Da Bigdogz – Gorkamorka Mob #1: A Nob, a Yoof & two Boyz

My main project in production (rather than in the research and resource acquirement phase) is a mob of orks primarily intended for use in Gorkamorka.  

Gorkamorka is a Mad Max-esque post-apocalyptic bumper-car fest where everyone is an ork and therefore largely immune to incoming bullets.  The plan is that this premise will provide much hilarity.  Heres hoping 🙂

To that end I have bought some orks and added them to the other ork figures that I already had in storage.  They are currently all in various states of WIP but the end results will look a lot like like the Bigdogz shown here.

A Nob and a Yoof

I spent some time working out a colour scheme and painting plan for these guys that would be both effective and easy to reproduce quickly.  Details of that process can be found here and here.

Suffice to say that a look that was reminiscent of Mad Max II was at the forefront of the process.

Wez

Continue reading

Fort Grayskull Part 6 (Final)

Parts 1, 2, 3, 4 and 5.

1/4 of the finished Fort ready for some Gorkamorka.

With Fort Grayskull finally finished I thought that I would put up shots of the finished elements.  The photos could be better (there is a bit of fish eye going on because I forgot to change the macro setting on the camera), but they should illustrate adequately. Continue reading

Fort Grayskull Part 5

Parts 1, 2, 3 and 4.

The last thing that I needed to do to finish the project was to add doors to the gates. Continue reading

Fort Grayskull Part 4

Continued from parts 1, 2 and 3.

After the quite time consuming process of sticking all of that stuff to the castle sections the last time, I set about painting them.

Anything made from silver plastic (the Hexagon stuff and the sprues) just got a load of black emulsion paint slopped onto it which I then wiped with a rag, removing most of the paint from everywhere but the recesses.  Anything else that was showing its original colour was then simply painted black.

It was at this point that I first realised how Masters of the Universe the whole project had become.  Regardless of how desirable or not that was it was too late to worry about that at that stage though.  Main priority: get it finished.  All other considerations secondary.

Some drybrushing of metallic areas was next followed by a big dirty wash of brown/black mix over the metallic bits and some of the red areas.

By this stage in the process I wanted to add just a little bit more junk and other stuff to the tower parts.  I couldnt face it though.  My enthusiasm for the project was waning and I decided that I would rather get it finished to the standard that it was currently at than get bogged down on more detailing.  If I still think that the towers are a little too bare once the whole thing is finished I can go back and do some more work on it at a later date.  Maybe.

Note the layout of the components in a city wall configuration. I hope to use that layout in a few scenarios in the future.

The next step Continue reading

Fort Grayskull Part 3

Parts 1 and 2.

After the previous days extended session, the following day I was lucky enough to have nothing terribly grown up to attend to (the first time for ages).  So I settled down for a nice long glue filled afternoon stint. Continue reading

Fort Grayskull Part 2

Continued from Part 1.

I am going to attempt to give some post-apocalyptic va-va-voom to toy castle components that look like those above.  Left to right is a tower, a wall, another tower and a gate section.   In total I have four gate sections, twelve wall sections and sixteen towers.

All of the pieces are made from expanded, beaded polystyrene and so are very light, but unsuitable for spray painting, which will melt that material.

As noted earlier, the parts were hand painted with a mix of black emulsion (latex) paint and some filler back in the mid 1990s.

The first step in 2011 was to decide what colour to hand paint the castle.  I didn’t want a pedestrian and realistic brownish grey as I wanted to remove the the look of the finished product from that of a real castle as much as practically possible.

Blues, greens, purples and the like would give a finish that looks a bit too fantasy for my tastes, a bit too concept album cover, a bit too “Heavy Metal”.

I considered a yellowish/brown but the board that I play on is black with a drybrush of Raw Sienna so I feared that the castle would blend in too much if it was the same or similar colour.  I also wanted to crudely “weather” the bottom of the castle walls with the game board colour once the fort was complete.  That wouldn’t work if it was the same colour to start with.

So after some indecision and in a weird bit of parallel evolution with the foam rocks that I chopped up and sprayed on the same day, I decided to go for a red oxide colour.  This rust like colour fit with some of the notions and references that I had in mind with a large amount of rusty scrap and wreckage materials involved in the forts imaginary construction.  I hope that it works out, but at this point it is too early to know for sure.

