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Thread: The PCRC presents: Rehab of 8 Addicts

  1. #201
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    Re: The PCRC presents: Rehab of 8 Addicts

    awesome inspiring stuff. Love the quality of the forces u guys have. Crazy LED chaos, stunning necrons, wonderful manga tau, awesome guard and icky evil dark eldar slavers. Great bat reps great scenery. (sorry if I missed anyone out)

    Upfront I.ll say im bias and have a soft spot 4 the Guard though. Lovely paint jobs and great conversions. I love the rough riders. Do u have a guide 2 making them?

  2. #202
    Chapter Master Bob Hunk's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    Thanks for all the positive feedback guys, it's kind comments like those that keep us motivated.

    Quote Originally Posted by DaHedd View Post
    Great bat reps great scenery. (sorry if I missed anyone out)
    It's funny you should mention scenery, as we've just been musing about making some more. All the lovely scenery you've seen so far has been provided by Graham and Lucifier216, but having played quite a few games on our exisiting desert scenery, it's probably time to add some more to the collection. Currently we're thinking about desert shanty towns, mining equipment and archeological dig sites. Keep watching this space.

    In the meantime, here's a WIP shot from the workbench...



    Up next from me, more Plaguebearers, more Daemonettes and Wrackblight, the first of my three planned Daemon Princes.
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  3. #203
    Chapter Master Apologist's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    Cheers all – the opportunity to work with the rest of the PCRC (creative bunch that they are) really helps me, as they're a great source of ideas and brill to bounce ideas off. I'd thoroughly recommend everyone has a go at a group project

    Lookin' good, Bob_Hunk – scratchsculpted daemon princes are going to look great, and I think a bigger horde of lesser daemons will give you more tactical options and staying power. Am I right in thinking that lesser daemons can screen your Greater Daemons?

    Quote Originally Posted by Da Hedd
    Do u have a guide 2 making [the Rough Riders]?
    Not an in-depth one, but I can give you a bits list, if that helps?
    Head is FW Cadian from the respirator upgrade sprue. Torso and arms are Elysians (any pack will work). Legs are the old metal pistoliers, but any cavalry with appropriate thigh armour should work. I imagine Fantasy Empire should still be a good source. The horse is from the Wood Elf Glade Riders, I think. Everything else is just random packs and sacks from myriad sources.

    +++
    Some close-ups of the basic infantry I worked on over the Jubilee weekend.

    Lamb's World training
    The 117th entered the campaign with no direct experience of warfare. The traditional practise of selecting Guard recruits from extant PDF regiments that had engaged the equatorial orks had fallen into disuse some centuries before the start of the campaign. As a result, many of the troopers, while well-drilled, well equipped and with high morale (by Lamb's World standards), had little battlefield nous.

    To ameliorate this, the 27th 'Dogswatch' regiment – which had been left severely understrength through attrition – was incorporated into the newly-raised 117th. Two companies of the 27th, comprising some 6000 troopers hardened by interplanetary warface, were left intact and formed an elite cadre within the regiment, but the vast majority were dispersed amongst the squads of the 117th as non-commissioned officers. This caused some initial resentment as it generally involved the demotion or sidelining of the 117th's NCO corps, and disrupted the planet's traditional practise of drawing regiments from a single 'Kingrupp' (roughly analogous to a nation or ethnic group), but this was countered by a relatively heavy presence of Ecclesiarchy and Commissariat assets.


    A 'Dogswatch' veteran (front rank, centre) demonstrates correct grenade drill to his squad.

    +
    Comparative details of Embrus Ferdun, a veteran NCO (left) and Gaius Lacenti, a raw recruit (right).

    Note the absence of the Imperialis (winged skull sigil) on Ferdun's helm – the reflective silver cap badge worn by all Lamb's World regiments proved itself easily-spotted by Tau snipers and sharpshooters in the 27th's most famous campaign over Dolor. As a result, its removal was authorised during the bitter urban fighting of Dismay, capital city, and owing to the death of nearly all of the Lamb's World high command in the campaign, it was never officially reinstated.

