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Showing posts with label malifaux. Show all posts
Showing posts with label malifaux. Show all posts

Tuesday, February 23, 2016

Introduction to Iron Painter 2016

Wyrd is hosting their Iron Painter competition again this year. Here is a link for anyone interested injoining in or following along this year. The application deadline is March 4th. The creativity behind the pieces is amazing, but it is the ability of the participants to make it through all of the rounds that is truly inspiring.

Monday, August 25, 2014

Through the Breach Preview Part Two


This is the second part of my two part preview of the Through the Breach RPG from Wyrd Miniatures, LLC. Part one may be found here and covers the rules themselves. Part two is my opinions as a reader. Please keep in mind this is a collection of opinions from someone that has poured through the books a couple of times but has yet to play outside of mock scenarios with myself.

The game looks like fun. The duel mechanic is simple, but is added onto as the campaign advances so there is complexity introduced as the players become more familiar with it. I initially did not like how NPCs have static values by default. This works similar to D&D where you might have an NPC take ten, but it happens by default in Through the Breach. The more I playtest scenarios on my own the more I like it however. NPC rank alters the static value. If I need a harder encounter then I can simply increase the static value in increments of one across all values on the NPC. The reverse is true if I need to lower the difficulty. By default most lower tier enemies count as always flipping a five or six, where higher tier enemies are always flipping a nine. This also plays into the idea that the player characters are the masters of their own fates as the Fatemaster never flips for the NPCs except in rare occassions.


I like the concept of how character advancement works in theory. I particularly like that skill selection is based on both what a character did during play along with what direction the player wants the character to focus on. I realize character advancement limits what stories are available to tell and how long a campaign can go if you care about character growth in a mechanical sense. Unless Wyrd releases supplements down the line to change character advancement I doubt we will be hearing about groups playing the same campaign with the same characters once a week that last for a whole year let alone the decades possible with other games without some heavy handed house ruling or creating a lot of advanced pursuits.

I am concerned about store campaigns. There are many sessions where new players are coming in and out and it is not uncommon to discover someone will not be playing a session until after the game is underway. Through the Breach is designed to give each player character its moment in the spotlight. It does so in such a way however to where each sessions is a feature episode for that character. The game may not appeal to a new player that hops in last minute if the focus of that session is built around one of the other player's character. You also run the risk of planning to feature a player character in the next session only to find out fifteen minutes into the game that they are not late as they are not coming that session.

Art from the limited Edition Hannah that came with the Kickstarter

Through the Breach has another hurdle, and to me it is a big one. That hurdle is Deadlands. Deadlands uses the Savage Worlds rules which bills itself as Fast, Furious Fun which it most assuredly is. Deadlands uses a similar setting to Malifaux. It is also capable of a wider range of story styles and campaign length due to not having its character advancement directly tied to and capped by game sessions that focus on individual characters. Players also have a little bit more control over character creation. Finally, while Through the Breach is not a difficult game to play, I feel Deadlands will prove to be simpler to teach to people that have never roleplayed and has fewer rules that feel bolted on.

I do have another negative, but it will probably be a minor one for most people. When reading Through the Breach it feels like they developed the second edition of Malifaux first, then bent that into the shape of an RPG to resell the same set of rules with extras bolted on. Both books for Through the Breach could have been combined into one and require the Malifaus 2e book. NPC stat blocks in the Fatemaster's Almanac almost exactly match the stats from Malifaux 2e with Aspects, Initiative, skills, and static flip based on rank added on. This feeds into the frustration built up behind the game since about a month after the kickstarter ended.

We are family!

The Through the Breach kickstarter finished a few weeks before the announcement of Malifaux 2e. One of the promises with the kickstarter was the inclusion of rules to incorporate the player characters in games of Malifaux. At the time readers supposed this meant 1.5 as there was no mention of 2e before then. That is fine, but the pace 2e went from announced to release and the fact Through the Breach was released a year after the projected release date (okay, eleven months), made many suspect that Through the Breach was not a priority. The ways in which Wyrd communicated what was going on caused them to lose quite a few customers.

I am fine with that part of it. The reason for the history lesson on development of the game is that they do not include rules for running player created characters in Malifaux 2e. This was one of their big selling points. There is one page in the Fatemaster's Almanac dedicated to using the Malifaux 2e rules in Through the Breach for combat. That one page is a mess that feels shoehorned in and states openly not to expect any sort of balance.