Therefore I overbrushed the whole thirty two sections with a Red Oxide acrylic.  I then mixed the red oxide with a little emulsion off white and drybrushed some of the upper areas a little, just to give a small bit of contrast.

I had trouble taking photos that show the colour properly.  Indoor, night time and artificial lighting made the whole thing look a lot more orange than it does in reality Im afraid.  Therefore the work in progress shots are all going to look a bit off.  Hopefully I will be able to get some halfway decent shots in once it is complete.

At this stage I took the cloth off the table and set up one quarter of the fort on the gaming surface, just out of curiosity to see how it looked against it.

The colour doesn’t look brilliant with the table I think, but I think that it is within acceptable parameters (plus it’s a crappy washed out photo).

Not that I had any choice at that stage: I was unwilling to to repaint the whole thing yet again.  The emphasis here had to be to finish a project that had been in various half finished states for years, by hook or by crook.

The look of the final model will hopefully be quite different anyway, between a wash or two here and there and the addition of some other elements to break up the redness.  Fingers crossed.

Also at this stage I set up all thirty two castle pieces as a perimeter wall with bastion.  I did this mainly because I think it looks cool and I wanted to see what it looked like now that it was brownish red.  If nothing else it should give readers an idea of the area that the fort occupies.  Due to the number of towers it reminds me a little of a shot from the Assassins Creed video game.

The table that the model sits on is 4 x 8’.  Also bear in mind that the little grey thing in the foreground is an EM4 plastic trooper.  Fully assembled the fort occupies approx 3 x 3’, which is quite big in gaming terms (as an aside I tend to think in terms of imperial measurement when looking at gaming tables and metric for everything else.  That’s Warhammers fault).

That was quite enough terrain work for one Saturday afternoon (as I made the foam rocks that day too) so I went to bed.

To be continued.

Fort Grayskull Part 1

I bought a toy castle in 1995 or so because I thought that it would be suitable for use in 28mm gaming.  I liked both its modular nature and its low price so much that I then went back and bought three more castles, just so that I could make one huge castle at some indeterminate point in the future.

Then like many other projects the castle then got moved to the back burner for some forgotten reason.  Since then it was dug out of storage twice.  In 1998 the entire thing had a coat of textured paint and some minor structural work done to it.  It then sat in a box until 2001 when I decided that I wanted to turn it into a pulp sci-fi space castle.  Progress on that was limited to an evening or two sticking somewhat unconvincing leftover kit parts to castle sections while a friend sculpted a face over one of the windows.  And that was as far as I got with that.

Fast forward through a decade of reality TV and iPods right up to fully socially networked 2011.

I wanted a post-apocalyptic type fort for a Mad Max/Gorkamorka style gaming weekend that I am planning in the summer.  Rather than try to build one from scratch (which would take ages and which I really just don’t have the patience for these days) I decided to post-apocalyptify my castle.

Some of the main influences were Mad Max II: The Road Warrior, the Buster Crabbe Flash Gordon serials and a bit of Masters of the Universe thrown in too.  Additionally these images from the GW Gorkamorka rules were in the back of my mind most of the time.

Disclaimer: There is no getting away from the fact that the model is a medieval castle and that it will look like a castle in the end, one way or another.  The amount of work required to remove all trace of the models castle-y nature would be huge and probably better spent building something from scratch, which I don’t have the time or patience for these days.  If that compromise of is something that will bother your aesthetic sensibilities, then I politely suggest that you don’t read any further 😛

On the other hand if compromising with available materials in order to get something amusing and functional ready for use with your toy soldiers in a reasonable timeframe appeals, then maybe you might enjoy seeing how this project goes.

This post is already too long, so I will include a shot of the entire thing as it stood at the start of the project.

To be continued soon.  Some zombies next if I can get suitable weather conditions for photos.

