Showing posts with label The Simpsons. Show all posts
Showing posts with label The Simpsons. Show all posts

Sunday, August 7, 2011

Captain Homer and Mojo WIP

Last May I spent some time working on one of my most drawn out painting projects, Captain Homer and Mojo, and posted an updated about them here. After writing about the progress I'd made, I went on to spend another evening or two later in the month working on Homer and Mojo before once again setting the pair aside. While the painting itself had not advanced very far, the noteworthy accomplishment was in finally attaching Homer's head to his body. Woo-hoo! Having left the last time with Captain Homer still in a headless condition, tonight I thought it would be worthwhile to update this project, even though it's been a while since I actually sat down to work anymore on it.

Before gluing on the helmet I finished bringing the white areas of power armour up to a pure Skull White. I tried to keep the paint thinned enough so that the white wouldn't buildup too much, but I then wasn't able to entirely prevent it from running into some of the darkened lines which define the various armoured segments. I'd like to tidy that up somewhat, in particular on the should pads and a few other more noticeable places. Otherwise I plan on leaving the rest as is due to the likelihood that trying to fix anymore would just lead to new mistakes in need of further correcting.

Once I was satisfied with the white areas around Homer's collar, backpack, and should pads, I evened out the yellow of the power armour and added a layer of highlighting on top of that. I would save the final round of yellow highlighting, however, for after having glued in place the helmet. This seemed reasonable to me should the final positioning of the helmet would alter which lines I wanted to emphasize the most. Additionally the blue legs are now either finished or else close to it. They could probably use one more pass of highlights so as to pick out the uppermost edges of armour as they catch the light. Lastly Captain Homer's power sword is the result of lots of trial and error until I finally had an effect that looked decent enough to me. Well, so long as I didn't look too closely it seemed alright. :)

At the same time that I was working on Captain Homer, I also made some more progress on his buddy, Mojo the Helper Monkey. At this point everything is blocked out in the basic colors and has received at least one round of shading and highlights. I'm rather pleased with how his face and other fleshy bits turned out. He seems to me crazy and dangerous, just the way a monkey with a flamethrower should look. There's still some highlighting and detail work to do but I think this monkey is close to finished.

I don't know when I'll return to work some more on Captain Homer and Mojo. One reason I've been hesitant to go any further is because I haven't yet finished planning out the design for Homer's back banner. Also I'm nervous about freehand painting a design onto such a relatively large area... that a mistake there could really botch the whole thing. Nonetheless I'm pretty sure that once I have the details sorted out to my liking, I will be ready to paint the banner if only to have that particular step behind me. And besides, how hard could it be to paint a big donut and some beer cans?

So that's all I have for now with regards to these two miniatures. Hopefully it won't take another three months before I'm ready to put together the next progress update on them. I'm not getting my hopes up, though, as these guys seem to have become permanent residents of my WIP shelf. Nonetheless it would be really nice to finally move on to the next batch of Stonecutters. Ah, someday... someday.

Goodnight!

Thursday, May 5, 2011

Captain Homer WIP

Hobby time has been sparse the last couple of weeks and I feel as though I've been in sort of a painting funk as well. There have been some exciting developments for my family concerning our desire to move to North Carolina which I will explain once things have been finalized, but in the meantime that is what has been taking up most of my spare focus and energy. I have therefore just been working on a few small projects whenever I've found both the opportunity and motivation to do so. There are quite a few half painted minis on my desk I can choose for such tinkering, none of which have been sitting there for as long as Captain Homer. I therefore decided a few nights ago it was time I went back to work on him.

Well what can I say? I hate painting white. It drives me crazy and is the reason I waited so long before returning to this miniature. Yet there's no way for me to realize my vision of Captain Homer without him wearing the blue and white power armour. As expected it's been problematic and I am not entirely satisfied with the results so far. I am happy nonetheless to finally be making some progress on this guy even if it has been at times frustrating. This should be however only the first of my Captain Homers as I plan on making several other alternate models of him for use with my Stonecutters army. Also, having been inspired by the story from Treehoue of Horrors XIII, "Send in the Clones," I would eventually like to make a squad of Homer clones with the same color scheme for use as the army's Death Company. I therefore should have numerous additional chances to practice working with white paint and hopefully I'll soon find a technique that feels more comfortable to me.

That happy little fellow pictured to the left of Captain Homer is his buddy, Mojo the Helper Monkey. Simpsons fans will remember Mojo from episode #5F15 of Season 9, titled "Girly Edition," in which Homer acquires a service monkey to do the various chores and duties that he is too lazy to do himself. Once I saw this miniature from the CoolMiniOrNot Limited Edition Series of a monkey armed with a flamer thrower, I knew he would make a perfect Mojo and had to find his way into the Stonecutters project. The approach for 40k that I've chosen for this is to treat Mojo simply as a marker denoting Captain Homer's weaponry, thus abiding by the standards of WYSIWYG but otherwise having no in-game effects. This particular Captain Homer will count as being armed with a power weapon and a hand flamer, making him a fairly cheap HQ option relative to most of the others that I expect to have with this army.