Again, I like most of what I read. I think it might take a session or two for the game to get rolling as people learn the rules, but nothing major. Once people are comfortable with it I expect mechanically the game will run quickly. If a gaming group likes to start over with new characters a couple times a year then this will be a great game as written. If not, then the Fatemaster and/or players will need to put in some extra work or accept continued play with limited advancement after twenty or so sessions for a four player party. Shorter campaigns are unlikely to be satisfying either as the player characters will only be part way along to either accepting or denying their destinies.

As far as we know, we're family too!

My favourite feature of Through the Breach is how skill selection and advancement works. One of the negative aspects of many games for me is when a player creates a character (with or without GM assistance) only to discover that they are called on to perform a specific action on a regular basis, but they will never be good or even mediocre at that action because they are limited in advancing that skill even though they are called on to use it in almost every session. With this game the player can switch pursuits for a session or two before switching back to their original pursuit or a new one. If the skill does get used by the character that much there is also the chance it will be one of the skills the Fatemaster offers for advancement regardless of pursuit.

Another thing I love is there exists a wide variety of ways for players to manipulate the fate of their characters. This is primarily handled through manipulating fate flips for duels in various ways. Since the Fatemaster is rarely going to flip a card if ever then the only people that can regularly mess with the duel mechanic are the players themselves. There is no need for a bennie or fate pool of points for dice manipulation which the Fatemaster would have to figure out how to either keep the points flowing or how to convince the players to spend. Players will draw both good and bad cards into their hands. They will want to play the good cards so they can cycle back around to their good cards faster. I like Fate points in FATE itself because of the conditions they are normally awarded under and can be used for more than dice manipulation. Bennies are practically needed at times in Savage Worlds. There are other systems where a similar mechanic is merely a free reroll the GM hands out at a whim. Fate manipulation covers many of the same mechanics as a fate pool, but encourages the players to cheat fate and cycle through their cards through regular play. Twist deck and other means of manipulating fate are much more integral to this system than if a pool of points were used instead.

No discussion of Malifaux would be complete without undead hookers

Anybody that is familiar with D&D, Iron Kingdoms, or Malifaux should be able to pick this up and run with it no problem. It basically replaces the d20 or 2d6 with a d13/deck of cards. Those unfamiliar with Malifaux might take a little more time to become accustomed to concepts like positive or negative flips, replacing a flip with a card from their hand, triggers, and soulstone manipulation if they pick up the appropriate skills or aspects, but it is something players can grow into as some of those may not be available to their characters at the start of the game.

I do not own any of the images used in this post and they have been used without permission. All images are the sole property of Wyrd Miniatures, LLC. I have reviewed Wyrd's guidelines concerning fan sites and believe I am in compliance with their wishes.

Thursday, August 21, 2014

Through the Breach Preview Part One

 
A few people have ask me about how Through the Breach is as a game. The truth is I do not know. I have some idea from reading the books a few times, creating a couple dozen characters, and running mock scenarios by myself. I am trying to find a way to get some game sessions in. The people I would usually call on are committed elsewhere for now. I do not want to run the game in my local store because it is not available for retail right now. My local game store is amazing, but I do not want to push a product they can not sell yet. I need to get some time in with the game, but it looks like it might be a few weeks. I definitely need to spend some time playing it as I need to see if it is something I would like to run for ZAPP CON or not.

With the major caveat of me not playing the game out of the way, here is part one of my preview of the game.


The setting is the same as that for the Malifaux miniatures skirmish game. For those unfamiliar with the setting it is Wild Wild West meets Hellboy as written for a dramatic television series. If that is confusing, the next closest example I can think of is Lovecraftian steampunk pulp-western updated for a modern day movie audience.

The players take on the role of Fated. Fated are individuals that are not only aware of their destiny, but have the power to deny or hasten it. The game is written with the assumption that the player characters are new arrivals to Malifaux from Earthside. Malifaux itself is an alternate reality reached through portals from Earth during the time of America's Old West. The largest of these portals is in America's Western frontier. The greatest export from Malifaux is soulstones. Soulstones are used to power magic in both realities, but the supply on Earth is depleted aside from what is held by a few powerful individuals or nations.

Task resolution in the game is called a duel. A duel typically consists of the player adding their character's Aspect and skill to a card flip then comparing the result to a target number provided by the Fatemaster. Aspects are synonymous with Stats in some games and range from -6 to +6 with no starting character able to go below a -3 or above a +3. Human average for all Aspects is 0. Skills range from 0 to 5 ranks with 3 being the maximum attainable during character creation. Player characters also receive Talents (Perks) that let them do a variety of things that are either outside of, or alter, the basic rules.

