Friday, 26 September 2025

Building a Dwarf Army pt.2

In my last 'army building' post, I ran through the models I'd bought, some conversions I'd done, and basically just cleaned everything up to get it ready to paint.

I also mentioned that I wasn't 100% sure how I was going to split them up into smaller batches (i.e. whether I should paint a unit at a time, or split them up into smaller points value forces, and so on) - but in the end I thought I'd probably get them done quicker if I did all the dwarves with the same beard colour at the same time (as I plan on having 3 or 4 different colors).

As such, I decided to do all the blond(ish) guys first, and picked out several models from each unit to get the ball rolling...


 ...and spent pretty much all of Monday evening priming them (I used a brush on primer), and getting their base coats down.

Tuesday night was spent adding some washes (a flesh wash on the skin & beards, and 'sonic tonic' over everything else...


 ...and, as you can see, I also got the shields glued on as well (these where painted and washed separately, and had their backs drilled out where they needed to fit over a 'nub' or a hand) - plus, I also got the next batch primed while waiting for the washes to dry.

On Wednesday I spent a couple of hours tidying/highlighting with the original colours (as washes tend to darken everything down and/or leave tidemarks in some places) - and since I squirted out a bit too much silver paint (well a lot too much really), I also got the silver done on batch 2. 

Now, I did (briefly) consider doing a few more highlight layers to make them look a bit better - but I quickly talked myself out of that... as I am supposed to painting this army quickly after all :)

Anyway, on Thursday evening it was just a matter of varnishing them (again, I'm using brush-on varnish), gluing on the basing material, and then sealing in the basing material with some watered down PVA.


And, as you can probably guess, this did mean that there was a certain amount of drying time between each of these steps... so I also splashed on a few more colours on batch 2 (the ones that are going to have grey beards).

Now, as you can see in the following picture...

...they're not going to win any awards - but I think they look more than good enough considering they're just regular troops in a 'regiments' style of game... and I'm pretty happy with how they've turned out.

However, they've still took a bit longer to finish than I would like - but the second batch should be quicker... since I've already got some paint on them. That being said, I don't think I'm going to have as much time to paint next week... so we'll have to see how it goes :)

Monday, 22 September 2025

Building a Dwarf Army pt.1

For a while now I've been toying with the idea of painting up a few (fantasy) armies as quickly as I can (well, I say 'quickly' ...it'll still probably take me a while as I'm not a fast painter - but quicker than I normally do :) ).

As such, I didn't really want to spend a ton of money on an expensive army for, what is essentially, an experiment - plus I also wanted to see how cheaply I could do something like this, and turn it into a kind of 'war gaming on a budget' series of blog posts too.

So, for the rule system, I'll be using the various 'age of fantasy' games by One Page Rules - as the core rules are free (and it doesn't get much cheaper than that). It would also allow me to build up forces/armies for several of their games (the 'skirmish' and 'regiments' variations for example) - plus I could probably also repurpose what I have for other games too (Oathmark, or even The Old World, for example).

Anyway, for cheap miniatures, the obvious choice was to grab a bunch of those cheap orcs and dwarves that are available over on the EM4 Miniatures website...


...as a pack of 48 models will only set you back £14.99 - and if you buy both sets (i.e. the orcs and the dwarfs pictured above), and buy at least one pack of shields as well (£1.99 for 25) that will mean that your order qualifies for free postage too. Nice!

However, the one thing I would like to point out to folks that aren't familiar with these models - is that they do have a slightly annoying nub on the back of each model...


 ...which you'll have to deal with in one way or the other.

For my dwarf army, I'm only going to tidy up the back of the spearmen (and any special models) - as I'll simply add shields to the back of the guys with axes and crossbows... as that will cover them up ;)

Anyway, seeing as how these dwarves only come in three different poses (one with a spear, one with a 2-handed axe, and one with a crossbow), I wanted to add a bit of variety to my army... which has lead to a bit of conversion work on a couple of the models.

The first of these is a simple weapon swap...


 ...just by cutting off the top of the axe and replacing it with some hammers from my bits-box.

I also did a couple of weapon swaps with the spear guys (note that the banner is from an old space marine kit)...