I am excited about the prospect of having this miniature painted and complete. It marks the long awaited beginning of the actual assembly and painting stages for my Stonecutters army, having been previously stalled in the conceptual and planning phases for far too long. If my schedule cooperates I think I should be able to finish Captain Homer and Mojo in the next few days, although I still have not made up my mind what I'll be doing for their bases which might have to wait a while longer. I'll try to get another WIP update posted soon once I've made some more progress. So until next time... happy gaming and painting, everyone!

Thursday, November 11, 2010

The Redwood Raven

So if the current internet buzz can be believed, it looks like the Stonecutters will be getting a Spruce Moose* after all. Woo-hoo!! I haven't had a whole lot of time today to check out the news but I hope this is legit. My first impression is that the design doesn't look terribly intimidating or mean, instead reminding me of a cross between a bumble bee and a lawn dart. Or something else equally silly. But for a Simpsons-themed army I think this model would be perfect. It's got a lot of comedy potential and will be a nice centerpiece for the army once I get around to them.

I'm psyched. The Blisstonians already have their Copperhead in which to chauffeur around Plant Manager Burns. Meanwhile it looks promising that the Stonecutters will have a Storm Raven to spearhead their drunken (airborne!) assaults. Hooray, flyers for everyone!

Sorry I've been quiet the last few days. I became ill at the start of the week but am feeling better now. Painting continues on the Citadel Woods although there has not been a whole lot of progress since my last post. More to come soon... cheers!

*From "$pringfield," episodes #1F08. Another plane belonging to Mr. Burns, the Plywood Pelican featured in episode #FABF16 "Midnight Rx", would also provide suitable inspiration/precedent for a Stonecutters Storm Raven. I cannot however find any reference pictures of the Plywood Pelican so that's why I'm going with the Spruce Moose. It's also from an earlier episode so that gives it primacy.

Saturday, September 18, 2010

Plant Manager Burns Finished

Last night I finished working on Plant Manager Burns, my counts-as Primaris Psyker for the Blisstonian 9th. Overall I'm happy with the results and will gladly put Burns down on the table, leading his army of disgruntled workers in defense of Sector 7G. I think the astropath miniature turned out well and does a good job of expressing the contempt in which Burns holds his minions. In particular I like the jutting jaw and his pallid complexion.


As can be seen in the pictures there are quite a few things I could try to fix but I'm satisfied for now and am ready to move on. The parchment tacked to his staff turned out rather messy as I was impatient and used a wash without waiting long enough for the lettering to dry. Also the staff itself looks unfinished but I've never been able to paint those properly. I did spend some time trying to fix the weird highlighting on his robes which I noticed in my earlier WIP photo, but a few prominent areas still look pretty funky. Nonetheless these issues don't bother me enough for me to want to put more work into this guy and I like where he's at now.

Plant Manager Burns is complete, up next for painting will be the first squad of Blisstonian 9th penal legionnaires.

Tuesday, September 14, 2010

Blisstonian 9th WIP

The past couple of nights have seen me working away at the first pair of the Blisstonian 9th, starting with a Penal Legionnaire and my Primaris Psyker, Plant Manager Burns. Initially I tried going with a much more desaturated look but that turned out bland and awful. The grey tones made everything blend together and was boring... in fact worse because it felt like there was nothing on which to focus and was not pleasant to look at. The desaturated effect can look great in more realistic military color schemes, but with this selection of colors it simply was not working for me.

I therefore went back to my original paints to restore the richness of the colors and am significantly happier now with these fuller tones. The guardsman still has quite a way to go but the Psyker's robes are done and show how my army's main colors should look. The boots, gas mask, and other equipment are all a soft, neutral brown while the lasgun will end up being olive drab or perhaps leaning towards a tannish green. I was uncomfortable with how it was all coming together until I at last painted the basecoat for the lasgun and the psyker's staff. Having done so I now feel good about the overall appearance and am confident going forward with this scheme.

[Edit: I realized the morning after writing this that I really wasn't feeling as confident as I had stated here. Perhaps I was trying to convince myself with some painter's bravado, or maybe it had just gotten too late so that I didn't notice the disconnect between my perceived state of mind and how I truly felt. Regardless, the relief expressed in my comments at getting some positive feedback is genuine and accurately reflects my feelings some hours after writing.]

I chose these color to be a change of pace as well as a personal challenge since I rarely use blue and almost never paint with purple or violet hues in any significant amount. It's a shame too because I really like painting purples but only ever seem to use them when working on historical minis from the Alexandrian and Hellenistic periods. I am not, however, a fan of painting blues as I find them both frustrating and even a bit dull visually. I suppose that's why I tend to avoid using a lot of blue on my miniatures. I therefore will be painting purples to have fun and blues as a challenge, hopefully learning how to enjoy them and to establish a more harmonious attitude toward that part of the spectrum.