Flips are done from a communal deck of fifty four cards used by all players known as the Fate Deck. Each player also has a personal Twist Deck which they draw their hand from. Players may play a card from their hand to replace a card they flipped from the Fate Deck. There are skills and Talents which can alter this process. Soulstone use for instance can change things, but require both ranks in a skill, and an expensive consumable object to be at hand in order to do so. Not all player characters will have the ability to use soulstones. There are also positive and negative flips which increase the number of cards flipped, but only the highest or lowest value flipped are used. Suits also come into play sometimes as a target number might have an associated suit (many spells for instance) or triggers may activate which are extra affects that may proc from an action. Suits will not matter much to starting characters unless looking to cast spells, but will likely be added in as the character advances. The Fatemaster will have to pay attention to suits more than the players at the start of a campaign as NPCs are more likely to have triggers that utilize suits.

Character creation is partially a random experience. The player starts by forming a vague concept of the character she wants to play. You then deal out cards to determine both what the character's life was like growing up, and what her destiny is going forward. The first card determines the life the character was born into. This is the most specific of the cards from a story standpoint. It is the one most likely to need changed if it does not play nicely with the concept the player wants. The rest of the cards decide how deep and broad the character's Aspects and skills are. The player picks which values are assigned to each Aspect and skill, but the cards tell you what values are available.

After this the player receives two points to add to their Aspects, records Derived Aspects, selects a Pursuit, purchases equipment, and builds the character's Twist Deck. Derived Aspects include things like Defense (Armor Class), movement speeds, and Wounds. Pursuit is similar to classes in other games, but are about what a character wants to learn and less on what the character already knows. A starting character recieves a talent and starting equipment based on their chosen pursuit. They lose that talent if they change pursuits. Starting characters have very little money so will not be able to afford much outside of what is available to their starting pursuit. The Twist Deck consists of thirteen cards valued ace through king. The Twist Deck is drawn from to make up the player's hand of cards during the game.


Character advancement is closely tied to the story. Remember the cards used to randomize parts of character creation? Working backwards through character creation those same cards also provide a vague destiny for the player character. Destinies serve as story prompts and the Fatemaster is supposed to weave the destinies of the characters into the campaign. A character that either fulfilled or denied part of their destiny ticks off a box on their character sheet at the end of that session. The Fatemaster has the option to present the player with one or more Manifested Powers when a portion of their destiny has been dealt with in game. Manifested Powers are spells with a more rigid structure, but do not require specific skills for their use. The player may select one of the provided Manifested Powers, or increase one Aspect of their choosing by one.

At the end of a session every character receives one experience point and advances their chosen pursuit one step. The character immediately receives a new talent with each step on their chosen pursuit. Unlike the talent specifically tied to the pursuit the character keeps these talents when changing pursuits. Experience points are used purely to increase skills. The Fatemaster selects a few skills after each game the player character may advance. If the player does not care for any of those skills then they may advance a skill associated with their current pursuit instead. Players may swap pursuits at the start of any session.

Due to the nature of how destiny affects the story and character growth, campaigns are intended to run for a number of sessions equal to the number of player characters times five. The Fatemaster can sprinkle in a few more sessions for story reasons, but characters cap out on Aspects and Manifested Powers once they have gone through their five destiny steps. Advanced pursuits help here as they act more as a form of alternate advancement than as full pursuits. A character follows a regular pursuit at the same time as an advanced pursuit. The advanced pursuit only progresses after sessions in which it was a major focus of the story similar to how destiny advances.

The magic section of the book is actually quite thin. The character starts by selecting a Magic Theory. These are schools of thought that give bonuses and penalties. A character may not cast a spell without first following a Magic Theory. A character also requires a grimoure in order to cast magic. The grimoire contains the building blocks of a spell. The player combines those blocks to cast the exact spell they want.

Every spell starts with the Magia. The Magia is the base spell itself. Some Magia can be used straight out of the box. The other component is the Immuto. Many spells require an Immuto where Immuto are purely optional for other spells. The Immuto modifies a base spell in some manner. The Immuto is what determines whether that spell you just cast does fire or ice damage or targets to include exclude from the spell for example. To cast a spell the player adds the character's Aspect and skill then flips a card against a target number as per a normal duel. Unlike most duels there are two target numbers. One assigned by the Fatemaster as normal, and one generated by the difficulty of the spell the player constructed.