    Officially, as members of the 117th, the ex-Dogswatch veterans should wear the capbadge of the 117th. Many of the 27th choose to ignore or conveniently forget, as a tribute to their original regiment. The Commissariat seem to have (fairly unusually) chosen the lenient approach of turning a blind eye. Perhaps this is due to many of the superstitious veterans keeping the cap badge around their person – hidden in a pouch or worn as a hidden bracelet or necklace – as a good luck charm as well as a symbol of the Imperial Guard itself as well as their old regiment.

    In contrast, Lacenti's helm has the Imperialis mounted front and centre, and a bulky pictfeed mounted on the left. The cap badge has been blackened with some form of charcoal or camouflage unguent, a practise endorsed by the Tactica Imperialis but absent from the Uplifting Primer. The Yoke Mark CCC pictfeed is a common upgrade to the helmet, with the intention that recon work can be conducted in the field. In practise, it unbalances the helmet and offers low quality images at the best of times. Not only that, but the pictfeed has no protective cap, relying on the hard iris (closed in this image) to protect it from dust, dirt and scratching. On Shale, this oversight made this piece of equipment virtually useless at best, and dangerous at worst: obscuring the wearer's view at inopportune times by pulling the helmet over, leading to repetitive neck strain, and causing the troopers to rely on inadequate pictrecords rather than the 'mark 1 eyeball'. Most – if not all – of the 27th veterans dispensed with this upgrade, which they dubbed the *****'s Eyepatch.

    These details also show Lacenti's missing shoulder guards. Such pieces of equipment were uncomfortable, so it is possible he has removed them intentionally, but given what we know of this conscientious trooper, this seems unlikely. In contrast, Ferdun's shoulder guards look well-maintained. While officially frowned-upon, veterans were known to 'liberate' the equipment of recruits for themselves – sometimes through intimidation, sometimes through theft, and occasionally through simply convincing the recruit such equipment that lending the veteran the kit would mean less for him to carry...
    Last edited by Apologist; 12-06-2012 at 12:04.
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  4. #204
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    Re: The PCRC presents: Rehab of 8 Addicts

    lovely fluff and cracking close up pics. Naughty vets nicking gear from the noobs.

    Soz to bug u again about the r/riders but do u field them with lances ? if so how do you show them on the figs ? demo charges ?

  5. #205
    Chapter Master Apologist's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    That's right – there's a bit more info in post 162 here. Hope that helps!
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  6. #206
    Chapter Master Apologist's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    Minor update – a battery of assault guns arrived in the post yesterday, so here's the first one. The two infantrymen here are just to show the scale (little buggers couldn't resist having a shufty), but I haven't decided how to approach the crew. Each gun will have two crewmen, but I can't decided whether to have both separate, or have one (or both) actually on the same base. Also, simply follow the standard design (Elysian body with Cadian head) or something different? I'd appreciate any thoughts.

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  7. #207
    Chapter Master Catferret's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    There's a pretty cool targeter helmet on the Cadian head set. Maybe give the crew those, plus some extra widgety backpacks. Wrist mounted computers too. Like a Pipboy.

  8. #208

    Re: The PCRC presents: Rehab of 8 Addicts

    Yeah, I really like the idea of the assault guns being an organically-integrated fire support unit, so the gunners would just be specialist members of the 117th. Backpacks with attached rangefinders and antennae, the *****'s eyepatch; I really do like the idea of the wrist computer, like a keyboard mounted on the forearm with a little flip-up screen.

  9. #209
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    Re: The PCRC presents: Rehab of 8 Addicts

    Quite like the new rapier, nice & chunky. Ive got 2 old ones stashed aside for future use, wander if I csn bulk them up.

    I reckon the crew need bulked up a lil, sensor gear & the likes, maybe even a ontrol cable from gunner 2 machine.

  10. #210

    Re: The PCRC presents: Rehab of 8 Addicts

    I haven't send a thread that's made me want to buy Elysians more than this . . .

  11. #211
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    Re: The PCRC presents: Rehab of 8 Addicts

    @Bob hunk whats that wireframe going to be?
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  12. #212
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    Re: The PCRC presents: Rehab of 8 Addicts

    Amazing PLOG i love the Elysian/Cadians they are amazing! Also whoever did the Tau did a brilliant job they are so good. An amazing log i love it.

