Miniature Games Construction Yard

In this blog I'll talk about various miniature games. Custom miniatures and minor conversions are my favorite pastime. I'll cover scenery making and painting too. The WIP you'll see here is all about Necromunda, Epic 40,000, Warhammer Fantasy 5th Edition, Warmaster and Warhammer 40K 3rd Edition.

Archive for skirmish

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Goliath Power-up

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To continue where I left, some new Goliaths are added to my currently unused Necromunda gang.

From gallery of tocoking


To create variation and more close combat power, I have combined the miniatures with parts from 40K Orks.

From gallery of tocoking


The green miniature fits perfectly in a rad-suffering hive-wandering Goliath gang on Necromunda. Raw power! I scavenged the hulk from an unused WoW board game.

I hope I can paint him up like this miniature from another BGGeek:

Board Game: World of Warcraft: The Boardgame – The Burning Crusade
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Fri Apr 25, 2014 11:55 am
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28mm Furniture

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In one of my previous blog posts you saw me building an Adriatic town.

The houses are in need of furniture. And 4GROUND can deliver!

From gallery of tocoking


These prepainted cupboards, chairs, gunracks etcetera ar awesome!

From gallery of tocoking


No need to make cupboards myself. These are too good and too cheap to make 28mm furniture myself.
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Mon Feb 10, 2014 2:05 pm
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Back to Italy

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Work continues on my Adriatic town. I've been painting all pavements and cobblestone roads with a black undercoat.

From gallery of tocoking


The blue undercoat is just an indicator to show where the water will be. I will try to create some nice water effects with gloss varnish on that area.

From gallery of tocoking


The cobblestones are drawn with a ballpoint directly into the styrofoam. This way the road is embossed and can be used for a drybrush painting technique. I think I will go for a serene neutral gray look for the roads. The rooftops (not in these pictures) will be the eyecatchers with their bright deep red, brown and orange tiles.

From gallery of tocoking


Can't wait to play Counter-Strike inspired miniature skirmish games like Necromunda or Infinity in this little town. GO GO GO!

(CS_ADRIATIC...)
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Fri May 10, 2013 7:25 am
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Far Westmunda or Necrocowboy

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Legends of the Old West is a wonderful skirmish game.
It combines all the goodness from Necromunda and LotR Skirmish games into one fine Wild West miniatures game.

And the greatest thing is: the miniatures are cheap. IF you're using cowboys and indians in the scale 1:72.

Board Game: Legends of the Old West


Converting miniatures is difficult, because they are made from soft plastics. But it works. And paint will bring coherency.

Another great plus for gaming in the 1/72 scale is that you don't need a huge table surface. And IF you should still use large tables, then you have more room for scenery. So, I really dig this 1/72 scale!

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Sat Mar 23, 2013 1:45 pm
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Bright Shadows

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Shadows Warriors - the High Elf answer to stealth. Hold your laughter laugh I know ... art and painted miniatures by GW are showing the Shadow Warriors in shiny armour and white robes wearing huge cones as helmets... Not ideal when you are supposed to be a stealth warrior But I like the idea of special forces, operating from the shadows, trying to attack the enemy from behind. So, I started to compose me a regiment of these fighters.

The official miniatures are too costly. BUT, I have some Citadel Melniboneans and spare archers/swordfighters in my collection.

From gallery of tocoking


I took some spare arrow quivers and bows from the High Elf Warriors sprue and found me some odd shields in my bitzbox. I added one old Archer miniature to the gang and added a sword to his belt. Now he's a Shadow Warrior too! The paint job will blend him into the regiment.

From gallery of tocoking


From gallery of tocoking


All my Shadow Warriors will receive round 25mm slottabases to indicate them as skirmishers. Almost all of them will have a sword, shield and bow. These guys will be great in my Warhammer (Fifth Edition): Tears of Isha campaign.

When you need to glue plastic to metal, and the object to not align perfectly, then follow this advise: add 'thick' glue first (see shield) then add a few drops of superglue on top. Press the plastic (shield) to the metal miniature and let it rest. The 'thick' glue will provide more contact between both object and the superglue will make sure they stick together.

From gallery of tocoking


Now I'm struggling to decide on a color scheme. My main army will be bone white, but these are commando's. Do they need camoflage? Or will simple grey be enough? All ideas are welcome!

From gallery of tocoking
My custom Shadow Warriors
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Thu Mar 7, 2013 2:15 pm
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Dog Soldiers

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The werewolf story "Dog Soldiers" is in my personal top 3 of favorite movies. I have been collecting some suitable miniatures to go with the story. That's why I came up with a scenario for Necromunda.

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Scenario: Dog Soldiers

A player wins if his models are the only models on the table. The Werewolf player does not take Bottle tests. If the Soldiers fail a Bottle test, they remain in play, but cannot move this turn.

Player A: 7 Dire Wolves
Player B: Soldiers = 500 credits (no Heavies)

When a Dire Wolf rolls a hit to wound a Soldier and the Soldier has a Flesh Wound or goes Down, then this soldier becomes an Infected after this combat. Replace the Soldier model by an Infected model IF less than 2 Infected models are already on the table. All Infected models are under control of the Werewolf player.
Treat Infected models like Dire Wolves. At the start of the Werewolf player's turn, roll a D6 for every Infected. On a roll of 5+ it becomes a Werewolf. Replace the Infected model by a Werewolf model IF less than 3 Werewolves are on the table, otherwise ignore the dice roll.

