This was an exciting year for me with a lot of completion on a lot of projects. Very productive. So here is a wrap-up for the year, as well as an update on my many projects.
Zone Mortalis Tiles
I spent countless hours casting the bits, gluing them together, and painting these tiles. It's a total of 18 tiles with doodads, and they have gotten some play time. Our local game store had an event where my tiles handled about 4,000 points between 4 players. I am surprised at how well they handled the punishment, and the players were all impressed with the table. They are a little brittle, but that is due to the material used, where I went a little cheap. A lofty goal in the future will be to create a fantasy themed set of tiles, but I may splurge for the good dental plaster if I can find out where to get a hold of some nearby.
The Coven of Verminlord Skrax (Warhammer 40,000 - Dark Eldar Haemonculus Covens)
This was quite a project that yielded a proud achievement for me. A lot of effort when into the modeling and painting and display board, not to mention the wonderful comic illustrated by my brother. It was all paid off when I won Best in Appearance at the 40k GT Harvester of Souls. A trophy which is still proudly displayed in our living room.
Jarom's Orks Commission Here and Here
The undertaking for
illustrating my comic was no small feat, so I gladly paid in painting small portion of Jarom's Orks in exchange. Jarom also took Best in Orks at the same tournament.
Gorkamorka
My brother and I haven't really acted on our
plans to run a little Gorkamorka campaign yet. Both of us live a
distance from each other, and he has been busy with a job enough as it
is. So Gogmagog's Questing Knights (Mutiez) and Da 'ard 'eads (Gorkers)
will remain unpainted for now. I am looking forward to fielding Da Hukka Trukka on the table sometime in the near future.
Heavy Gear Blitz!
My Heavy Gear plastics kickstarter delivered this year. I now have a lot of plastic sprues of tiny mecha. I have been a very long fan of Heavy Gear's setting, but never got a chance to play it in any form. This game seems pretty solid, and my brother has expressed a desire to give it a shot. I look forward to that sometime next year.
Deadzone
My addiction to small skirmish games continues even still. Deadzone is an example of my enthusiasm that builds in a game in intense bursts. Then it dies out. I am still up for playing games with it though. So I have several small armies built for this game, but the beauty of most small skirmish games I own, a lot of the figures can be used interchangeably. So even when I am not playing Deadzone, I can still use the terrain and minis for something; like Rogue Stars... but that's another post for another day.
Warhammer Quest: Silver Tower
The three of us (Jarom, Timo, and
I) have been slowly working our way through the trials of the Silver
Tower, and watching the story unfold and our characters progress. Jarom
is playing an Orruk Warchanter, Timo is playing a Chaos Lord, and I am
controlling the Order side with a Cogsmith and Lord-Relictor. What's even
sweeter about this is how little money I have invested in this game and
we are getting a lot out of it.
Censers and Tocsins (Warhammer: Age of Sigmar - Nurgle Rotbringers and Clan Pestilens)
This project will likely be set on the back burner. I love the idea of a Nurgle themed fantasy army, but until I get that burst of inspiration for it going again, I won't be doing much with it for now. I do believe I have some good ideas for the Nurgle Rotbringers at least. The Skaven, however, I can only think to make everything as-is. Which is fine for most, but I become passionate about something when I can think of a unique angle to take with it.
Forgesworn Eternals (Warhammer: Age of Sigmar - Stormcast Eternals)
I am proud to say my entire Forgesworn Eternal army is completely painted (barring some basing I still have left to do). Not something I can say much of for my big armies. I really don't plan on adding anything to this. I feel I have gotten all the minis I am interested in. I was considering some Dracoth Cavalry to make more dire bear riders, but the problem is finding variations of suitable bear heads, of which I have only really found the one. But for now I'm good.
Forthammer Clan Throng (Warhammer: Age of Sigmar - Dispossessed and Ironweld Arsenal)
Not all of my Warhammer Duardin are among the ranks of the painted, but a good portion of them are. I experimented with a unique paint scheme for dwarfs that I think has paid off to a color that complements my Forgesworn Eternals. All I have left for this LVO army is some basing, and maybe a display board. Carry-on luggage restrictions are becoming an issue.
That sums up this very awesome year. In the new year I will outline my goals for 2017.
Showing posts with label gorkamorka. Show all posts
Showing posts with label gorkamorka. Show all posts
Friday, December 30, 2016
2016 Year in Review
Labels:
age of sigmar,
chaos,
commision,
conversion,
dark eldar,
deadzone,
display board,
dwarfs,
fantasy,
gorkamorka,
harvester of souls,
nurgle,
orks,
silver tower,
stormcast eternals,
tournament,
warhammer,
zone mortalis
Monday, June 13, 2016
Gorkamorka - Gorker Trukk and Driver
Along with the bike, the flagship of my Gorker mob will be a trukk. The beauty of Gorkamorka is it definitely encourages kitbashing and home building of your mobs. So I went to my local Hobby Lobby to peruse their selection of cheapish model kits. I examined some military vehicles not sure if they would be big enough, but I found what I thought would be perfect. This snap-tite old firetruck kit, which I got for about $16. I liked the look of the front, and could see it being long enough to fit lots of boys.