  13. #213
    Chapter Master Bob Hunk's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    Quote Originally Posted by Demoulius View Post
    @Bob hunk whats that wireframe going to be?
    It will eventually be a Nurgle Daemon Prince. It's going to look kind of similar to a giant fly, although I've since clipped off one set of the "arms" seen in the picture, as I was worried the six limbs would make it look a bit Tyranid-y.
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  14. #214
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    Re: The PCRC presents: Rehab of 8 Addicts

    Ah I see free style green stuffing for the win eh?
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  15. #215

    Re: The PCRC presents: Rehab of 8 Addicts

    Quote Originally Posted by Demoulius View Post
    Ah I see free style green stuffing for the win eh?
    Amen to that.
    I'm eager to see what Bob Hunk comes up with.
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  16. #216
    Chapter Master Apologist's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts

    Minor updates
    I received some bases from Puppets War last week, which I'll be using as objective markers for the Shale campaign as we move towards the mysterious events at the poles...

    The resin quality is very nice, and the sculpting is great. I also ordered some conversion bits – heads for some orc Blood Bowl miniatures and some capped human heads, and the casting on these was a little hit and miss, with some blurry detail on one of the sprues of ACW heads, and detail on the chins lost to bubbles. That said, the orc heads were fantastic – the detail crisp and with very little flash or mouldlines.

    I'd recommend the company to more experienced modellers as the miscasts will be easy to fix, and the sculpting itself is excellent.

    +++
    Exterminate!

    This Leman Russ has a magnetised turret weapon, so I'll be able to swap it between an Exterminator and an Eradictator (that's the Nova Cannon one, right?) However, I do need to work out some way of creating a gunshield to marry the plastic Leman Russ bits to the FW turret. If anyone has one spare, please do let me know – I'd be happy to swap some bits for it.

    +++
    Sigma-Agrians

    Not all the ratlings on Sigma Agria were killed... I got these chaps on ebay, and believe they're from Gomez Addams on this forum (check out his cool Saturnian Guard blog).

    With them in hand, I'm not quite convinced whether they'll fit into the army's aesthetic (so I may still swap 'em out for the cool new metal Ratlings), but I love the look of the models anyway.

    +++
    Painting step-by-step
    I thought I'd do a little tutorial on how I paint my Lamb's World troopers, which I'll try and update it a bit every day. Here's the first few steps.

    1) Clean and assemble your model/s and stick it/them to a base. I use a mix of plain bases and textured resin rocky ones. This keeps costs down and provides a nice visual mix while remaining cohesive.

    2) Undercoat the models with a light undercoat of grey. I use Halford's car primer. An undercoat should cover every part and recess of the model evenly and lightly, obscuring no detail.


    3) Once dry, give the models a basecoat. For these, I've used Humbrol's Desert Yellow 93 from their Model & Craft Hobby Spray Acrylic range. The important thing for a basecoat is that it covers everything fairly evenly, so feel free to apply yours with a brush. However, if there are a few small recesses that remain grey, that's not a problem. Since both the undercoat and basecoat are mid-toned, it'll blend in nicely and create a natural worn variance in the cloth (the armour, flesh, weapons etc. will be covered anyway). This won't work if you undercoat in a dark shade or bright tint (such as black or white) unless your basecoat is a matching dark or light tone*.

    4) Once dry, check the models over. If you've missed large areas with the basecoat or the models don't look vaguely uniform, give them another basecoat until you're happy.


    5) Identify the fatigues of the model. Using a small flat brush apply the darkest tone of your camouflage pattern in a broken pattern – I have used Scorched Brown for these. Keep only a little paint on your brush, and dilute it only very slightly: it should feel a little dry and stay exactly where you place it on the model. Try to keep the pattern evenly spaced, and aim to cover one third or so of the fatigues with blotches. Try to make these in thin, broken lines that curve back on themselves, rather than big near-circular patches.

    It is important for the effect that the blotches cover the undulations of the surface evenly – they should go into recesses and touch high points equally, so poke the paint on with a slow stabbing motion, rather than with a light, surface-catching drybrush technique.

    I tend to use a size 1 flat synthetic brush, as the bristles have more resistance which makes it easier to touch the tip to the model. If you don't have a flat brush, this is a great chance to use that poor split/damaged detail brush you have lying around, rather than retiring it! Since the bristles shoot off in different directions, you'll have slightly less control, and will get a more natural uncontrived effect to the camouflage splotches.

