain that might have been doing mortal wounds to those in it as well. It's a real shame we didn't get to play on this board given how beautiful it is. Maybe next time! Table 10: Tzeentch, the Twisting Realm Ironically, this was the board of our ultimate match up, which occurred in game 3, where were faced off against an army that was almost a mirror of our own force and whose generals we actually tied for Best Overall with (although they took home the title after three different tiers of considerations had to be made between our two forces to break the tie). That said, even though we only scored 1-1 against each other (with a maximum total of 4 points), it was a legendary game where our Archaon of the Faceless of Tzeentch squared off against and slew his dark mirror in Tzeentch's own realm. The high was short lived as their Skarbrand came barreling in, killing our Archaon, our Warlord, and another hero has he rushed his way through. The blue pillars had a chance to wound units nearby while the pink ones healed units. The floating blackhole in the distance did mortal wounds to those traveling underneath it, as did the foregrounded eye of Tzeentch (3" radius from the terrain), which itself was the terrain objective. We'll be talking about Holy Havok on Warhammer Weekly tomorrow. You can check it out live at my cohost @Vincent Venturella's Youtube channel tomorrow at 9:00 PM EST, or you can look for the link to the show as an update to the blog as well. I'm hoping to do some battle reports of these games in the coming weeks. Hope you got a glimpse of all the Havok-y goodness from these images. Happy gaming!
  15. I have some twisted wire trees and I never got round to adding putty and sculpting bark. Which may be a good thing! I've decided that my next project will be a set of Realm of Metal terrain, with mostly rocks with a metallic glean and some ponds of liquid metal (maybe even some mercury falls). Much chrome spray paint will be used. So I have trees made of metal, but just twisted wire is and will look lazy, but how do I improve on them? Any ideas for foliage would be great too?
  16. Since I finished the Oak of Ages I decided I wanted two more large pieces to go on the table top. Inspired by this piece of art from the Realmgate Wars book I decided to try and create my own freestanding islands with waterfalls. I've been playing around with realistic water a lot so I think it will work well for the waterfall, however its the constructional elements that will sell these pieces and whether or not I can successfully hide the supports. I started out with three basic components - some 15mm think MDF which I want to use to support the base. Thinking about it now I should have routed out the pool, but instead I am going to build that up with cork bark. It will give the pieces some height and may even work as a bit of a line of sight blocker which could be interesting. The top will be plywood with blue foam underneath so it is lightweight. The trick here will be not making the top section too heavy, so some artistic license will be needed. To join the two pieces together I have used 3mm perspex, glued together and then bent to create brackets which I have screwed to the two wooden pieces. Each island is about 45-50cm high, so they are pretty sizeable. In the drawings the water pools off the edges of the islands, but I think to make it work I will have to have more of a pool at the top for he water to flow from. This will make the building easier. I ordered two aquarium ornaments to go on the top. Both needed cutting down to fit the space. I then glued them down using mitrebond. I'm now at a stage where I have filled all the gaps to make the pools watertight and I am going to sand the first one and add the details for the underside. Hopefully painting will not take too long.
  17. After Blood and Glory last weekend I came home pumped up for some new and exciting Hobby challenges. The first thing I decided to do was create my very own Oak of Ages to be the centrepiece of a new set of Sylvaneth terrain. I've purchased a Grassy Plains 2 FAT mat and I realised I didn't have any 'green' terrain to go with it. So I started raiding the terrain bin.... A while ago I'd bought a big piece of Aquarium terrain to make a realm gate with, and I knew that my son had collected some twigs and sticks recently that were drying on the porch outside the house. With these as a basis I started gluing things together. I had an old 6" base from my free wood elf wood from 8th edition which was the perfect size for a base so I mitre bonded the tree stump down. I then Dremmelled some bits off half a realm gate to make it roughly fit the gap that was in the wooden piece. I added some random playbark to hide some of the gaps and then started applying cheap air dry clay to add texture. To make it look like bark I used a piece of playbark to texture it and push it into the gaps. This was much faster than using a sculpting tool. When the clay was dry I went over it all with watered down PVA as the clay doesn't always stick as well as you would like. The next job was to stick on some big sticks to the stump to start making the canopy. I just mitre bonded them in place, trying to find places that had gaps and grooves tap they fitted in to. Once these dried I used a pack of Woodland scenics tree armatures to make all the smaller branches. I just went round the tree drilling small holes in and pushing in the tree armatures. Once dry these need twisting and shaping. Even after this they don't look too realistic at this point, but hopefully foliage will help cover this up... I then attacked the whole thing with spray cans. I just sprayed it in bursts with all sorts of browns, greys and whites and then dry brushed areas. I'm going to come back to add more detail later so I wasn't too worried about how this all looked. I just wanted it all blended together and all the air clay covered up. The only thing I tried to do was make sure that the realm gate part was lighter than the rest of the tree. All of my Sylvaneth have a lot of foliage and plants on them, so this was always going to be a very green, summery looking tree. I couldn't use my usual stuff though (Woodland Scenics fine foliage) as it is £17.00 a pack, and I'd need quite a bit for the tree, making it prohibitively expensive. Instead I ordered some wire wool. To start with I piled it on, but after some Twitter feed back from @Bishmeister and @Painted by G I teased it all out a lot more so that I ended up with a much more natural look. I then used an entire can go green spray paint to undercoat the wire wool. Before feedback: After Feedback: When that was dry I went out into the garage, got a big mixing bowl and started making a bowl of tree flock, pretty much exhausting my clump foliage stocks! I used quite big clumps and a variety of sizes and textures. I then went round the tree a bit at a time covering it with spray glue and tipping the clump foliage on. Once the whole tree was covered I gave it a good shake, turned it upside down and went over any patches that I had missed. Once I was happy I then sprinkled over some fine turf mix as well to even up the coverage and fill in any small gaps. Once this dried a bit I mixed water and PVA together and poured it into a spray bottle and generously coated the whole tree. This should make it fairly durable. I'll also add some matt varnish as well as I want to eliminate any shine from any PVA glue that has ended up on the tree itself.
