A couple of posts back I reviewed a NMM paint set that I picked up from Northumbrian Tin Soldier at Carronade in Falkirk. Along with that set I bought a couple of their new line of dark fantasy miniatures and thought I'd post a quick review of them.
First off, the minis are very crisp and there was next to no flash. There were a couple of mould lines, but these were easy to get to and were removed with little effort. Can't really fault the castings at all. Next, the actual sculpts. I really like this range and each miniature is packed full of character. The two that I bought at Falkirk were a cool Dwarf called The Gatekeeper, and an extremely charming little teddy bear holding a wooden sword, called The Hero. So, wanting to paint some more NMM, and use the Scalecolor Flesh Paint Set that I have since acquired, I decided to paint the dwarf.
I hope you'll agree that this is a very nice sculpt. It was an absolute pleasure to paint, with nice clean surfaces and not too fussy or cluttered. The face really conveys the character of the piece too, and practically painted itself! All in all, this is a quality new range of unique figures that is worth checking out if you like quirky, unusual fantasy stuff. Their newest figures they have released are described as being 'Pythonesque', which is quite accurate and they are definitely on my shopping list.
Check out the full range here - http://www.ntseshop.co.uk/index.php
About Me
- Black Smoke
- I'm a bit of a born-again wargamer! I played many of the Games Workshop games when I was in my teens and early twenties, but left the hobby behind when I went to University. Over the last few years I have gradually got back into it and am literally having a ball! I'll play pretty much anything now, ranging from ancient historical to the far future! I think that I get more out of the painting side of things than actually playing, but that might just be because I get more opportunity. Hence the title...this blog is all about the colour of war!!
Tuesday, 27 May 2014
Monday, 12 May 2014
Dark Nimbus Chapter - progress update
So, in a bid to get back up to date, here's some shots of the stuff I have actually managed to get done of late. The Space Marines and terminators were all actually quite quick to paint, but I thought I'd best spend a bit more time on the Chapter Master.
Sunday, 11 May 2014
Scale75 Paint Sets
'lo all! Been a while, hasn't it? Well, I've simply not been doing much in the tabletop side of the hobby for various reasons, both painting and playing. However, the past couple of weeks have seen things starting to pick up again and I was delighted to get to go to Carronade yesterday, the Falkirk wargames show. To highlight just how little I've been up to I actually didn't have anything in mind to buy when I went and only bought a couple of miniatures, one of them for my son! However, what I did get was a NMM paint set. I was browsing around the stalls when I came across an interesting one under the name of Northumbrian Tin Soldier who were selling Scalecolor and Andrea paint sets. I had a wee chat with the trader about them and decided to give theScalecolor a go. As far as NMM goes, I am quite happy with my gold recipe, but steel I struggle a bit with because I can't seem to get the bluish tint just right, so a ready made set is quite attractive. So...was I right in putting down some hard earned dosh for the set?
Conclusion? I love these paints. I will be buying more sets. I can see myself getting the flesh paint set as they are far more workable than the Lifecolor paints I reviewed a couple of years ago.
Check them out (and some cracking dark fantasy figures) here - http://www.northumbriantinsoldier.co.uk/
The Scalecolor 'Scale 75' NMM paint set box. |
The end result. I'm delighted with the result! The paints were a little different in texture to Vallejo, but they really work beautifully! I will be buying more! :) |
I used the bluish paints for this sword. There is really two sets in the box - one for the 'azure' steel and one for a more regular grey steel. |
Check them out (and some cracking dark fantasy figures) here - http://www.northumbriantinsoldier.co.uk/
Saturday, 8 March 2014
My FATE is in my hands!
I've mentioned roleplaying a couple of times on this blog but never really expanded on it. However, just recently I found a system that I think is the perfect fit for me - FATE.