Foam Rocks


Possibly a bit of an odd post to start with after a while away, but the likelyhood is that anyone reading knows what to expect here anyway 🙂

What follows is a description of the rather haphazard creative process that went into making some quick scenic pieces for my pulp sci-fi and post apocalyptic miniature games.  I approached writing this as a description of why I made the decisions that I did regarding it.  That’s how I ended up with the finished article as it is.  I did it like this because I enjoy reading about those processes from other hobbyists, but if it isn’t your cup of tea then feel free to ignore the text and take a quick glance at the hastily taken pictures if you like 🙂  (the post is a bit long…)

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When I got one of my rare bouts of motivation regarding model scenery making recently I decided to strike while the iron was hot and churn some stuff out, fast before the mood left me.  My post apocalyptic/pulp sci-fi terrain (AKA Planet Heck) looks quite consistent these days but it was still short some large pieces of “impassable” terrain.  I happened upon an article on the very enjoyable “the Unnamed Gorkamorka Site” which got my creative juices flowing and I started thinking about possibilities.

Over on tUGS they made their rocky outcrops from seating foam.  I worked with that material in college a few times in the mid-nineties and I have a reasonable idea as to what can and cannot be done with it.  So using the ideas at tUGS as a starting point I had plans to take my rocks in a slightly different direction.

First stop was to find out if there was an upholstery shop in the small town near where I live.  Moving to live in a rural environment from an urban one was one of the best decisions that I ever had semi-made for me, but one of the down sides is that locating materials for this sort of project can be difficult.

Not this time however.  I found a very pleasant guy working in his upholstery shop/garage on a back street on last Saturday morning.

I wanted to get a dark coloured, preferably grey foam so that I could skip some of the re-colouring steps used over at tUGS, but that didn’t work out.  The only foam that the guy had in a decent thickness was the familiar vaguely creamy-yellow stuff that likely fills the very thing that you are sitting on right now (as pictured above).  Its polyurethane foam I think.  I was charged €2 for the second hand couch cushion that he gave me, which was well within budget.

I have experience in dying that sort of foam and I really didn’t want to get into that: its far too messy and time consuming for my unfocused and easily distracted brain.

With many scenery items (and a lot of miniatures) I start with a black spray coat and work up.  That wasn’t going to work here.  As I was unsure as to how well the finished foam hills would take paint I needed to spray the foam something approximating the finished colour that I wanted them to turn out, rather than the colour of shadow on the pieces.

Therefore the next step when I went home was to cut two chunks of foam from the cushion, impale them on wooden barbeque skewers and spray paint them to test: one primer grey and the other red oxide primer.

I chose those two colours mainly because I had those two spray cans handy.  A grey set of rocks would have been fine, but maybe a little dull.  The red could easily be very gaudy but would also quite in keeping with a Martian desert or even with some of the very red soil that Max rolls his V8 Interceptor in The Road Warrior (to use a post-apocalyptic example).  More sci-fi looking in other words, which is just fine with me.  At this point I did pine a little for an airbrush, but as don’t have one and don’t plan to get one, I put those thoughts to one side.

I wanted to ascertain whether or not the spray paint would give enough coverage on the foam.  I didn’t want a patchy finish but I didn’t want to have to go through the very messy and time consuming step of sealing the foam with a PVA/water mix to aid painting later.  While sealing the foam would make it rigid enough to drybrush, I was trying to minimise the effort involved, unlike for example the industrious tUGS folk who chose to do the job properly.

While the skewered pieces dried I started cutting out the foam shapes.  Again, I differed from the tUGS approach here too.  Rather than pick at the foam, pulling pieces off to provide a texture, I wanted to cut the shape out in such a way that the cutting process itself would leave an adequate texture.  This would save time if it worked but this stage I really didn’t know what (if anything) was going to be adequate.  I also still didn’t know how I was going to paint the finished pieces or anything, so I was just playing around with the foam to see what I could get away with.

So I cut the stuff up leaving vertical lines on the sides from the cutting process ending up with something that looked reminiscent of the mashed potato in Close Encounters.  I was hoping that after spraying the foam it would make those ridges stiff enough to accept paint from drybrushing.  That wasn’t to be however, as demonstrated by testing on the skewered test pieces: drybrushing them had very little effect due to their spongy nature.

Also demonstrated by the skewered test pieces was that the red spray gave better coverage over the yellow foam colour than the grey did (although you wouldn’t know that from the photo above which was taken with the flash too close).  The yellow showing through the grey looked awful whereas any inconsistencies in coverage from the red oxide spray added visual texture rather than looking like the whole thing needed a second coat.  This determined for the first time the colour that the “rocks” were going to turn out: a big vulgar red colour.

