Yearly Archives: 2017

Need to paint more bases

After basing the latest batch of Nomads, I realized I’m down to 7 25mm painted bases:  it enough to base the Nomads I have yet to paint, nevermind rebase.

Clearly the first batch didn’t have enough 25s in it, due to getting all the 40s and 55s I hope I’ll need for a while.

Next up, I guess:

Feels like the weekend, so I’m drinking bourbon and painting Goritsi.


Madicon is immanent.  My first Madicon was 21 years ago; I missed 2 during my three-year stint in Texas, so it’ll only be my 19th(!) Madicon.

Gotta edge these suckers and Dulcote ’em and I’m done.  New painted Nomads will go on them.

Next up: some Nomads (I’m thinking Tomcats and Morans) and/or my remaining unpainted Goritsi Skorza models because now that I have a solid base of painted Goritsi, it’s not a long march to get paint a few models and change the way they play.

Weekend Workbench

Working on some more Warsenal bases; Tunguskan, for my Nomads.


I’ve seriously become a huge fan of these bases.  My Nomads are currently based on Dragonforge bases which, although IMO they’re the best resin bases out there, aren’t quite right for the Nomads and with a ~4 month manufacturing time simply aren’t viable for me any more.

Also: packed for Madicon:

Building a Frostgrave Warband

Frostgrave is, as I’ve noted, happening at Madicon. Although I’ve seen some rather impressive Frostgrave setups at the various HMGS conventions, this is going to be a fairly low-key afair: just a 6×4 table stuffed with terrain and folks handed wizards and warbands to push around until they run out.

For this to work, though, everything has to be pre-generated. We’ve done the Frostgrave-day thing before and it takes hours for people unfamiliar with the system to make decisions about school, spells, and hirelings. Wasted time. So, I’ve generated cheat sheets for the warbands I’m bringing to share: everything someone would need to play on the single sheet (with the QR sheet on the back).

Am I not considerate?

(Download these cheat sheets)

This process brought to mind some rules of thumb I’ve had rattling around for the best way to approach Frostgrave from an army-building perspective.

First off, all hirelings in Frostgrave (not counting the hirelings in the supplements) fall into the following ruthlessly broad categories:

Equipment Hireling
Hand Weapon Thug, Thief, Apothecary
Handweapon & Shield Man-at-Arms, Knight
Two-handed Weapon Infantryman, Templar, Barbarian
Two Hand Weapon Treasure Hunter
Crossbow Crossbowman
Bow Archer, Tracker, Ranger, Marksman

And I mean ruthlessly broad, here.  An Apothecary’s got a Staff… but you’re Two-handed weapon guys are going to be more martial than some skinny jackass with a Health Potion, so just give him a stick with a nail in it and call it done.  You could probably even conflate the Hand Weapon & Two Hand Weapon groups, but Treasure Hunters are so useful (and supplemental options), it’s justifiable to treat them separately.

(Most of the options in the supplements fall into these categories as well: they’re almost all Hand Weapon or Two Hand Weapons.  Only the Javelineer, with his javelins, and the Pack Mule, who I really just want to run as an actual Mule, are problems).

Within each category, you want some differentiation.  Two-Handed Weapon dudes, for example, ultimately come in three flavors: if you have three models equipped with two-handed weapons and they’re all different, you can point to the shoddiest-equipped and call him an Infantryman, the better armored one a Templar, and the gnarlier looking on a Barbarian.  Or you can say that they’re all Infantrymen, or Templars, or that the two with the scarier looking weapons are Templars and the guy with the spear is an Infantryman… whatever. By making your models individual, you buy yourself flexibility.

At a minimum: simply build two from each category. You’re not likely to need to run eight Thieves, right?  Two Crossbowmen will set you.

So:

  • Hand Weapon Dude x2
  • Hand Weapon & Shield Dude x2
  • Two-handed Weapon Dude x2
  • Two Handweapon Dude x2
  • Crossbow Dude x2
  • Bow Dude x2

And make each model of each pair sufficiently distinct from the other (worrying less so about the two Treasure Hunters & Crossbowmen).

If you want to do more than that, I think it’s worth pushing a couple of those groups up to three models each:

  • Hand Weapon Dude x2
  • Hand Weapon & Shield Dude x3
  • Two-handed Weapon Dude x3
  • Two Handweapon Dude x2
  • Crossbow Dude x2
  • Bow Dude x3

If you really want to run more than two Thieves, go for it, but I just did the two (plus the two Treasure Hunters).  There are a couple of options across the Hand Weapon & Shield that you might want to take, and several options for the Two-handed Weapon and Archer models.  In the case of the Archers, I made a point to give at least one of them a Hand Weapon: remember, you want to be able to distinguish between the two models.

Both approaches obviously give you more models than you can run at once, but it’s so much easier to paint the 12/15 models together and be covered for the duration of your Wizard’s treasure hunting than to not and end up needing to assemble and paint a second sword-and-board guy halfway through a campaign.

Of the four warbands I’m bringing to Madicon, I’ve used this model for two of them: I’m bringing an assortment of Skaven just culled from my many, many Skaven models. I’ve got a Clubmen warband that’s simply a Warlord Games clubmen blister with a best-match for model to Hireling type.  But this is the approach I’ve used for my Cultists and my Barbarians: basically how I’ve wrangled all of the different options in those kits.

With models built: which models to start with?  I gave JC the following advice yesterday: “M is good, take as many bodies as you can, and Apprentices only look optional.”

Which equates to: 8 bodies in a starting warband with 300g to spend. Take two Thieves.  Take two of the following: Man-at-Arms, Treasure Hunter.  Then take two of the following: Archer, Crossbowman, Infantryman,.  Obviously, there are many more ways to spend your starting gold, but it’s good place to start, and stays within the above recommendations for building models.

Terrain & Mat


The subject of Frostgrave at Madicon came up, and was sufficient motivation for me to pull the couple of terrain pieces I have hanging around unpainted out and fix that.

Not much: a second set of Pegasus Ruins, as well as a Warhammer Fortified Manor I picked up at my first Games Day.  They’ve been around assembled and unpainted for a closer to a decade than not.


I also pulled out some fabric I’ve had and painted it: green felt in a 3×3 with all the green and brown craft paints to give it some modulation, and some brown felt sliced up for roads.

And, on a whim, hit Home Depot for a mat to make fields, and lucked out in finding one with no print: so a good 2×3 worth of crops.

Nothing magnificent, but definitely serviceable.

I don’t think a 3×3 will cut it for Madicon: we’re going to give a bunch of folks pre-gen’d warbands to push around in a grand melee.  I’ve got more terrain than this, but probably not enough to pad out a 6×4 with -this- density.  It’ll probably be okay, though.

Base color scheme 

I’m really digging this color scheme: I kind of want to see what it’ll look like on a mech or something.  

Maybe I’ll pick up a Merc TAG or something and try to do it up enough for Historicon/NOVA.

It’s my not-grey grey that I use on A7Vs, Averland Sunset, and Ushabti Bone.

(Also, I’m posting through the WordPress app for the second time.  Hoping that gets me posting here more.)