Whenever I run an RPG game I always set out to tell a good story. If the players and I all come away with the impression of having read a good book or seen a good movie, then I consider that job done. Likewise, when I play a game I want to immerse myself in the character, but this can be really hard sometimes, particularly if you're spoon fed things that you can do, such as in D&D 4e. For example, I'm currently in a campaign where I'm a Dwarf fighter and I have a fixed set of attacks that I can make, some of them all the time, some just occasionally. Now, there's really no decent justification for why I can only make the more powerful attacks once a day other than the mechanics state that. Obviously I would be using the best attacks all the time otherwise, so for balance the rules impose a restriction but there's no narrative sense to it. And in this way, the mechanics are completely obtrusive to the game and I basically always feel like I'm just playing an extended board game. I certainly don't feel encouraged to come up with creative solutions to the problems set by the GM. Normally, just hitting something is the best way forward.
Contrast that with the way Call of Cthulhu plays out. Combat in that game is deadly, so you are very justified in trying to avoid it at all costs. Instead, it is a game of investigation, mystery and atmosphere. There are still only certain ways of attacking, etc, but there is also a massive skill list that allows you to try and roll against for most situations. Also, I normally only call for a roll when it is really necessary, so driving a car in normal circumstances doesn't need a roll. Chasing some fleeing cultists across a busy town? Now we need rolls! So, Call of Cthulhu's rules blend a lot better into the background. Most sessions I play in or run actually have relatively few rolls. But, it doesn't answer an age old question - how do you encourage your players to actual roleplay? One of the most common errors I see in games are when players fail to divorce themselves from the character. The player simply ends up reflecting their own motivations in the character, not accounting for the characters past at all. And I have to put my own hand up; I sometimes fall into this trap, but it can be difficult to make your character do something detrimental to them because you know it is!
Enter FATE! In this system each character actually has a very basic set of skills encoded by the rules, but what sets it aside is the concept of aspects. When you create a character you come up with a set of statements that define them, from an overall concept to a set of troubles and relationships. These are all completely free-form, but they actually have an impact in the game and the mechanics. If you fail at a roll or don't succeed well enough, then you can invoke an aspect for a bonus. But it can also work against you! Imagine your character owes another player a debt. The aspect might be "I owe my life to Jacob". In play, Jacob gets captured and you go to save him. When tackling his captor you can invoke that aspect to get a bonus because, narratively, your character will go all out to save Jacob. However, imagine that both of you were actually chasing your nemesis, The Jade Assassin! In our scene, you are just about to capture The Jade Assassin when Jacob is captured by a henchman. The GM can compel your character to have to save Jacob because of that debt and, thus, The Jade Assassin slips from your clutches. Damn your luck! Of course, there's masses more to it than that, but just the bare essence of the aspect rules sets my spine a-tingling with all the possibilities. Here we have a system that actually binds the character concept to rules mechanics and actively encourages the players to roleplay. Genius!
I cannot wait to run this system! If anything I have described above ticks any of your RPG boxes, then go ahead and check out FATE. You can get it from DriveThruRPG or RPGNow. It is Pay What You Want, so you can effectively try it for free (and hopefully reward the publishers afterwards with some of your hard earned cash! I think they earned it!)
Whenever I run an RPG game I always set out to tell a good story. If the players and I all come away with the impression of having read a good book or seen a good movie, then I consider that job done. Likewise, when I play a game I want to immerse myself in the character, but this can be really hard sometimes, particularly if you're spoon fed things that you can do, such as in D&D 4e. For example, I'm currently in a campaign where I'm a Dwarf fighter and I have a fixed set of attacks that I can make, some of them all the time, some just occasionally. Now, there's really no decent justification for why I can only make the more powerful attacks once a day other than the mechanics state that. Obviously I would be using the best attacks all the time otherwise, so for balance the rules impose a restriction but there's no narrative sense to it. And in this way, the mechanics are completely obtrusive to the game and I basically always feel like I'm just playing an extended board game. I certainly don't feel encouraged to come up with creative solutions to the problems set by the GM. Normally, just hitting something is the best way forward.