Really though the most important factor for me is that theses color satisfy my admittedly vague sense of a Simpsonian palette, those colors and color combinations which I feel would be appropriate for my animated inspiration. I wanted something colorful and even somewhat playful but still with a feeling of coldness and menace, or at least cartoon menace, which I think these colors convey. Plus I like how the color scheme looks and it shouldn't be too difficult to paint, so that's nice. I anticipate being very happy with an entire army painted this way and feel good about going forward with my plans. I'll likely finish painting Burns as I begin working on the rest of this Guardsman's penal squad.

Yeah, painting is fun!

Thursday, September 2, 2010

Entering the Killzone

Let me start by saying that the mystery of the Simpsons dice has been solved. Very special thanks go to Sons of Taurus! As a result of his generosity and good will, I'm sure these fantastic dice are loaded with positive mojo and as such I expect great things from them. Thank you so much, you embiggen our hobby with your kindness. This has been for me a truly cromulent experience!

Now as it so happens, Sons of Taurus has recently become formally involved in a project that I am really excited about and he has been working to develop it further. Since returning home from vacation I have been eagerly catching up on all the latest developments with Big Jim's 40k skirmish undertaking, Special Operations: Killzone. I think he's hit gaming-gold with this one and I'm thrilled to see such a cool fan-driven project come together like this. I never understood why Games Workshop kept Necromunda locked up in the Hive, endlessly fighting fairly mundane gang conflicts when there was so much potential for expansion with the inclusion of xenos, Chaos, and the various Imperial military types. I believe Killzone will do an excellent job filling this vacancy in the Warhammer 40,000 universe and I can hardly wait to see what Big Jim and his dedicated Rules Committee do next.

It seems like there's been a lot going on with Killzone recently and that it has generated significant interest with fellow gamers. The updated ruleset is due to be released soon, Big Jim has hit the podcast waves to promote and discuss his creation over at Imperial Vox Cast, and now b.smoove of A Gentleman's Ones reports that he is cooking up some sort of Killzone event extravaganza for Adepticon 2011. Awesome, right?

This has all been too much for me to resist and it appears that I have now fully caught the Killzone fire. It's therefore a fine time to start thinking about a Special Ops team of my own. While I hope to begin trying out the Killzone rules using miniatures already in my collection, what really has gotten me excited is the prospect of putting together a small force specifically for this new skirmish system. Painting the Blisstonian 9th is still my priority but I believe this will be a really fun side project to work on alongside the main army as it presents the opportunity to model and paint a unique batch of characterful individuals. Here then is my idea for my first Killzone team, The Baker's Dozen:

Blisstonian 9th - Special Operations Group, "Baker's Dozen"

Concept: For my first SOG team I want to do something inspired by the "rag-tag bunch of misfits" type of ensemble cast that was a staple of so many classic war movies (the most obvious example of which being The Dirty Dozen). Every model should be unique in terms of overall classification, weaponry, equipment, et cetera. There should be no duplicates, each member of the team must be an individual and a specialist of some sort, and movie cliches are encouraged. The team must be generally related to my current Simpsons army project, the Blisstonian 9th, but separate enough to have its own identity. I do not want to just repurpose models previously assembled but to instead take advantage of this chance to do something new.

Background: SOG "Baker's Dozen" is comprised of those members of the Blisstonian 9th who have been assigned to the most hazardous duties available at Sector 7G. Having each earned Plant Manager Burns' displeasure for a variety of probably minor offenses, these men have been pulled together to deal with the worst that Imperial industry of the 41st millennium has to offer. They're the guys who fill and handle the toxic waste barrels, who risk their lives and sanity in maintaining the Sector's haunted steam tunnel labyrinths, and who are called upon to clear out Burns' corpse-hatch when it becomes clogged. The soldiers who survive these traumatic ordeals become strong and are toughened by the harshness of their daily existence. Out of necessity they develop survival and combat skills not found amongst the other members of their regiment tasked with serving 7G. These factors, as well as their expendable nature due to having unwisely angered Burns in the past, make this group ideal candidates for whatever commando raids and suicide missions are required for the defense of Sector 7G.

Modeling: I'm sticking with the Imperial Guard for this team and want it to be visually connected to my Blisstonian 9th army project, but nonetheless distinct as befitting such a specialized unit. My standard Blisstonians are built using Cadian Shock models with Pig Iron Kolony Militia heads, so to change up my approach a little I plan on building the Baker's Dozen special ops team using the more muscular parts found in the various Catachan kits and then topped off with Pig Iron Kolony Rebel heads. Thus they will be similarly gas-masked as the other Blisstonians and should still be recognizable as Imperial Guardsmen, but otherwise will hopefully look more like the collection of specialized action heroes that I envision.

Points Level: To determine the size of my Killzone SOG team, the range suggested in the current set of rules goes from 175 up to 250 points maximum. My team will therefore be built for the high-end of that scale but it should be simple enough to adapt for smaller games by simply removing team members in excess of the agreed points total. Obviously in such cases Baker's Dozen has taken some casualties on the way in to their objective and thus not everyone has survived for the big, exciting finale. Oh well, at least they'll still get shown posthumously in the tearful closing montage.