Once the four shapes were cut out I trimmed some scrap to make pieces that I glued on the flat areas on the top.  Im no geologist but I know that the rocks and canyons prevalent in Westerns and in Road Runner have visible strata on their sides.  That is how I justified why all of the hills plateau at the same height anyway, you can decide for yourself whether you think that it works.

Once the glue had dried a bit (about an hour) I took the pieces outside and sprayed them red.  I then immediately sprayed the flat areas on top and the edges where the pieces meet the table black.  Finally I sprayed grey primer in quick streaks down the sides, about four or five streaks per piece and that was it: finished.  After letting the pieces dry in the shed overnight I brought them in and plonked them on the table to see if they would be ok for gaming with.

I quite like how they turned out to be honest, all the more so because they only took an afternoon to make from start to finish.

They definitely come from the “cheap set design” end of the modelmaking spectrum, rather than say the architectural model end, but that’s ok with me.  They look like something from a cheap Doctor Who or Star Trek episode to my eyes, which has a kitsch appeal.  I also reckon that they look like the sort of terrain that John Carter would have come across, if Barsoom had been visualised by Hanna Barbera.

I quite like the pieces, their boldness and overtly pulpy sci-fi look appeals to me yet I am sure that some people will turn their noses up at them, seeing as the “rocks” do look a little like the desecrated corpse of Elmo.  What do you lot think?

Invigorated by my fast progress with this little project I immediately went back in to the man cave and started working on a model post apocalyptic fort.  The first part of progress on that goes up tomorrow.

Deadlines: Hostile Corporate Takeover of the Living Dead Pt 2

This report follows on from last Wednesdays post, visible here.

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In advance of the Regenerator the zombies lurched forward, wounding Anderson and Symes with their filthy clawing hands.  With the hissing Regenerator twitching forward on its palsied limbs things are looking bleak for Sigma Squad.

The Regenerator moved suddenly and with a spasm spikes erupted from its body, eviscerating Jerabeck.  With cold efficiency Anderson riddled the body of the Regenerator with rounds from her MP5 killing one of the Regenerators parasites, while weaving between the zombies all around her.

With skills honed by years of training Symes broke right, in the opposite direction to Anderson while putting three rounds into the nearby butane cylinder.  The cylinder burst sending zombie and Regenerator offal flying in all directions.  “Hasta la muerte” she uttered pithily as chunks of bloody, rotten flesh rain down around her.

(When setting up the table for the game some cinematically minded player decided that the best place for a butane cylinder was next to a Spawn Point, and he was probably right.  On this occasion it likely kept the wounded remnants of Sigma Squad in the game).

On the street between the Cinema and the rear of the Police station, USS Squad Gamma crossed paths with USFU Squad Sigma, the first living things that they had encountered since deployment.  Under strict orders to keep their noses out of each others highly sensitive business, a curt nod between fully masked sergeants was the sum of their exchange.  Gamma proceeded North while Sgt White went South.  Squad Epsilons  Ingram climbed the extendable ladder to the roof of the Police station to give covering fire over the vehicle holding the vault keycard.

Squad Gamma proceeded towards the milling throng of confused corpses that was trying to locate its last target, Squad Epsilon.

As Epsilon Sgt White rounds the South side of the police station, Ingram gives cover from the rooftop by detonating a fuel barrel, turning a handful of zeds into sub-human torches.  This cleared the way for Sgt White to get the vault keycard in the blue Porche.

Kaplan pauses from the rhythmic headshots and dismemberments to reload, and is caught unexpectedly.  Although he dies quickly from arterial blood loss, Gamma has no time to grieve as the Squad struggles to keep the mounting horde at bay.

Eerie wailing is heard as a Witch shows up near squad Epsilons keycard objective location.  Luckily, the Witch is inclined to keep itself to itself.  As it spawns a distance away from the main routes travelled by the forces, it remains undisturbed for now.

Squad Gamma, rattled by the loss of Kaplan get some payback on the large mob that has congealed near their objective, the Umbrella Corp local HQ.  After some unnecessary risks, some touch and go hand to hand where they were kept alive only by their kevlar, they get their heads back in the game…

…and tactically withdraw around the rear of their target building.