So I got to work on it, tearing the bits apart and doing cutting and ruining to it that would probably make the original designer sick. Add to that lots of use with plasticard and many different bits from my collection, and I get this:
I also have a lot of gubbins which I will not show yet. You will see those as our mobs progress. The trukk does have several hardpoints I planned ahead for mounting the gubbins I made up.
So I got to work on it, tearing the bits apart and doing cutting and ruining to it that would probably make the original designer sick. Add to that lots of use with plasticard and many different bits from my collection, and I get this:
Da Hukkatrukka
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| "HONK HONK" |
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| In case you are wondering, that emblem on the driver's door there is the ork glyph for "ZOG OFF!" |
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| I painstakingly armored up the wheels. Rubber tires likely wouldn't last very long on the deserts of Angelis. |
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| A nice long trukk bed that comfortably fits 6 orks on bases. Add to that the 2 gubbins points in the middle, and a driver, I can fit a mob of 9 models on this trukk alone. That's key with Gorkamorka. |
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| The whole mob together. Once I get some paint on these guys, then the sands of Da Skid will know the brutality of Nob Ugthug, an' Da 'Ard 'Eads! |
Wednesday, May 25, 2016
Gorkamorka - Mutiez WIP
Now for my second mob for Gorkamorka, the Mutiez:
Lead by Seeker Gogmagog of Magod. The mutiez are mutant humans stranded on this world, forced to live amongst their irradiated damaged ship, and survive against the Orks and other dangers of the world. Despite all being horribly mutated, they are deeply religious, always seek knowledge and technology, and always mounted. They have no vehicles only their mutated mounts. All the mounts here are made from Slaanesh Seekers bits, and the riders are made from various bits from allover. Some random ones from my bits collection, some Bretonians, some Skitarii, etc. Mutiez have the most powerful and advanced weaponry in the game, so each model is very espensive.
Two more mutiez are the Snaggaz. Thinner and quicker mutiez with a higher ballistics skill. These guys each have a gun. The Questing Knights always wear their knightly helmets because they are ashamed of their horrible visages. You can see all the random mutations on these guys.
Last are the Unks, which are heavier set and stronger mutiez. These guys primarily will have the melee weapons. The green one has his limbs made with greenstuff. He's a tentacle mutant.
GOGMAGOG'S QUESTING KNIGHTS
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| Left to rightL Seeker Gogmagog and the Keeper |
Two more mutiez are the Snaggaz. Thinner and quicker mutiez with a higher ballistics skill. These guys each have a gun. The Questing Knights always wear their knightly helmets because they are ashamed of their horrible visages. You can see all the random mutations on these guys.
Last are the Unks, which are heavier set and stronger mutiez. These guys primarily will have the melee weapons. The green one has his limbs made with greenstuff. He's a tentacle mutant.
Thursday, May 19, 2016
Gorkamorka - Gorker Mob WIP
So Miniwargaming, a favorite YouTube channel, is doing their own Gorkamorka campaign, and it has gotten my brother and I pretty stoked about our future campaign plans. They are doing a modified rules set to get some of it updated, which I am enjoying. Some of the original gorkamorka rules have the really oldschool feeling about them, which can be kind of wonky. So we have been getting our mobs built up, and this is what I have so far:
Da 'Ard 'Eads are a mob of Gorkers (those who worship Gork over Mork) and are lead by a brutal but cunning ork named Nob Ugthug. He pays a special reverence to heavy armour and helmets. Any boyz that want to be part of his mob must wear their helmets when out raiding in da skid, and as they grow up and become bigger, they get heavier armour. Generally the boyz in my mob are made from the fantasy black orc/'Ardboys kit, mixed with bits from various sources and Nobz. This way I could get the appropriate 40k ork bits with the brutal heavy armour look of the fantasy models. The bike on the right was a challenge to build as I didn't have a biker boy body to ride on it, instead I had to modify one of the fantasy ork bodies to sit on the bike properly. I think it looks convincing enough. Also a big difference between Gorkamorka and 40k are the way vehicles work. Bikes can technically carry models as a transport. I see using this model to zip up and snatch scrap or just deliver hurt from whatever is sitting in the rollcage back there.
I have a few Yoofs (teenage orks) in here and they will be represented by regular boyz models, as they have not earned their heavier armour yet. When they upgrade, I will be moving the helmets and gear to the fantasy models to show how they've grown. All that remains to build for this army is a Trukk and its driver/spanner, and I have plans for that.
DA 'ARD 'EADS
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| Left to right: Boy with shoota, Nob Ugthug with 'uge choppa, and a bike with its spanner |
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| Left to right: Yoof with slugga and shield, Boy with shoota, and Yoof with choppa and shield |
Sunday, January 24, 2016
Thrice Bitten - Gamer A.D.D.
I have been bitten a few times by other game bugs. I've been whipped around with "Ooh, I want to play that, no wait, I want to play this!" a lot recently. This may possibly jeopardize some of my Soft Goals, and it will most definitely interfere with my Lofty Goals.
First bite...