    +++
    *Though it's worth noting that using differently-toned sprays can give lovely effects, such as zenithal highlighting. Spray black (or a dark tone), then spray a lighter-toned colour from a fixed point at the top. Bang – instant dramatic shadows!
    Last edited by Apologist; 28-06-2012 at 09:29.
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  17. #217
    Chapter Master Apologist's Avatar
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    Re: The PCRC presents: Rehab of 8 Addicts


    6) Once the dark-toned areas are dry, overlay a wash of Gryphonne Sepia (or equivalent) over the fatigues. This will help to bring out the colour of the fatigues and start to develop the shading.

    It's worth pointing out that I also use the wash on non-camouflaged areas of cloth, such as any bedrolls or officers' headgear.


    7) Using Dheneb stone, add camouflage patches as before. Use a slow semi-stippling motion with your split brush to get the blotchy curved lines and dots. Aim to cover roughly a third of the surface, and – importantly – overlay both the basecoat areas and dark-toned areas. This is a great opportunity to cover up any mistakes made with the darker-toned areas, and also to cut in and reshape any blotches that have got too large or unpleasantly-shaped.

    At this point, the surface of the fatigues should be roughly split into thirds: basecoat (midtone), tints (light tone) and shades (dark tone). Next up – the armour!
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  18. #218

    Re: The PCRC presents: Rehab of 8 Addicts

    Looking very good sirs, looking very good.
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  19. #219

    Re: The PCRC presents: Rehab of 8 Addicts

    actual 6th edition first game/playtest

    Coven of perfected flesh vs the eternal host of kethla the undying

    mission : big guns never tire
    hammer and anvil.

    Traits
    kethla: immovable object
    grigori: conqueror of cities

    night fighting turn 1

    deployment:


    mysterious objectives: targetting relay found in cemetary by the necron warriors and by the large rock by the dark eldar warriors.


    turn 1
    annihillation barges move forward and fire at the dogs 2 die
    tesla immortal move forward and shoot the dogs benefitting from the cover of the ruins only 2 dogs die 2. the warriors shoot 3 dogs and a beast master but the beastmasters hold.



    The raiders move 6” and miss apart from one glancing hit on a barge
    beastmasters opt to charge the immortals immortals hit 6 times with snap fire killing 3 beasts and 3 beastmasters. The charge fails.

    Turn 2

    the barges move up, one shoots the lance off the wrack's raider and shakes it.
    The haemonculus raider is penetrated and shaken.
    The third barge shoots the gun off the raider.
    The scarabs move up



    and charge the beasts
    the beasts kill one base of scarabs, then the scarabs move up and strike killing a beast master and a beast. the beast masters win the combat.





    the haemonculi's raiders move up and disembark their squads 1” away from the scarabs



    the other raider takes a hull point off an ubndamaged barge with a glancing hit from its dark lance
    the dark eldar charge: the wracks roll double 1 and the warriors roll 1 and a 2 . luckily they are still in charge range. Warriors and wracks cause 14 wounds on the scarabs. And lose 2 warriors in return.
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  20. #220

    Re: The PCRC presents: Rehab of 8 Addicts

    Turn 3
    the necrons retreat. Warriors and immortal moving 6” backwards.



    The red warriors raider is wrecked. First blood to the necrons.
    the purple raider passed its cover save thanks to the warlord's ability.
    The wrack's raider is wrecked.
    The dark eldar finish off the scarabs and consolidate minimal distances (2” and 1”)

    the wracks move up the beast moves towards the immortals with the remaining raider.
    both warrior units edge into cover and shoot down one anihillation barge (gaining 1 victory point.)
    the dog gets cut down by overwatch then the wracks charge in and kill 3 immortals for no casualties winning the combat. The immortals hold and one reanimates.

    Turn 4
    The necron lord moves through the fence towards the wracks the annihilation barges moved up.



    The annihillation barges fail to damage the warriors in the ruins thanks to the cover save bonusses from the warlord's ability and the nearby objective.
    The necron overlord fails his charge.



    The wracks beat down 3 immortals taking no casualties but the other immortals hold and 2 reanimate.

    The haemonculi's warriors roll terribly and move 2" into cover but their shooting manages to wound the overlord. true to form both blasters fails to hit. The wracks kill 2 immortals and lose one of their number.

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