Theme upgrade: NA, none purchased

SOG List, "Baker's Dozen"- 250 total points:
Veteran Sergeant (Team Leader): plasma pistol, power fist, frag and krak grenades, Refractor field - 47 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Vox caster - 12 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Medipack - 15 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Commando - 17 points

Veteran: shotgun, close combat weapon, frag and krak grenades, Brawler - 10 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Blade Master - 15 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Resilient - 10 points

Veteran: lasgun, close combat weapon, frag and krak grenades, Targeter - 10 points

Veteran: sniper rifle, close combat weapon, frag and krak grenades - 12 points

Veteran: meltagun, close combat weapon, frag and krak grenades - 17 points

Veteran: plasma gun, close combat weapon, frag and krak grenades - 22 points

Veteran: heavy flamer, close combat weapon, frag and krak grenades - 27 points

Scout Sentinel: multi-laser, Searchlight - 36 points

Questions and Assumptions: While working out the details for my SOG, I encountered a few things which I was unsure how to handle per the current set of Killzone rules. I could have been sensible and just waited a few more days for the next ruleset and its accompanying codex-specific errata to be released, but where's the fun in that? In putting together my list for the team, I have therefore made a number of assumptions and guesses based on what I hope will soon be clarified. My two main questions concern the points value of my team leader and the inclusion of some items of equipment available in the IG Codex but so far not mentioned in the Killzone documents. I'd love to hear from any members of the Rules Committee should you happen to take note of this.

Specifically, if individual IG Veterans cost 7 points apiece (starting cost for a basic unit of Veterans is 70 points and consists of ten models), would the Veteran Sergeant cost the same in a Killzone team or do I need to pay a premium for him due to his improved stat-line? For this initial list making attempt I assumed a starting cost of only 7 points as I could not find any further guidance regarding this question. The other big assumption I made concerns the points cost of equipment available to those units from which I've selected my SOG but which are not covered in any of the Killzone rules. I have no idea if these items (the squad's vox caster and the Sentinel's searchlight) will ever make it into the rules, and if they do get included in the future, I certainly don't know if they will be costed the same as they are in the Codex. As this is only my first team and Killzone is still in playtesting, I felt it would be okay to go ahead and include them in my list paying the cost given in the Guard book. I don't see this being a major problem as I can just ignore the items if need be and accept the slight penalty in wasted points. I do hope, however, that more pieces of specialized gear will eventually find their way into Killzone as I think that would be a neat way of further personalizing our teams.

Okay, that it's for my initial thoughts on Special Operations: Killzone. I'd appreciate any feedback in general, but I'm especially interested in hearing about those possibly incorrect assumptions I made in putting together my team. Of course if I missed any other areas in which I did not properly select my team or calculate its cost, please let me know what I need to do to be in compliance with the rules. I'm excited about getting to try out Killzone and I'm very grateful to Big Jim for initiating and orchestrating this project, as well as to those of you distinguished gamers volunteering your efforts as part of the Rules Committee. Thank you for enriching my hobby experience.

Tuesday, August 31, 2010

Gratitude! Mystery! Simpsons! DICE!!!

I'm very happy to report about a really amazing surprise that showed up on my doorstep yesterday. Inside an innocent looking box addressed to yours truly, I found a four-pack of Duff Beer cans. What's this, then? Even more exciting, upon closer inspection I discovered that it was in fact a set of 20 custom Simpsons dice!

WOOOO-HOOOO!!!

The facings are as follows: Homer - 6, Barney - 5, Carl - 4, Lenny - 3, Moe - 2, Duffman - 1 (labeled as W on the die for "Wild"). So it looks like in most cases I'll want to see lots of Homers, except for those Leadership checks when I need the courage only Duff can provide. Perfect, just perfect!

I have a fascination for odd or unusual dice and I've never seen any Simpson dice before. Also I enjoy trying to find a matching set of dice for each new army so this will be the official dice for my Drones of Sector 7G/Blisstonian 9th project. I can also use them for my Stonecutters, and the Emperor's Isotopes as well should I ever get around to making any of them, though I still plan on eventually ordering some chapter-specific dice from Chessex for those armies. But I had no idea what to do for the Blisstonians and was quite distressed over the matter, so this timely arrival nicely resolves that dilemma, and in style too.

Oh yeah, not only is this a super cool set of dice, it seems like Duff Dice, "The Lyin' Dice Game," should be a pretty fun game itself. For two to four players. Groovy.

Looking around the box and shipping papers, however, I see no indication as to who sent this set of Duff Dice to me. It's now been a day since the package showed up and my sleuthing attempts have not turned up anyone I know claiming responsibility, and it would seem I have a true mystery on my hands. Could it be that one of my dear readers was so kind as to surprise me with an awesome Simpsons gift? Well, it's not impossible....

Therefore, in case the anonymous gift-giver should happen to see this post, I want to express my deepest gratitude to you. Thank you so very much. This was such a thoughtful, fun surprise. You really made my day!