The more I read about this game, the more I fall in love with it. Many have been reporting that it fills the void where Mordheim used to be. I find myself with a ton of unused plastic Reaper Bones minis wanting to be used for something. I think I found it.
What attracts me to Frostgrave is the frozen city aspect and the campaign system. What didn't initially attract me was that it was just my human wizard and henchmen against your human wizard and henchmen. Once I looked into it more, I saw that there were about 10 different flavors of wizard, all with a list of possible spells, a good variety of henchmen, and everyone seemed to be okay with using whatever minis you want, as long as you clarify with your opponent what is what.
So I have this idea for a Dwarf warband. A Dwarf Enchanter who animates golems by hammering runes into them, and empowers his minion's gear using the same method. And the members of his henchmen are all from his Clan's hold. I greenstuff'd a stone beard on the golem and replaced the wizard's icon with a pair of tongs holding a glowing magical rune from GW's Dwarf Runelord kit.
Due to the nature of this game wanting to be played on a terrain heavy table, I have wanted to buy some more Hirst Arts molds, but for fantasy terrain, mainly for Age of Sigmar, but this game solidifies that plan.
Second bite...
Now we're going back to the golden age of GW here. My brother, Jarom, is a big Ork fan, and he started talking this game up to me. It's essentially Mad Max Fury Road: the Game, but with Orks. I had to admit what he was telling me about it sounded really badass. It has a campaign and leveling system, vehicle combat rules on the skirmish level, locked on a desert planet, and much more.
The rules are written in the old school GW style, but I can dig it. Luckily Jarom and I are both veteran gamers, so it shouldn't be too much for either of us to pick up.
The core rules cover warring Ork bands and campaigning. I was thinking of doing a savage orc themed force, with all their naked green glory. The idea of the vehicle combat, boarding actions, drivers and riders really excites me with this.
Then I read about the Muties, a faction of mutated humans descended from an Adeptus Mechanicus force who ride around on mutated horses and wield the most powerful advanced weapons on this planet. They don't use vehicles, but the conversion potential with these guys is really getting the juices flowing.
So which should I choose? I was at an impasse, and I told my brother of this dilemma. He gave me this answer:
From what he explains, these games go by really quick, so we can knock out 2 a night. So each of us having 2 warbands would be possible and it would provide some variety in the games so we are not facing the same 2 armies each game. I'm on board.
Third bite...
A big update was released about the Heavy Gear Blitz kickstarter, and it showed the final contents of the box set I will be receiving. I have loved Heavy Gear for a very very long time, so this news is rather exciting. On top of that one of my favorite YouTube channels released a video battle report of the game's latest edition, and the old feelings started to creep back up. So who knows what will happen when they finally deliver.
So with all these bites, what is a wargamer like me to do? This year should be eventful.
First bite...
The more I read about this game, the more I fall in love with it. Many have been reporting that it fills the void where Mordheim used to be. I find myself with a ton of unused plastic Reaper Bones minis wanting to be used for something. I think I found it.
What attracts me to Frostgrave is the frozen city aspect and the campaign system. What didn't initially attract me was that it was just my human wizard and henchmen against your human wizard and henchmen. Once I looked into it more, I saw that there were about 10 different flavors of wizard, all with a list of possible spells, a good variety of henchmen, and everyone seemed to be okay with using whatever minis you want, as long as you clarify with your opponent what is what.
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| Enchanter Behrun Farsetter, his animated construct, Grudgebringer, and Ragnar Thingrim, the apprentice. |
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| This piece of ruins is made with 1 mold, cast 16 times. Now replace that green with ice and snow, and you get the idea. |
Second bite...
Now we're going back to the golden age of GW here. My brother, Jarom, is a big Ork fan, and he started talking this game up to me. It's essentially Mad Max Fury Road: the Game, but with Orks. I had to admit what he was telling me about it sounded really badass. It has a campaign and leveling system, vehicle combat rules on the skirmish level, locked on a desert planet, and much more.
The rules are written in the old school GW style, but I can dig it. Luckily Jarom and I are both veteran gamers, so it shouldn't be too much for either of us to pick up.
The core rules cover warring Ork bands and campaigning. I was thinking of doing a savage orc themed force, with all their naked green glory. The idea of the vehicle combat, boarding actions, drivers and riders really excites me with this.
Then I read about the Muties, a faction of mutated humans descended from an Adeptus Mechanicus force who ride around on mutated horses and wield the most powerful advanced weapons on this planet. They don't use vehicles, but the conversion potential with these guys is really getting the juices flowing.
So which should I choose? I was at an impasse, and I told my brother of this dilemma. He gave me this answer:
From what he explains, these games go by really quick, so we can knock out 2 a night. So each of us having 2 warbands would be possible and it would provide some variety in the games so we are not facing the same 2 armies each game. I'm on board.
Third bite...
A big update was released about the Heavy Gear Blitz kickstarter, and it showed the final contents of the box set I will be receiving. I have loved Heavy Gear for a very very long time, so this news is rather exciting. On top of that one of my favorite YouTube channels released a video battle report of the game's latest edition, and the old feelings started to creep back up. So who knows what will happen when they finally deliver.
So with all these bites, what is a wargamer like me to do? This year should be eventful.
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