 ...which involved drilling out the spear to replace it with the toothpick and hammer that you can see above - though the axe guy took a bit more work as I swapped out his entire arm and head - which required a bit of cutting and re-sculpting to make it work.

And, as for the crossbows, I've only done the one conversion so far...


 ...which again, was another head-swap (note that both of these heads are leftovers from Northstar/Oathmark kits).

Now, the original plan was to only use the EM4 Miniatures for this army - but I also found a couple of metal dwarves from Black Tree Design (or EOE Orbis as it's now known) in my pile of shame...


...and these particular ones are a pretty good match (with regard to size and style) for the EM4 dwarves - and so I thought I'd use them for my heroes/champions (and sacrificed a couple of the plastic guys to get them on matching bases).

So, that's pretty much all I did with regard to conversion work - though that, combined with cleaning up the models (getting rid of the mouldlines and 'nub's for example) probably took the best part of a weekend.

THE PLAN GOING FORWARD

The next job is, of course, to start slapping some paint on them - and I had thought to split them up into several batches.

The first would be a 150 point force for the 'skirmish' version of the game...

 

...which would feature a champion, a ranger, two 'hammer elites' and one group (of 3) mountain warriors.

After those are done, I could expand that to a 250 point force...


 ...which includes a champion, two marksmen, two hammer elites, and three groups (of 3) mountain warriors (one of which has a banner).

From there, I could then expand on these - bringing them up to full unit size for the 'regiments' version of the game (perhaps completing one unit at a time))...

...until I get up to a full 750 point (starter) army (note that I'm thinking of painting the shields separately - which is why they're not shown here).

However, I'm not sure if it will be faster to just batch paint one complete unit at a time -OR- separate them out into four random piles (as I'll be using 4 different beard colours)... and do that instead (i.e. batch paint all the blond guys first, then the guys with brown beards, and so on).

Whatever I decide, I'm hoping to get started on them this week... and see if I can get them done by the end of the month (though the end of next month... or even the end of the year, is much more likely :) ).

Thursday, 18 September 2025

25,000 Subscribers!!!

As of today the YouTube channel has surpassed the 25k subscribers mark… which might not be much when compared to the big channels out there – but it’s a pretty huge milestone for someone like me :) :) :)

So, as you’d expect, I’ve made a short video to acknowledge that fact…


...and in that video I also announce another giveaway.

Now, the giveaway isn’t anything special (mainly just a $100 gift certificate for DriveThruRPG)… but it’s a small token of my appreciation nonetheless.

I’ve also used this as an opportunity to (re)release the ‘modifications & requests’ pdf…

...as I removed that from google drive a while back – due to the fact that (apparently) my exclusive deal with DriveThruRPG means I shouldn’t really be sharing modified versions of the files in other places. As such, it’s now available over on DriveThru instead (though I did spend a bit of time making it look a bit more presentable before doing so – hence the delay ;) ).

Anyway, I’ll finish this post by saying thank you to everyone for their support over the years (it really is appreciated), and here’s hoping you’ve managed to get some good use out of some of this nonsense of mine :)


Tuesday, 2 September 2025

New releases/projects

Well, I’ve finally got them done… the dungeon cards & tokens (that I first tested out in THIS old blog post) are now available for download :)

As you can see in the video, there’s also a sample solo dungeon included with the cards – but the encounters detailed in the pdf could just as easily be used in regular (i.e. a GM plus several players) game as well.


I’ll also add that, if anyone does give the solo adventure a run through (using the cards and the 2D dungeon tiles), I’d love to hear how it goes!

In addition to the new video, I’ve also started up an e-mail newsletter – one where I can do monthly recaps of stuff I’ve released, things I’m working on, purchases made, and other gaming nonsense. I also hope to share pictures of projects that people in the community have built using some of my textures too – as those are always cool to see.


So, if that sounds like it might be of interest, you can sign up for it HERE.

And that’s it for now… for my next project I’ll probably getting back to making more terrain… but more on that if the prototypes work out as planned :)

Saturday, 2 August 2025

Playing catch-up… again!

I’ve been neglecting the blog of late (as you might have noticed)… so here’s a quick round up of what’s been going on in my own little hobby world (and some ‘behind the scenes’ commentary ;) ).

VIDEO CATCH-UP

First up is the truck that I talked about in my last post…

...the video went live back in May – but didn’t do very well compared to my other videos (which is fine – that’s just how it goes sometimes).