Werewolf (worth 185 credits)
Stats of a ganger with Strength +1.
Skill 1: Sprint (Move x3)
Skill 2: Killer Reputation (Causes Fear)
Skill 3: Berserk (Attacks x2 when Charging)
Skill 4: Iron Jaw


Dire Wolf (worth 30 credits)
M6 WS4 BS0 S4 T3 W1 I7 A1 Ld7
Skill: Leap


The Soldiers start in the center of one half of the table. The Dire Wolves start on the edge of the same table half. The starting half of the table in packed with dense wood. The other half has a house or ruins in the center and contains little trees.

You can guess which miniatures I own to play this scenario, right?

But the following guys from Heroscape Expansion Set: Utgar's Rage are usefull too.

Board Game: Heroscape Expansion Set: Utgar's Rage
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Sat Feb 23, 2013 7:25 am
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Too much credits left. Let's find some mercenaries ...

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Board Game: Necromunda


With only five gangers each, the gangs are not complete. I have too much credits left.

Goliaths = 685 credits.
Orlocks = 695 credits.

So, let's see if I can add a hired gun. Maybe a nice Bounty Hunter. For 35 credits, she's mine!

From gallery of tocoking


"Paint is for sissies, I play silverclad."
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Thu Feb 21, 2013 8:25 am
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A new Wyrd

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Storm of Magic

While reading the Warhammer: Storm of Magic rulebook I got inspired to do the same for Necromunda. Spellcasters and psykers are called 'Wyrds' in Necromunda: Outlanders. What follows is my attempt to add creatures to the Hive.

Wyrd Summoner

Any gang except Spyrers, Redemptionists and Enforcers can hire a Summoner. If a player want to hire a Summoner he must pay a hire fee of 25 credits. For purposes of calculating the gang rating a Summoner has value of 125.

Summoner Profile

All Wyrds have the following profile, no matter what their type. In addition, the Summoner will have a number of powers as explained later on.

M4 WS2 BS2 S3 T4 W1 I4 A1 Ld7

Wyrds never travel unarmed, and so Summoners may be armed with up to two weapons from the following list:

Stub gun with dum-dums, Autopistol, Sword, Club, Maul, Bludgeon, Axe, Flail.

Board Game: Necromunda: Outlanders
Painted by Andrew Sinclair

Wyrd Powers

It requires intense concentration and inner calm for a Summoner to use his powers. In order to summon a creature the Wyrd must make an Invocation roll equal to or under his Leadership on 2D6. If this Leadership test is failed then he may not summon a creature that turn.

In order to represent the chance of a daemonic attack from the warp, if a Wyrd rolls a 2 or 12 when he makes an Invocation roll then he must roll a D6 on the Perils of the Warp Table.

Invocation

If the Summoner successfully passes the Invocation roll, then he must choose a spot within 16” and in line of sight. Roll the Scatter and Artillery Dice. If a Hit is rolled, then ignore the Artillery Dice. If an arrow shows up, then the chosen spot is moved an amount of inches equal to half the result on the Artillery Dice. Check Mind Link!

If the Artillery Dice shows an exclamation mark instead of a number, then the Wyrd experiences a mental backfire! The summoning failed anyway and the Wyrd now becomes Pinned.

Summoning

Choose the creature type before making the Invocation roll. Check the Summoning Table in order to find the required Summoning test result. If he fails the Leadership test then no creature is summoned.

Summoning Table

Creature / Required Result
Lashworm 2+
Carrion Bat 2+
Giant Rat 3+
Milliasaur 3+
Wolf Spider 3+
Orb Spider 3+
Ripper Jack 3+
Beastman 4+
Fiend 7
Gigantic Spider 7 followed by a second Invocation roll with required result 4+
Daemonette 7 followed by a second Invocation roll with required result 5+
Bloodletter 7 followed by a second Invocation roll with required result 6+
Pink Horror 7 followed by a second Invocation roll with required result 6+
Flesh Hound 7 followed by a second Invocation roll with required result 7

Board Game: Necromunda: Outlanders
Painted by Andrew Sinclair

Mind Link

The summoned creature must remain within 16” of him at all times. See hardcover rulebook page 230, last paragraph, for Beastmaster control rules.

Board Game: Necromunda: Outlanders
Painted by Andrew Sinclair
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Tue Feb 5, 2013 9:45 pm
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Desert Storm General

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Every gang needs a leader. So I've choosen one of the coolest GW Warhammer 40,000 (Fourth Edition) models to lead my desert patrol gang.

From gallery of tocoking


I'm not sure about how I am going to paint him. But those are troubles for later. He's flanked by two female bodyguards in mesh armour. I think thse might become juves in the gang.

If you watch closely, you'll see a sniper in the back. He's a regular GW Imperial Guard model. The sniper in front, behind the sandbags, is a miniatures from Infinity. When all miniatures are painted in the same paint scheme, then no-one will notice the various brands I have used.

The AIM HeroClix mini's will become my HAZMAT team for biological warfare. They'll fit nicely into this gang. One of them is carrying a metaldetector.
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Sun Feb 3, 2013 3:15 pm
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Desert Storm

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You might have seen these guys in the Necromunda gallery. My paint scheme for these Cadians is based on the American Desert Storm camoflage clothing.

Board Game: Necromunda


I need some more miniatures for a complete gang, so I started adding some more. As light conversions I have added various backpacks, to make them distinct from other Cadian Troopers. The paint scheme will finish them.

From gallery of tocoking


I have plans to add the Tau Mobile Suit to this desert outfit. The gangers could use it as heavy support. Or it might come in handy as an objective in an arbitrator scenario. We'll see.
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Fri Feb 1, 2013 3:55 pm
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