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Melcavuk

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Posts posted by Melcavuk

  1. 10 hours ago, Ggom said:

    Love em! Will u make a proper cavern/hold to clean house of skaven/baddies? Seems like a legit way to play some atmospheric skirmish games!

    I'm working on adding rooms 3 at a time (a double tile big chamber, and 2 lesser chambers) the first three are the throne room (double), Tithe room (single) and Ancestral Tree (single). In the next set I'll likely do the foundry (double) and two points of incursion (skaven coming up, duardin tunnelling down)

    • Like 2
  2. 10 hours ago, Chumi33 said:

    I was wondering if U remember what head pieces you used for the Protectors (The helmets), because I freaking love it! Hopefully you still know, because I know it's quiet an old post already. Would help out a lot!!!

    Freaking awesomely made!

    They are unfortunately the discontinued Forgeworld Horus Heresy Ultramarine helmet set, I'm not sure why they got rid of them but back when I started the army these were one of the two ultramarine varieties available.

  3. With the fantastic new Bugman model shown I was inspired to make the AoS version of his ancestors Bugmans Rangers. 

    So obviously AoSifying and given that Bugman himself is Kharadron in aesthetic I've taken the thunderers and with mild conversions (mostly heads) made the Bugmans Specials, an elite mercenary unit that cannot be hired on their own, but arrive as bodyguard to shipments of Bugmans Special Ale.  

    Also a Pack Yak for ferrying ale through holds.

    Depending on how I enjoy painting them they may be the first unit in my Karak Reclaimers, a combined Duardin effort to reclaim the holds of old. 

    IMG_2937.JPG

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  4. Happy Warhammer Day!

    My project for the day is working on my “little and often” painting project my Frost Gargant, so far today I’ve done a bit of work on the jawbone necklace and his victim holding arm. Aiming to have both arms, the necklace and bird done today

    IMG_2912.JPG

    IMG_2913.JPG

    IMG_2914.JPG

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  5. As part of my ongoing series of challenging myself around rules writing I have been condensing my latest supplements and battletomes into a single cohesive campaign supplement in the Savage Lands of Ghur, by picking a particularly volatile setting it allows justification for a number of factions clashing in a localised area.

    Whilst still work in progress there are a number of elements now in place, Feedback is always welcome. Current highlights:

    Campaign mechanics for a map based progressive campaign
    Custom Mega Gargant Maker
    Sons of Behemat expanded allegiance abilities and battalions 
    Savage Cities of Sigmar rules including tribal benefits and prayers
    Industrial Cities of Sigmar rules including the Midnight City, innovations and Cogforts.
     

    https://artisansofsigmarhome.files.wordpress.com/2020/10/btsavagelands-1.pdf

     

     

    Screenshot 2020-10-30 at 21.37.54.png

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