  18. Foolishly, with only two hobby evenings to go until Blood and Glory, I've decided to make some new terrain! I bought an old copy of the Mouse Trap board game a while back, knowing I probably didn't have time to get it assembled and painted in time as well as finishing my army to a decent standard. I was right, but I'm going for it anyway. Sorry for the rubbish photos. I'll take some better ones when I finish them tomorrow (fingers crossed!).
  19. Sorry if this has been asked before, I did some googling but couldn't find it. I stumbled across the balewind vortex's rules today and realized this is an incredible asset to any magic heavy army. Since its possible to summon, I would assume a player would need to pay points for it, right? Or is it treated like the wildwoods are for sylvaneth? The rules can be found here Additionally, how do you think tournaments would handle this? I can imagine a tzeentch army bunkering up, summoning 3 of these and absolutely blasting the opposing army off the table
  20. I light of a similar, but 40k, thread on another forum. I was wondering what types of terrain you like and find work for Age of Sigmar? What do your favorite tables look like? I have been finding that the the tables that makes sense because of my historical and KoW background (mostly flattish "area" terrain that provides cover and slows movement in other games) don't work as well. Big features that block line of sight and/or are either impassable or can easily hold 10+ models make AoS better. Edit: I should also ask if you use terrain warscrolls and/or the random terrain effects?
  21. A quick method of making amazing looking deciduous trees for you wargames. what you will need: 1.Woodland Scenics tree armatures (without foliage), any size or tree type is fine. 2. Sydeco tropical moss (plastic aquarium plant) comes in green or red. 3. Plasticard/expanded pvc, static grass, tufts, leaf litter for base 4. Hobby knife, superglue, paints, brushes (optional). 1. Armature These armatures require manipulation to achieve a realistic tree shape. Before this I removed the base and cleaned off the mould lines (this is optional and can be tedious and time consuming but I cannot stand mould lines). Once cleaned the trunk can be twisted and the braches repositioned. Wrap the bottom of the trunk in tissue paper (to protect the model) then grip with pliers and twist. I then painted the armature (this is also optional). 2. Foliage The next stage is to add the foliage. I used Sydeco tropical moss aquarium plant. You can buy this from the above website or Pets at Home (in UK) for approx. £4-6, pets at home have offers all the time. I use mostly the green but have also used the red. You will need to pull it off its armature and separate the 'branches'. You don't need to paint it although I did to make it more realistic, I also wanted an autumn silver birch colour. To paint them I put the branches on cocktail sticks (you will need to drill some as you will need the hole all the way through. I brushed on citadel paints although spraying would probably be easier. I used 4 different shades of yellow painting one colour on one 'branch' in four different batches then I mixed up the colours when applying them to the armature. The foliage simply slides onto the armature and I used superglue to secure the foliage in place. 3. Basing Simply cut a base to size (my bases were the same width as the tree branches) glue the tree and then add whatever foliage to match your wargames table. Autumnal Silver Birch Trees (before being based) With scenic base, leaf litter, static grass and tufts These trees are incredibly durable. If you skip the mould line cleaning and painting they are quick to make but look less realistic. Good luck and happy model making. I will be posting more terrain tutorials if there is the interest. comments and feedback welcome. cheers Bishmeister
  22. Hi all, As I'm sure you all knowby now that I have painted the odd Stormcast miniature over this last year, but as of last week I have hit the wall! I was sat trying to get started on yet more Paladins but just couldn't. I needed a break! So wile looking around in the garage I found all the remnants of my old Warhammer terrain, everything that I didn't rework for Age of Sigmar and I figured that a change was as good as a rest. Painting the old stuff up with a different look would give me a nice break from painting Stormcast and maybe inspire my next army. I ended up wanting to recreate what I had seen of the Games Workshop Hull Twitter feed (check it out @GWHull) It is still nice and bright with lots of colour but still moody and creepy. Armed wine a box of old and in some cases broken terrain I made a start. First up was a test piece to see if I liked the look, nothing fancy just drybushinh and washes but it came out great. There is a good ten bits I can rework and that's plenty for a table full, if you are coming to Alliance in August you should get to play on it as I hope to have it all finished for then. Expect more updates over the weekend and more stuff get a photographed and painted.
  23. No new models yet but the latest news is that they will arrive next teusday so I have been cracking on with all the Wyldwoods for the Sylvaneth. Here are some WIP pictures. The first step was to glue down a couple of bits of bark and tiny cork gravel to the forest bases. Then a layer of grey hobby paint and a drybrush of lighte gray. i wonder if my friend will ever field all 13 woods in one game....
  24. Hey guys, so I guess the Battletome: Dominions of Chaos book came out this weekend and there wasn't a whole lot of fanfare for it. My FLGS didn't have it this weekend making me assume that it hadn't come out yet, but the marketing machine seems to be marching forward with Beastriders. It's sort of hard to find even inside of GW's webpage. But when you do it looks like it's available anyway. Did anyone buy it? Is it worthwhile? I have two Realmgates and an Ophidian Archway, will I be able to make use of it right away, or do I need to spend another $200 on scenery lol.
  25. Hey guys, Finished up a realm gate last night, thought I might share and get feedback. I like the way it came out, but I am kind of biased... Went with a bleached stone effect, but used the Duncan Rhodes video as my guide (my date with Duncan, heh). The pics are linked from the gallery here. Thanks all, see ya soon! Only the faithful! (and chosen other friends/family etc...)