Best. Dice. Ever.

Thank you.

Sunday, August 22, 2010

The Drones of Sector 7G (Illustrated)

A couple of weeks ago Old School Terminator of Dark Future Games posted an interesting piece entitled "How Do You Pick Units? How Do You Build Your Army?" In it he examines the thought process that he goes through when planning out an army, offering up his Tyranid army as a very thorough example of how it works in practice. I find these trips through a gamer's list-making mind fascinating and informative, in addition to highlighting for me just how different people's approaches to army building can be, and indeed to the game itself. OST hoped to start an open discussion on this topic and asked for additional examples of this, so I thought it might be interesting (well, for me at least...) to do the same for my new Imperial Guard army that is just now getting underway.

In OST's case he studies the attributes of his favorite few units from the codex and then develops a theme for his army around those key features, selecting additional units that will allow his to play the style of army he envisions and to meet specific strategic needs. I admire his clarity of thought and his careful consideration of the impact his choices have on his army's tactics and overall performance. My own approach to building an army is perhaps somewhat more... quixotic? Keep that in mind as I do not mean to present this an example of good army-list building technique but really more as a contrast to the well-reasoned approach of someone with tactical acumen like OST. So with that caveat, let's being:

The Drones of Sector 7G
Sometime during the summer I began to think that it would be fun to put together and paint some models to go with my 40k terrain project, named "Sector 7G" in honor of that part of Springfield Nuclear Power Plant where Homer Simpson works. In one episode Mr. Burns points to Homer and asks who he is, to which Smithers responds, "One of you drones in Sector 7G." From that little exchange came the idea of putting together a squad of servitors and so that I could eventually let them wander around the table in scenario games blasting away randomly at nearby targets and being a nuisance for the competing armies. They'd be my drones and I'd have another Simpsons reference in my gaming nonsense... hooray, mission accomplished!

I call the middle one "Grimey."

I was quite satisfied with having a handful of zombie-like, cyborg workers run amuck on my table and left it at that for a while. It eventually occurred to me though that if I'm going to have a bunch of servitors, why not include a Techpriest to lead them in their efforts to repair 7G? Thus was born Techpriest Enginseer Smithers, as well as the realization that I could take the joke even further and put together a Springfield power plant-themed army to represent the workers and defenders of my Imperial manufactorums. I've been trying to find a way to get excited about the Guard again after several years away from them, having previously played a conventional Infantry Co. style list with LRBT platoon in support, and so even the most tenuous of connections to the Simpsons proved to be enough inducement for to me start a new army. Ever one to beat a joke in ground, especially bad ones, I was off to get my Codex to see what other things could be twisted to my silly plan.

Techpriest Enginseer Smithers

With the themed I'd chosen, I would obviously have to somehow include Mr. Burns himself in my army. After searching through a lot of potential models, I settled on using the Astropath from the Imperial Advisors pack. I think he has a suitably frail yet sinister appearance for playing the role of Mr. Burns. I don't want someone as important as Monty Burns to be just a mere astropath, however, so I promoted him to Primaris Psyker and thus he can appropriately be the leader of my army. Maybe in the 41st millennium Plant Manager Burns would be a psyker, though I prefer instead thinking of his powers as representing his control over the Sector's automatic defenses (Lightning Arc) and the dread he inspires in others (Nightshourd). Also, as my opponents are likely to recognize the model as an Imperial astropath, I'm hopeful that it will be easy enough to explain that he's just a simple counts-as Primaris Psyker.

Plant Manager Burns

Next up for consideration was the section of Troops, from which I elected to employ Penal Legion squads. These guys will provide the labor force needed to keep 7G humming along despite the massive damage it's suffered, in addition to being responsible for defending the plant in times of danger. I didn't want to worry about the command structure that you get with Infantry Platoons, nor did I feel the grunts of 7G befitting of the prestige and myriad special weapons available to Veteran squads. The independently functioning nature of Penal Legion squads seemed like a good way of portraying the various work details, each lead by a Crew Boss but otherwise with nothing special about the members of the squad. The deployment options gained from being Scouts should help them get to their job sites faster, while being Stubborn should let them demonstrate their tenacity and commitment to their work.

I've chosen to use Kolony Militia heads from Pig Iron as a way of suggesting the faceless, anonymous regard in which Plant Manager Burns sees his workers. On the subject of modeling, I would like to note that I am gluing on grenades despite Penal Legionnaires not being armed with them. I foresee possibly wanting to adapt this collection sometime down the road into a more traditional mechanized veterans type of army and therefore would like to keep my options as open as possible concerning WYSIWYG. That way, whether working for now at Sector 7G or on some other battlefield in the future, I expect these minis to be versatile enough to serve me for years to come. Here then are the first of the Blisstonian* 9th Volunteers:

Work detail, Blisstonian 9th Volunteers

At about this point my wife asked what I was up to and, upon hearing of my plans for another Simpsons 40k project, pointed out that I had overlooked an important asset available to Mr. Burns... his hounds. She insisted that during a game Mr. Burns be able to "release the hounds," or else my army of cartoon references would be an unmitigated failure.