That is my understanding of the rules as they relate to players. Fatemasters have a bit more going on. Thankfully, the Fatemaster's Almanac includes a decent amount of stat blocks for NPCs. There is also advice for running games along with plot hooks and story ideas. There are no premade adventures nor fully fleshed out scenarios in print. The Fatemaster's Almanac basically combines a traditional Dungeon Master's Guide with a Monster Manual.

I have decided to split this preview between two parts. Part two is my opinions and thoughts on the game from my understanding of the text. You may find the second part here.

I do not own any of the images used in this post and they have been used without permission. All images are the sole property of Wyrd Miniatures, LLC. I have reviewed Wyrd's guidelines concerning fan sites and believe I am in compliance with their wishes.

Tuesday, August 19, 2014

Through the Breach Quality Update and Future Purchases

I would like to update some information from my post about product quality from the kickstarter package I received for the Through the Breach RPG. My initial impressions can be found here. The quality is still good. The majority of the update concerns the female multi-part model.

The top of the shoulders on the female models is even with the top of the heads on my other Malifaux models. This includes both metal and plastic models along with the male multi-part model the female multi-part model was packaged with. This height difference is in the legs. Many of the legs have a gap between the bottom of the pants and the shoes that may be trimmed out to compensate for this discrepancy if desired. It will be harder to fix on models wearing jeans. I would first try just below the knee.

Wyrd reported a problem with a previous run on the model being out of scale and these models are supposedly smaller than that run had been, but they are still on the tall side. The difference was such that they were able to get more parts onto the sprue after fixing the old run. The female heads are slightly smaller than the heads on my other Malifaux models. This makes the overall model slightly taller than other models sold by Wyrd Miniatures, but not overwhelmingly so unless shown up close and when level with the models. It is unlikely to distract from games when viewed from above or across a table.

I believe Wyrd might be aware of this issue, but not before they shipped the kickstarter. In the updates it read like the female multi-part model was the last thing to arrive aside from the hardcover book and they started shipping the packages out almost immediately after the models came in. The multi-part male model was available for sale during Gen Con where the female multi-part model was not.

Another quality issue that is likely limited to kickstarters is there were not enough bases packed with the two sprues to place all the models on. The kickstarter packaged the male and female sprues together, but only provided enough bases to accommodate either/or. The sale description on the company's website states the male sprue can make eleven models so I speculate it will only be the kickstarters looking for more bases.

The books have been holding up well so far. A three year old has been playing with one in limited doses and I have been doing things like placing the book page down while open then letting cats walk across them. I am thinking about getting at least The Fated Almanac (Player's Handbook) spiral bound so it can take years of abuse, but it is holding up surprisingly well so far.

In my reading of the books I have not been tripping over any glaring grammatical errors. I do not mean to imply that they do not exist, but in reading both books at least once they seem to have decent proofreading put into them.

The cards I received slide more than I would like in spite of being textured. I still do not think I will sleeve them as they are highly resistant to tears, creases, and stains as far as cards go.

Right now I am looking at additional purchases. On top of the kickstarter contents, I would like to buy some more card decks. I want at least one for each player. I also want each deck to have different backs. The game uses one communal deck and each player makes their own deck of thirteen cards which may be added to later in the campaign. The Fatemaster does not usually draw cards and can use the communal deck so there is no need for an individual deck there. Different backs makes it easier to separate out which card goes where if they happen to get mixed up. I currently have two older Malifaux decks with different backs along with the one from Through the Breach. I will be picking up a minimum of two more decks, but will try to locate four more with different backs which uses the Malifaux suits. Wyrd sells a few different ones I do not own yet, and I can always sleeve cards to mark different decks depending on what I can get locally.

That is it for this quality update and purchase plans. The only other thing I can think to possibly purchase at this point is miniatures. You can make a lot of different player characters from the multi-pose models so I do not feel the need to buy more models except possibly to act as NPCs. I have over a hundred Reaper Bones and hundreds of Games Workshop models I can use for NPCs so I am covered there. I feel Sisters of Sigmar, Goblins, and Skaven models can slide into the setting fairly easy appearance wise or as stand-ins. If you are playing with a group that already owns a variety of factions in Malifaux then you are probably covered for NPCs if the players are willing to show up with their models.