Next was the hedgerows (which I also mentioned last time)…

...and that episode performed about as well as my usual stuff (which is always nice to see for a pretty niche video).

Some time after that came another of my ‘dungeon in a box’ style of videos…

…and, as I had hoped, this video did rather well (which was also a bit of a relief – as I spent a lot of time on this one – essentially all of June… and then some :) ).

And finally, yesterday saw the release of some more 2D dungeon tiles…

...which isn’t doing terrible.. but it is on the lower side of average.

So, as you can see, quite a mixed bag in terms of content and performance – and while I don’t usually stress too much about the latter (as it’s largely out of my control, and I prefer to make stuff I’m excited about, rather than what I think might be popular/trending), I thought I’d include the briefest of overviews for anyone that might be interested in that kind of thing.

MINIATURES CATCH-UP

Most of the stuff I’ve been painting recently has been skaven related (you’ll see why later)… but this has involved a mix of sorting through some old models…

…painting some that I’d already got assembled (and, of course, buying and assembling a few more)...


...then splashing some paint on the new models too.

 

Now, there was a bit of a challenge here, as I’ve been trying to match the colours I painted my old skaven (with my original Army Painter paint) to my new Vallejo paint range – but I think I’ve got them pretty close.

GAMING CATCH-UP

I haven’t done much in-person gaming this year – but I did get to run a ShadowDark one-shot the other day (note that the chocolates box actually contains a bunch of scatter terrain).

And, of course, I forgot to take pictures during the game (though it was mostly a dry erase layout with some of my terrain pieces scatted here and there to liven it up a bit) – but I think it went OK (despite making a few mistakes).

It was also my first time running (or indeed playing) ShadowDark (and this particular game was a sort of funnel/gauntlet scenario that I’d written – but for a bunch of level 1 characters rather than zero level) – and, like I say I think it went down well*

*I’m also planning on running it for my online group as well – so here’s hoping they like it too.

Another game I’ve been messing around with is the old classic Advanced HeroQuest.

And, as you might have guessed, this is one of the reasons for all the skaven miniatures I’ve been trying to get finished.

It’s also more than a little responsible for me wanting the make more 2D dungeon tiles – as well as providing the incentive I needed to finish off the random dungeon cards (and tokens) that I started working on a while back.

And, since I just mentioned the cards and tokens, there does seem to be some interest in me sharing those – so I think I’m gonna go ahead and make that my next video.

Though please be aware that it’s a fairly simple idea – it only really generates the layout of the dungeon – you’ll need to make the random tables/charts yourself (which will vary depending upon the system you’re running, and the type of adventure you want to have).

Anyway, this has been a rather long post, so I think I’ll leave it there for now.

As always, thanks for reading, watching, and all that – and (with any luck) I’ll try to not leave it quite so long between updates going forward!


EDIT: I almost forgot - I also went on a solo adventure to the UK Games Expo this year...


 

...and came back with a bunch of loot :)


 

Monday, 12 May 2025

Playing catch-up

It's been a while since I last talked about what I've been doing (terrain-wise) over on my YouTube channel - so I thought now might be a good time for a quick recap!

OK then, earlier in the year I announced another 'community challenge' - i.e. just a fun little project where I put together a bunch of random textures, and then 'challenged' everyone to make something with them (you can see the blog post I made about it HERE).

Anyway, I was very pleased to have nearly thirty people take part... and you can see all of their entries in the following video:


So, I want to say thanks (again) to everyone that took part - it was really great to see how inventive/creative everyone was!

Anyway,  after the 'challenge' I've also released another three videos - the first being a sci-fi shuttle (which I'm quite proud of)...


 ...the next was a bunch of pedestals (to add to 'the dungeon')...


 ...and the most recent was a 'fun' idea for a trap...


 ...which also had a little encounter to go along with it :)

Anyway, if I go back to the 'shuttle' episode - in that video I asked if folks would like to see if I could make similar vehicles using the same chassis/fuselage/hull. And, seeing as how a lot of folks said yes, that has inspired the next video - in which, I'll be showing how to make a 6-wheeled truck.