Meanwhile the wounded Sgt Anderson has procured the incriminating documents.  Now Symes (at the front of the fire truck) has the unenviable task of drawing the zombies away from the Sarge.

At this point the unmistakable howl of a Hunter is heard not far from the Police Station and the Umbrella building…

… and the pressure builds as a Licker shows up even closer to both buildings than the Hunter, next to the still crying Witch.

That doesnt bother Anderson and Symes of Sigma Squad. After reaching the chopper Anderson covers Symes sprint from where she had been heroically drawing the cannibal corpses away from the access point.

With a whine the helicopter begins to lift off, which is enough to agitate the Witch into action.  It also satisfies Sigma Squads mission objective.

Meanwhile Squad Gamma has procured Dr Braga and the vital information that he has.  The hordes are getting nearer however and the extraction chopper has to execute some fancy manoeuvring to get close enough for them to board (the Hunter can be seen approaching on the right, next to the game card).

At this point disaster struck.  Pvt Ocampo had been delayed while punching a couple of zeds tickets at ground level, where she has already seen the approach of the Hunter and Licker plus the large encroaching horde. “Get out of here!” she cried, “Don’t wait for me!”

As the chopper delayed the vital extra seconds for Pvt Rain Ocampo to get up the ladder, the brain dead hordes struggled out of the stairwell onto the roof, dragging the pilot and Pvt Symes of Squad Sigma from the vehicle.

The helicopter tilts, rotors spinning in slow motion, Michael Bay sty-lee.  Across the slow motion image of the chopper crashing into the roof the Hunter leaps screaming onto Pvt Symes, who is subsequently torn apart  while his limbs are used to beat the pilot to a mushy pulp.

The only survivor of Squads Sigma and Gamma is Rain Ocampo, and she is surrounded by zombies on a rooftop with her back to a flaming helicopter wreck.

Sgt White, the lone survivor of squad Epsilon has fought his way through the hordes to his objective, despite losing two good men en route, the last of them only moments ago.  Shoving the final zombies in his path aside he uses the key card to enter the bank and to lock himself into the vault.  There he must locate “the package” in the pitch dark before being extracted.  The vault lights dim and the power cut out.  An inhuman voice screams in the room that Sgt White is locked into behind inches of steel.

Credits roll.

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I was very pleased with how the game worked out.  The revised elements of the system functioned better than I could have hoped.  While a handful of minor issues were quickly recorded during the game for inclusion in future drafts the game trundled along quickly and cinematically.  Importantly the other players were able to work out the rules and mechanics of the game from the cards and rules document without the author (me) having to translate.  I have hopes that this system will regularly get played at Sho3box Castle.  Which will help me to justify my compulsion to paint even more zombies.

Deadlines: Hostile Corporate Takeover of the Living Dead Pt 1

Preamble

After last weeks diatribe regarding the build up and preparatory work for the zombie apocalypse segment of a recent gaming weekend, the report of the game itself follows as promised.

For info regarding the terrain and why it looks the way it does check out the previous zombie game report as I want to avoid repeating all of that stuff here.  All of the Survivors, Special Infected and Spawn Points plus many of the individual zombies themselves are pictured throughout this blog.  Use the tags to the right of the post if you want to see something in particular close up.

Objectives and Deployment

“Day 9.  Infection has not progressed further than 8km beyond the original release site, due to Umbrella containment at principal choke points.  Manipulation of political, media and other information sources has provided enough time for the virus to be tested in non-laboratory conditions and without interference from the authorities.

Final data must be gathered before Governmental intrusion becomes inevitable.  Your squad will be deployed directly into the hot zone.  Objective is priority.  All other considerations are secondary.  As a result all non Umbrella personnel are to be terminated with extreme prejudice.  Any contact with other Umbrella personnel is prohibited without express permission from your CO, due to the sensitivity of individual objectives.

Squad size is reduced to three to accommodate easy extraction and to minimise disruption to the test site”.

MT, PB and I picked a small force of Umbrella Security Service or Umbrella Special Forces Unit each.  PB picked USFU Squad Epsilon while MT and I each picked three members of USS Squads Sigma and Gamma respectively.