Of course! She was right and I thought it was a great idea but was initially unsure as to how to do that with Imperial Guard. My first idea was to go with a squad of Rough Riders as Burns' hounds, modeled using Chaos Warhounds and sporting a variety of comical laser guns and rockets. Something about this didn't seem right, especially as the models would have a much lower profile than a normal squad of Guard cavalry. I then pictured Burns sitting next to one of his dogs, which somehow stirred within my mind the image of a fire-belching IG sentinel. I liked that and decided Plant Manager Burns would have Sentinel squadrons as his hounds. Initially I was leaning toward Armoured Sentinels, but after playing around with some various lists I now believe I will most likely build them as Scout Sentinels. This is partly due to the Scout variants being cheaper in points but also because I now really like the Pig Iron heads and want to also use them for my vehicle crews.

Release the hounds! Well... build the hounds, then release them!

I've mentioned before that I had ordered the Manticore/Deathstrike kit just because I really liked the model and thought it could be fun to use in scenario or narrative gaming. At the time I had no intention of including it in an army, but I saw this Drones project as a great excuse to make use of the Deathstrike Missile Launcher which I'd already assembled some months ago. It's a highly unpredictable, one-shot gimmick in which to invest precious points, hence why it's probably one of the least deployed weapons in the Imperial Guard's tabletop wars. But the doomsday quality of the Deathstrike seems to me like just the sort of thing Plant Manager Burns would want to have at his disposal. I concede that it is really more of a Hank Scorpio type of thing, but I believe Burns40k would also see the value in a weapon of such destructive potential. One should be enough at a thousand points but when this army grows any larger, I'd like to include more of them.... Kaboom!

"Exxxxcellent."

Casting about for more ways to expand on the army's theme, I recalled Mr. Burns' preference for the "personal touch you only get with hired goons." Therefore to act as his bodyguard, keeping Burns safe from xenos and disgruntled employee alike, as well as to give his authority some extra muscle, I've chosen to include a Storm Trooper squad equipped with the army's only pair of special weapons. I had tucked away enough of the older style of storm trooper miniatures to make up a full squad of them and was happy to see that their gas mask faces appeared to be a good match for the Pig Iron ones I was using on the rest of the army.

Hired Goons

I would like to have a way for those Storm Troopers to get around the battlefield more quickly and the IG Valkyrie has got to be one of the coolest kits ever released by Games Workshop. Mr. Burns is conveniently known to ride in style so for this army I'll be including an IG bird to serve as his limousine, but one that is armored and flying because it's the future! Even if it's guaranteed to get shot down every game, this is one of those units I really want to play around with as it just looks like a fun model to have. When I get back to expanding on Sector 7G, one of the first terrain pieces I plan on adding will be a landing pad so I don't think a single flyer would look terribly out of place in this collection. Also, should things turn against Plant Manager Burns, I'm sure he'd appreciate being able to make a speedy departure.

Burns' armored, flying limo

It would be reasonable for the Imperium to keep an eye on someone like Burns so to round out my HQ section I've included a Lord Commissar. Again I did not want to go with any of the infantry command squads for this particular army, thereby hopefully avoiding any confusion about Burns being an astropath. I do think however that a commissar could fit in nicely and monitor both Plant Manager Burns and those loaf-about carbon blobs of the Blisstonian 9th. The commissar with the plasma pistol and sword is another of my favorite models that I've looked forward to painting for a long time so he goes into the list-mix, too. Overseeing this entire operation will therefore be a stern and dutifully suspicious member of the Emperor's Nuclear Regulatory Commissariat.

Emperor's Nuclear Regulatory Commissar

Another individual whom I felt compelled to include in my army was a Homer stand-in of some sort. Fortunately I've got Guardsman Marbo to adapt to my purposes, and as GW saw fit to simply reverse the letters of one syllable, so shall I. My counts-as Marbo will therefore be known as "Safety Inspector Moher." While I still haven't entirely planned out this conversion, I'll probably end up using mostly Catachan parts and one of these tox-guard heads from MaxMini. I plan on replacing the usual demolition charge with a dangerously mishandled radioactive fuel rod. Thus in true Homerian fashion, Safety Inspector Moher will be both a champion of his fellow workers and simultaneously one of the greatest threats to their lives.

My inspiration for Safety Inspector Moher

By now I was pretty happy with the army lists I had drawn up and was ready to stop at the 1500 point mark. I thought the inspiration well had run dry and that I wouldn't be able to wring anything more out of the codex. I looked at some other heavy support choices and more elite options but couldn't see a good way to work any of them into my theme. I did not want to force anything in that doesn't belong and thought to myself, "Oh well, I don't need to fill the FOC completely." The list making was done, or so I believed until I remembered one last thing...