Here's a picture of an early prototype:


And here's how it ended up looking (note the smaller one is printed at 75% - just to illustrate that you can easily change the size of most of this stuff within your pdf reader):

So, that's the video I'm working on at the moment, and with any luck I'll get that out later this week!

* * *

In other news, I seem to have been bitten by the World War II bug again... and, since I have a couple of Wargames Atlantic sprues lying around, I thought I would assemble a little (early war) British force:


And, I'm thinking that I could use the One Page Rules 'firefight' game (using the 'human defence force' list and a bit of common sense) to play a few skirmish games with them.

Obviously, that then leads me down the rabbit hole of WW2 terrain... and while I'm not fully committed to it yet... the ideas have begun:

 


(though things like 'hedgerows' and 'emplacements' will likely have a wider use than just WW2 gaming).

Anyway, I think that covers most of what I've been up to (aside from painting several more undead models to test out my new paint set)... though I have also given my hobby area a bit of a tidy/makeover - to accommodate this new(ish) Vallejo range of paint (that I recently bought - due to having problems with some of the Army Painter 'fanatic' range):

 

So yeah... that's it for this post. As I say, the next video should follow along in a day or two (or three)... so hopefully you'll tune in for that!

Sunday, 2 March 2025

Gaming in the 40K universe: Game 3 – Purging the unclean!

OK then – I previously covered how I set things up for game three – and in this post I’m going to attempt to recap the game itself. So I’ll begin with a bit of background information…

After his previous expedition ended with the death of most of his small retinue, Jops Van Jools (a minor noble from a Rogue Trader dynasty) was a little hesitant to test his luck by entering ‘the hollow’ (as it’s quickly becoming known) for a second time – at least not without a sizeable force.

However, as the days passed, the horrors began to fade… and he realised that he himself hadn’t actually fared too badly (he’d escaped with only minor injuries)… and if he did bring in a larger force – that would likely attract unwanted attention (which wouldn’t be a great idea – what, with the inquisition sniffing around)… and after all – doesn’t fortune favour the bold?

So perhaps it wouldn’t be such a bad idea to explore the place a little more – I mean… now he knew what to expect – so things should go better the second time around (a fairly logical assumption).

As such, he assembled a similar sized bodyguard as before… and instructed his men to bring a flamer with them this time – as that would likely prove useful if they ran into similar trouble again.

So it was that, through his contacts, he learned that the local enforcers had been attempting to clear out a specific area – to see if they could get an old generator back online. If this could be done, it might be a section of the ‘hollow’ that could be fortified, and thus, allow the local lawmen to gain a foothold. Having power restored (even residually) might also open up other sections of the ‘hollow’ – and maybe even allow for those areas to be more easily explored (and plundered). But the enforcers had failed in their mission.

However, our young ‘hero’ was of the House of Van Jools… and his men were well trained, well equipped, and well paid (not a bunch of street scum turned enforcer thugs); and since the area had already been partially cleared out, he could perhaps kill two birds with one stone.

All he had to do was succeed where the enforcers had failed – thus placing them somewhat in his debt… while at the same time, this mission had the potential to open up new avenues for exploration – ones likely to have been sealed off for centuries.

And so the mission began...

Game System: StarQuest (from one page rules)

Primary Objective: Investigation – Make a Dex check in rooms 1 and 5 to ‘awaken the cogitators’

Secondary Objective: Safeguard – Make three successful Dex checks in room 4 to make sure the generator comes online

TURN 1

The small force entered the abandoned complex, treading carefully as they observed the damaged caused by the recent small arms fire. Making sure to be as quiet as possible; Servitor CF-HB-1 and the sergeant watched over the first dead-end passage (where one blip was registering on their auspex), while Jops and the flamer squad approached the first doorway.


Unfortunately, it would seem they had not been quiet enough, as the blip in the passage began to advance, and was quickly joined by another (i.e. I rolled a six on the reinforcement die… and randomly determined where it appeared – which happened to be here).

TURN 2

With no signals inside the first room, the troopers moved to open the door and made way for the young rogue trader to (attempt to) awaken the cogitator. However, the room was filled with noxious fumes from toxic sludge seeping out of an old pipeline (i.e. dangerous terrain) – which caused Jops to cough and hack… leading to his failure (despite spending ‘two stress’ to make a second attempt).