Wednesday, August 13, 2014

Through the Breach Initial Impressions


My copy of Through the Breach arrived today. Included were two rule books, a deck of cards, two female multi-part models, two male multi-part models, three independent models, a Fatemaster screen, and a big stack of character sheets. They also threw in a Ramos (Claw and Fang) box set for Malifaux due to the wait for the release.

I read the beta pdfs and created characters for gits and shiggles. I have yet to actually play the game however. I can not really comment on the rules beyond initial impressions. I don't consider my initial impressions valuable in any way, shape, or form as they are based on how the rules work in my head with no actual experience. I can however talk about the production values.

The books are rather nice. The two rulebooks I received are soft cover. Each has a retail value of $40 US printed on the back cover. I believe there is a hard cover version as well. The Fated Almanac is 252 pages while the Fatemaster's Almanac clocks in at 224 pages. Both books are full colour and of a similar quality to the Malifaux second edition main book. The index in both books looks useful, but I would need to play some games to see what comes up to see how helpful they really are.

The Fated Almanac is analogous to the traditional Player's Handbook from other games. This will be the main book players are likely to pick up. A group will probably be well served by having two or more copies on hand. I have found that with other games with similar books three or more copies is a safe number as that gives the Fatemaster one book and two or more for the rest of the group to reference. This book contains the rules for character creation, task resolution, magic, and equipment. Pretty much all of the basics of the game. You could probably get away with just this one book in your group if on a budget.

The Fatemaster's Almanac essentially combines a Game Master's Guide with a Monster Manual. It is filled with advice for running a game and has stats for many denizens in the setting. I have not actually read this book yet so can not speak on how useful the Fatemaster information is. Even if the advice is not any good a group will likely want one copy for the denizen stats. This book also has some additional background information, random tables, and some advanced pursuits (sort of like classes).

The card deck is really nice. The cards are flexible and feel like they can hold up to some wear and tear. Only minor quibble is they do not have weak/moderate/severe printed on the cards. Again, minor. The Fatemaster's screen is solid with nice artwork including a map that faces the players. It folds up to the same height and width as the books. The inside information looks good, but as I have yet to play I can not speak to how well it works for quick reference. With the game using a card random number generator in place of a dice mechanic I feel the screen is not needed except possibly as a quick reference resource. The same information is split between the back of the two rulebooks.

The character sheets are printed on nice semi-gloss paper. They are folded in half as a full character sheet is either four pages, or two pages printed on both sides. The paper the stack of character sheets is printed on is thick. My only concern is that they are somewhat slick so I am concerned about how well recoding details on them with pencil will go over time as people try to erase and rewrite on the sheets. The Fated Almanac has a copy of the pages for print and Wyrd has a form fillable pdf available for download on their website.

The miniatures are of great quality plastic. I have not assembled any of the models yet, but they appear to be of the same quality of the newer Malifaux plastic models. The only other company producing fictional models of a similar scale and quality is Games Workshop. Counting parts, I believe it is possible to get ten females and ten males off of their respective sprue where they were advertised more as a single model with a bunch of optional parts. In my copy I got two packs with one female and one male sprue and twelve bases per pack. The three individual models were Hannah, Miss Terious, and Santana Ortega. Santana is actually two models (male and female) with a single base included. She has the exact same rules and Santiago Ortega. I believe I can only run one of either in regular Malifaux 2E, but it does give me some model options over there and they are all still usable at the same time in Through the Breach.

Overall, I am happy with what I have received. The way the company handled the kickstarter since it closed until now would give me serious pause about contributing to another one should they decide to do so. Looking at what I received is a strong case for me to back them again if they set up another however.


Friday, January 17, 2014

Abuela Start

I was going to save this up and release as one post, but it is getting a bit long for a single post.

Abuela has been pushed up my Kanban board as a priority. I entered her in a painting competition hosted by A Wyrd Place. If you are a Malifaux fan, have a Facebook account, and you are looking for a friendly community then I highly recommend taking a gander. They run a clean group that is very friendly.

The rules for the competition are pretty simple. Take a picture of a model with no paint aside from primer with the date somewhere in the picture to prove the model was not painted before January, send a dollar to help with shipping of the month's prize, and get the single model done before the end of the month.



Session One
After priming white I hit the model all over with a barely thinned coat of NGW Nuln Oil focusing on the details. I applied the colour straight from the pot then grabbed some water on my brush and applied the water and spread it about directly over the Nuln Oil on the model. I did this to help me make out the details. I should probably buy some better lights at some point, but this step helps me for now.