Lawyers! I have no doubt that Plant Manager Burns would want legal council while navigating the many byzantine layers of Imperial governance and the myriad perils that would entail. Burns' legal defense team will be played by the more bookish-appearing Inquisitor henchmen models and will be a counts-as Psyker Battle Squad for the army. I don't think it will be too hard for people to accept that their powers, Weaken Resolve and Soulstorm, represent the terrifying potency of such an aggressively litigious group of attorneys. I'm not too sure what to do about the unit's overseer, though I'm considering using either a Necromunda Enforcer or a spare commissar model to help keep the egg-heads in check.

The start of Burns' legal defense team.

And that was basically it... ta-da! As best as I can recall that was the thought process I went through in developing my plans for this project. So this time around at least there wasn't much worry given over to tactical performance or cost efficiency and instead most of my decisions were based on the visual and interpretive expression of my chosen theme. Along the way I wrote out a bunch of different army lists to see how the point totals were shaping up and am still tinkering some on the margins with the leftover points. Below are the lists that I'm going to be incrementally building toward for use in Sector 7G. Thanks for sticking with me through all that and indulging me in this narcissistic exercise. While I may have nothing enlightening to offer in all this prattle, at a minimum I hope I've explained how my army came about, one which I'm sure to most veteran generals would likely appear to be just an odd and hopelessly outclassed assortment of units masquerading as an army. I imagine the more cut-throat gamers will still snicker and roll their eyes, but you've now seen why I'm willing to put the effort into making this a reality.

And so at long last, the army lists:

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad
Penal Legion Squad
Penal Legion Squad
Scout Sentinel: heavy flamer
Total Points = 500

Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers
Deathstrike Missile Launcher
Total Points = 1000

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
3 Scout Sentinels: heavy flamers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Total Points = 1500

Lord Commissar: plasma pistol, power weapon
Primaris Psyker
Techpriest Enginseer: 5 servitors, heavy bolter, mult-melta
Psyker Battle Squad: 5 additional Sanctioned Psykers
10 Storm Troopers: plasma pistol, meltagun, plasma gun
Guardsman Marbo
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
Penal Legion Squad
2 Scout Sentinels: heavy flamers, smoke launchers
2 Scout Sentinels: heavy flamers, smoke launchers
Valkyrie Assault Carrier: multiple rocket pods, heavy bolters
Deathstrike Missile Launcher
Deathstrike Missile Launcher
Deathstrike Missile Launcher: dozer blade
Total Points = 2000

I've got about another week left of vacation and plenty still to assemble and prime before going home to the enveloping humidity of the South. I try to remain as flexible and open as possible so if anyone thinks of any Simpson references that I've missed but could include in this project, please let me know. As always, I welcome any and all suggestions, criticisms, angry muttering, et cetera. I know it was a lot to go through with the only reward being a few pictures of unpainted miniatures. Oh joy. Thanks again for letting me share with you my thoughts about this army... updates to come as things get painted.

*In episode #5F23 of season 9, “The Joy of Sect,” Homer joins a cult whose leader promises to take his followers away to the planet Blisstonia. Great episode, I highly recommend it.


Saturday, June 5, 2010

Practice Is Important

A few nights ago I had an hour to paint and so at last got back to the test Homer that I started a couple weeks ago. Overall there's not a lot different from the last time I posted pictures of this guy except that I worked more on the yellow areas and made my first attempt at painting the Stonecutters' symbol. I've never been too successful with my previous forays into painting freehand details which is the main reason why I wanted to have at least one practice run with the chapter badge. Based on my results with proto-Homer, I think more practice is needed.

Before getting to the chapter badge, I first spent some time highlighting Homer's arms and helmet. It's been a long time since I painted any significant areas of a miniature yellow although I don't recall ever having any particular problem with the color. This time, however, I believe I let my paint get too watery as I had some issues controlling the pigment. Otherwise things were okay and I'm happy enough with how it looks, though in the future I do want to accent the highlights more. I'd also like to experiment a little with other lines of yellow paint to make sure I wouldn't prefer something other than the Foundry System paints.

The last thing I did with the yellow was to add a wash of Gryphonne Sepia in hopes of restoring some of the depth of color to the model. After highlighting the yellow those areas looked sort of faded and stale and I thought the wash might provide a richer color. It turned out alright but I wasn't too careful and left some splotches, most noticeably on his helmet above the right eye lens. I probably won't do that in the future, and if I do it will be much earlier in the process. So despite its fearsome reputation, painting yellow wasn't as bad as I thought it would be and I feel confident about being able to manage what I'll need to do for this army's color scheme.

As for the chapter badge.... well, take a look.

It kind of looks to me like the double-hammer design for which I was aiming, but that could easily be because I know what it is supposed to represent. I'm starting to wonder if I should have gotten on Chapterhouse Studio's wait list after all, but it really did sound like it could be a very long wait and I'm eager to get moving with this project. If I knew how to make custom decals I would be interested in going that way but that's beyond my abilities, both technical and artistic. That leaves me with painting them freehand. I therefore need to just be satisfied with doing them as best I can and hopefully get better along the way. No other way to improve, right?