Meanwhile, outside in the passage, more of the blighted undead put in an appearance… lumbering down the hall with murderous intent.

TURN 3

Inside the room, Jops continued to struggle with the fumes (causing another 2 wounds – for a total of 3), but managed to awaken the machine spirit despite this… before quickly exiting the room to join his retinue in the corridor outside.

Speaking of which, in the passage outside, two of the poxwalkers were slain by the sergeant and servitor (initially from range, and then as ‘strike backs’ in close combat)… and everyone regrouped and made ready to fend off more of the foul creatures (as a similar thing happened with my reinforcement roll – and another blip appeared at the far end of this passage).

Note that I made an error here – I think you can only move and shoot – not shoot and move… but I did the latter, and might have done similar later in the game).

TURNS 4 - 8

Thus began the fight in the hallway…

...as more and more creatures were attracted to the sound of battle (i.e. a blip was revealed to be cultists arriving at the party’s rear, and yet more blips kept appearing in the same ‘dead end’ passage)...

...but luckily, the one moving from room 3 to 4 turned out to be a false reading (little more than a mutated rat fleeing the disturbance).

Though one of the troopers were lost in the exchange with the walking undead.

And then, just when all the visible enemies had been dealt with, a demon appeared!

Note that I made another mistake here, as I must have had my screen scrolled up a bit – so that when I counted down to number 4 on the visible part of the list, I read it as being a plague bearer – when in fact, that creature should have been represented by the ‘6’ blip – but never mind – I later realised my error and swapped the 4 and 6 listings around.

TURNS 9 - 13

And so, the battle in the corridor continued – with the (depleted) squad of troopers and the heavy bolter servitor attempting to hold off this new threat, while our brave rogue trader and sergeant hurried off to awaken the second cogitator bank.

Not surprisingly, things didn’t go well for the remaining troopers, and by the time Jops had got the cogitator up and running, it was only CF-HB-1 that had survived the demonic encounter (which slowly made it’s way to rejoin what was left of the group).

TURNS 14 - 22

With residual power restored, the doors were opened into the generator room – uncovering another wave of ambulatory, pox-ridden corpses. These rabid ‘things’ took down the servitor with little trouble, and put up quite a fight (dealing several wounds to Jops) before they themselves were put down.

The young rogue trader then got to work on the generator while the various ‘blips’ all seemed to converge on their position (i.e. at this point, rather than rolling randomly, I simply had any blips that came into play converge on room 4).

TURNS 23 - 27

Unlike the cogitators, this was taking much too long… so much so that Jops was barely two thirds way through the procedure when more gun-toting cultists appeared in the doorway…

...and by the time this latest threat was dealt with, the sergeant lay dead in a pool of his own blood – and Jops himself could barely stand (but luckily, an approaching blip turned out to be little more than a glitch on the scanner).

TURN 28 ONWARD

So it was that, alone and badly injured, Jops staggered back over to the generator… this time managing to complete his task without any further disturbances… thankfully.

 

AFTER ACTION REPORT

As with my last mission, I will be rolling a d6 for each unit that was taken out during the game – with the result being the number of games that these particular ‘models’ will have to sit it out (while repairs and purchases are made, allies and replacements arrive on the scene, and so on). And, luckily, my habit of rolling low actually worked in my favour this time:

 

Sergeant: 1 mission before a replacement arrives 

Flamer Squad: 2 missions before replacements arrive 

Heavy Bolter Servitor: 1 mission before a replacement can be acquired.

 

That being said, it does mean that I will need to use another group of models in my next mission (as everything other than my ‘hero’ is currently awaiting replacements/reinforcements)… but I have more painted… so it shouldn’t be a problem just yet.

I also feel that the appearance of a demon (albeit a minor one) would ramp up the tension somewhat, and be something Jops Van Jools would (at the very least) pass on to the ‘higher ups’ within the family (perhaps even to the Inquisitorial agents present in the hive).

So I’ll have to figure out how that will play out – but for now I think it’s time I brought this blog post to a close :)

Anyway, before I go I do just want to quickly say that I hope a few of you are enjoying these solo bat-reps – because, even though they are mainly just serving as a journal of sorts (to help me keep track of things), I think it’s good to see some of my terrain ‘in action’ so to speak (as I always forget to take photo’s when playing games with other people).