We had access to many more survivor figures, often with more esoteric equipment and or characteristics.  As this was a playtest game we deliberately choose not to use those and to each field very similar three man teams.  This was deliberate and intended to keep our focus a little more on the basic game mechanics.

Shade, Kaplan and Ocampo of USS Gamma Squad deployed on the roof of the bank…

…with orders to locate and evacuate Dr Braga from the roof of the Umbrella local HQ building.  The information that Dr Braga holds regarding the development of his ZG620 (zombie repellent) formula is of incalculable value.

White, Ingram and Hoffman of USFU Squad Epsilon are deployed on the roof of a local retail outlet (“Strangerous Liaisons”, a sex shop).  From this point Squad Epsilon must acquire the code key from the corpse of a deep cover Umbrella agent…

…in his blue porche (lovingly offset here by the wandering flesh eating remains of Michael Jackson).  The Umbrella agent used to work undercover in the bank where he concealed a sensitive package in the vault before being dismembered by Whiskey Deltas.  After acquiring the code from the car Epsilon has to progress to the bank vault to secure the package without destroying it (even if it bites).  Once there they need only wait for extraction.

Anderson, Symes and Jerabeck of Squad Sigma were airlifted to the Police Station roof in a locally acquired helo.

Similarly to the Gamma mission, Squad Sigma must reacquire potentially incriminating documents from the police vehicle shown (again being modelled by Michael Jackson) and return to the extraction vehicle.

Resistance is factored at Level Orange (that’s eighty zeds plonked down at random plus nine reinforcements per turn, plus a handful of randomly determined Special Infected showing up throughout the game, on a 6 x 4’ table, in case you were wondering).

The centre of the target area, just before the action begins

The Action

Squad Gamma proceeds with covering fire, by the numbers.  They encounter a still armoured ex-USS colleague.  The Sergeant puts a shotgun round through its head without a second thought.  “If necessary I expect each one of you to do the same for me” he rasps through internal comms (tough guys always rasp, they never just “say”).

Squad Sigma proceeds slowly and efficiently, clearing a path through the dispersed undead.

In stark, bloody contrast to the advance of the other Umbrella units, the overconfident Hoffman of Squad Epsilon gets too close to a mob of ex-police as he rounds the first corner.  Although he takes a few shamblers with him, he is torn limb from limb in moments, his screams of agony being heard through each Epsilon earpiece.

Squad Epsilon continued to advance.  The longer they stayed the more biters were going to be drawn to the area, so they grimly pressed on.

(This was an alarmingly sudden and early demise for one third of PBs forces, much to our amusement.  Despite being 100% lethal upon contact with Survivors, Zombie mobs move rarely and are very unlikely to move rapidly in succession before Survivors get to react.  At least that’s what Hoffman thought anyway.  This unpredictability is part of the appeal of card driven miniature games for me, even if this is an extreme example of things going not so well for a player.  Don’t feel sorry for Hoffman (or PB): they knew the odds)

Squad Sigma rounded the abandoned cinema, taking out the closest threats all the while.  Their gunfire had drawn zombies in the area towards them however and their firepower was not proving to be sufficient to clear a path…

Squad Gamma gave the horde nearby a wide berth, but still ran into to some opponents that could not be dropped at range.  Kaplan and Ocampo dealt with their targets, while the Sergeant dropped a zombie with the butt of his shotgun and blew its brain remnants out on the ground.  Having become separated from his squad by a small distance by a number of hostiles he confirmed rendezvous at the far side of the park.

Even while Hoffmans remains were being devoured Epsilon came under more pressure from the encroaching dead.

After a struggle that was touch and go for a while they blasted their way through the throng and proceeded towards their objective.

Sigma was finally making some headway when the first of the less common undead threats appeared alarmingly close to them.  While not especially fast, the Regenerator (square base, standing next to Spawn Point) is very dangerous up close and very resistant to gunfire, as the combination of T-virus and Las Plagas parasites work to knit its dead flesh beck together after trauma.

Will the Regenerator tear squad Sigma limb from limb?

Will Dr Braga be rescued?

Who will live?

Who will die?

What will explode?

Tune in next week for the thrilling (well somewhat amusing and entertaining in a well-you-had-to-be-there kind of way) conclusion of…

Deadlines: Hostile Corporate Takeover of the Living Dead!