Base Colours and Start of Highlighting
MSP HD Entrail Pink
MSP HD Fireball Orange
OGW Boltgun Metal
OGW Golden Yellow
OGW Iyanden Darksun
OGW Midnight Blue
P3 Arcane Blue
P3 Bastion Grey
P3 Coal Black
P3 Gun Corps Brown
P3 Morrow White

MSP HD = Reaper Master Series High Density
OGW = Out of Production Games Workshop
P3 = Privateer Press Paint

I basically blocked in the sections to see if the colours worked. I have gotten into the habit lately of blocking in base colours on the model to see how they work with each other before starting on highlighting and shading. The blue was darker than it should have been, but I was being lazy and it seemed close enough to build up from. The slip was Entrail Pink built up with Morrow White. The yellow blouse was Iyanden Darksun highlighted with Golden Yellow and Morrow White. The blue dress was Midnight Blue highlighted with Arcane Blue and Morrow White. Coal Black was used to base the leather sections.

The flagstone was based with Bastion Grey with shading in Midnight Blue and Coal Black with highlights adding in Iyanden Darksun or Entrail Pink along with Morrow White. I alternated between stones which would get more Iyanden Darksun and which would get more Entrail Pink so there was some variation on each stone with a couple getting more Midnight Blue.

At this point I was not happy with the blue. I attempted to shade it using Coal Black to see it that helped. It did not so I grabbed Fireball Orange and shaded with that. It helped some, but I was not happy with the midtones at all. I think part of the problem might be is that I was originally going to have the dress be purple with the Midnight Blue being used to deepen the purple. After seeing the Midnight Blue on the model I felt blue worked better with the other colours, but I'm not sure I have the right blue.

I plan on highlighting the slip some more and may even shift it closer to white with just a hint of pink. I have done no work on the hat other than basing it in Iyanden Darksun nor the flesh other than to base in Gun Corps Brown. I did not touch the hair, metal, or wood sections yet.

Session: Two Hours

Wednesday, January 15, 2014

We Can Kanban







One of my favourite hobby podcasts is the Independent Characters. They have been discussing for a while using a Kanban board to organize their hobby projects. A local player, The Professor, has also talked about it to me a bit. This post on the Independent Character’s blog finally pushed me into setting up a board.


Here is my board as it stands right now. It includes everything I either own or am likely to own for Deadzone over the coming year. It also includes projects that I am in the middle of as well as uncompleted models for my Khador forces. Everything is colour coded by game system with purple being a default colour. Since I do not foresee any Deadzone beyond what is already on the board, and Mordheim is not something I expect to see much play any time soon unless I run a campaign, they are in the default purple. The Privateer Press models are in red, Malifaux in orange, and 40K in blue for now. 40K is a pretty low priority for me right now, but one model has some paint on it and a couple of models are cleaned and primed.

I have entries organized with priority going to the models at the top of a column and going down from there. Playing around with the board I like the ease of use so far. I can see where the board will be helpful. I think I will be more likely to copy an existing entry in a given column rather than drag an entry straight over however as while subtasks are entry specific right now I am finding myself assigning the same subtasks to multiple entries in the same column and clearing out the subtasks from previous columns. It’s easier to delete the old entry then copy and rename an entry from the new column rather than copy the old entry over and change all the subtasks. We’ll see how this goes in the future.

If this sounds like something you would be interested in, then I encourage you to check out the blog post on the Independent Characters. There are some good tips to get you started. You can find Kanban Flow here.

Wednesday, September 4, 2013

A Wyrd September



I found out today that A Wyrd Place is holding a crew painting competition for September. This one is a little different from most. They wanted it to be accessible to painters of various skill levels so it's a raffle. Your entry earns you one ticket in the raffle. Extra tickets can be earned by doing extra or painting to a higher standard, but this gives all entrants a chance, including me.

Absolutely none of the models can be past the priming phase so the Viktorias were off limits to me since I painted Johan a couple of months ago and I'm not going to strip him for this. That leaves Perdita’s crew.

I don’t really have much to post as I literally finished assembling and washing the models earlier. They required a picture for verification that the models had no paint beyond primer upon starting so there is one picture.

This is the crew pretty much straight from the box. There are no conversions, but I am using some resin bases from Secret Weapon Miniatures.

As per usual, I have not figured out how I want to paint them yet so I should probably do that tonight. They will get primed tomorrow after they have completely dried from their bath. If there is time then I will also paint up Grandma later in the month as she will give me an extra ticket.