Going in for a closer look, you can see that what was meant to be a circle turned out like a slanted, wobbly egg-shaped thing. Not only do I need more practice, but in particular I need practice painting on curved surfaces like those found on these shoulder pads. I wasn't very patient and would have put more care in laying out things evenly were this not a test miniature, plus I made no effort to go back and tidy up my mistakes. I therefore feel like I've got some reason to be confident that I can do a better job when painting it for real. And the same goes for those white portions of the power armor, too, for which I just plan on taking a lot of time in order to get a smooth finish.

This Stonecutters project is very slowly creeping along but I'm okay with the pace for now. I decided recently that I want to hold off on anything more with them until after the home remodeling has been completed. It should only be a couple more weeks now and then I will be able to set up my own hobby space in the house, something which I have sorely missed for more than two years. Meanwhile I've got plenty of side projects I can work on when life allows me the time, like the stack of five Citadel Woods kits that I began assembling yesterday. I may not be painting much at the moment but I'm still trying to be productive.

Tuesday, April 20, 2010

From the Ground Up

Tonight I am officially launching the modeling part of my Stonecutters army project. Yup, another marine army... hooray, right? But unlike the other times that I've done Space Marine armies, the Stonecutters are conceptually my own creation and will hopefully reflect something of myself in its realization. It's all basically a joke and meant for fun, but I'm still going to take the hobby side of this as seriously as I can precisely because it will be my personal contribution to the insanity of the 41st millennium.

To that end I am scrapping my first idea of using some old marines that I had assembled years ago but then never went any further. I built around forty of them but couldn't decide whether I wanted to do Crimson Fists or Scythes of the Emperor. I painted a few from each chapter but was not happy with either and just sort of moved on to other projects. I thought about using them for the Stonecutters to save time and money, but having looked at them recently I know they aren't going to do as I envision wanting a lot more customization on each individual. I will therefore be starting entirely fresh with the Stonecutters which is probably as it should be. I can at least use some of the old marines to test out color schemes and figure out how to paint the new guys.

With that in mind I've been checking out various lines of resin bases as that seems like as good a place to start as any other. I've played around with some resin bases in the past here and there but that's been it. This time however I'd like to try using them for the whole army if possible. While looking at the styles for bases I've been trying to imagine how they might fit my vision of the Stonecutters but wasn't entirely satisfied with the ones I found. Until today, that is. Dragon Forge fortuitously released today a new line of bases called Sanctuary and I knew right away that this is what I wanted for my army. Sticking with the inspiration of Homer the Great, I like the idea of having some fancy flooring for my guys to stomp on. I picture the army's setting as the inside of their secret (i.e., totally obvious) fortress-monastary which I think will be well represented with this style of base. I'm placing an order with Dragon Forge tonight and will now try to decide what to put on top of them. I've got lots of random marine stuff around the house and I'm sure there will be enough with which to start, it's just a matter of finding them.

Sunday, August 9, 2009

The Stonecutters Guild

I still am no closer to figuring out what paint scheme to use for my Imperial Guard army, but I have had a break-through on a different front. I've played Space Marines for as long as I've played 40k, which dates back to the Rogue Trader era. Early on I primarily focused on the well known First Founding chapters, painting and gaming with Ultramarines, Dark Angels, and Space Wolves, in additiona to many squads from various other random chapters. For the last ten or so years I haven't done anything significant with Marines other than paint up the occasional figure to test a color scheme.

As I could no longer settle on any one of the established chapters, I've been interested in doing a Space Marine army from a DIY chapter. But with so many options this has lead to my previous hobby paralysis, although I did paint a full Chaos Space Marine army with a DIY background that even made it to an actual GW-run Grand Tournament. (My tournament record of 1 win and 5 losses was not so impressive but it was good motivation for getting an army project completed.) But now I know what Marine chapter I was born to create... the Stonecutters! I've still got lots of blanks to fill in about their background, but it's a start! For those of you not familiar with the Stonecutters, they are a secret society and fraternal order featured in The Simpsons episode "Homer the Great," from season 6. I'm a die-hard fan of The Simpsons and I've been watching the show religiously since about halfway through its first season. Doing a Simpsons-themed Marine army will be a fun way for me to pay tribute to my all-time favorite television show and take my hobby to whole new levels of dorkitude.

Name: Stonecutters

Founding Chapter: Silver Skulls

Founding: Twenty Sixth, 738.M41

Chapter Master: Number One, Patricius

Homeworld: Fonsager (Springfield in Latin, sort of...)

Fortress-Monastery: Primary base located on Fonsager's moon, Hertagha.

Main Colors: Burgundy armour, yellow chapter badge and unit markings, yellow trim on the pauldrons, steel -colored chest eagle, turquoise or emerald helmet-lenses.

Specialty: Drunken assaults and Belligerent defense

Battle Cry: "We Do!" (usually in song form, like this, "Who shoots Ork Boyz in the face? Who kills off the Eldar race? We do! We DO!!")

Estimated Strength: 10 Companies with approximately 1000 Battle Brothers and Initiates