Contrast that with the way Call of Cthulhu plays out. Combat in that game is deadly, so you are very justified in trying to avoid it at all costs. Instead, it is a game of investigation, mystery and atmosphere. There are still only certain ways of attacking, etc, but there is also a massive skill list that allows you to try and roll against for most situations. Also, I normally only call for a roll when it is really necessary, so driving a car in normal circumstances doesn't need a roll. Chasing some fleeing cultists across a busy town? Now we need rolls! So, Call of Cthulhu's rules blend a lot better into the background. Most sessions I play in or run actually have relatively few rolls. But, it doesn't answer an age old question - how do you encourage your players to actual roleplay? One of the most common errors I see in games are when players fail to divorce themselves from the character. The player simply ends up reflecting their own motivations in the character, not accounting for the characters past at all. And I have to put my own hand up; I sometimes fall into this trap, but it can be difficult to make your character do something detrimental to them because you know it is!
Enter FATE! In this system each character actually has a very basic set of skills encoded by the rules, but what sets it aside is the concept of aspects. When you create a character you come up with a set of statements that define them, from an overall concept to a set of troubles and relationships. These are all completely free-form, but they actually have an impact in the game and the mechanics. If you fail at a roll or don't succeed well enough, then you can invoke an aspect for a bonus. But it can also work against you! Imagine your character owes another player a debt. The aspect might be "I owe my life to Jacob". In play, Jacob gets captured and you go to save him. When tackling his captor you can invoke that aspect to get a bonus because, narratively, your character will go all out to save Jacob. However, imagine that both of you were actually chasing your nemesis, The Jade Assassin! In our scene, you are just about to capture The Jade Assassin when Jacob is captured by a henchman. The GM can compel your character to have to save Jacob because of that debt and, thus, The Jade Assassin slips from your clutches. Damn your luck! Of course, there's masses more to it than that, but just the bare essence of the aspect rules sets my spine a-tingling with all the possibilities. Here we have a system that actually binds the character concept to rules mechanics and actively encourages the players to roleplay. Genius!
I cannot wait to run this system! If anything I have described above ticks any of your RPG boxes, then go ahead and check out FATE. You can get it from DriveThruRPG or RPGNow. It is Pay What You Want, so you can effectively try it for free (and hopefully reward the publishers afterwards with some of your hard earned cash! I think they earned it!)
Thursday, 6 March 2014
Perilous Island Episode 3 - At Death's Door
Definitely been a very slow start to this year! This is partly because I've hardly been to the club since January and I've also not been painting much. However, let's rectify that situation and restart proceedings with another top game of Pulp Alley.
In this game, the dastardly Lo Chan Fu and his Brotherhood of the LOST is racing against Conrad Cortese's piratical band of ne'er-do-wells to find the last clues to the whereabouts of Lord Darrow. This is in the form of a box of Darrow's personal belongings that Customs officials are keeping in a warehouse near the docks. In a daring nigh raid on the facility, both parties must find some clues to where the box is kept before seizing it for their own nefarious ends...!
The warehouse resides in pretty urban area... |
...but nightwatchmen still patrol the streets around it. |
Xiufang spots some Customs ledgers carelessly left out with some crates. |
While the silent and deadly Dragon Warrior moves in the glow cast from the street lamps. Being very dark, line of sight is restricted to 12" so he can't see that far up the street. |
Conrad Cortese and Second Mate Andrews spot one of the nightwatchmen. Perhaps he can be bribed or coerced into divulging the location of the box? |
Robeson joins the Captain. From another alleyway, Chief Mackenzie leads Ed Hands and Castro. |
Accosting the guard, it turns out that he is not easily bribed. It looks like Cortese will have to resort to more...direct means! He calls over Robeson and Andrews. |
Xiufang begins searching the ledgers, but accountancy and logistics aren't her strong point. |
It takes the supernatural talents of Mei Ling, The Dragon Lady to decipher the shorthand scrawled on the pages! |
Wong dashes up the alley at the sound of the commotion and discharges his musket. The ball finds it's mark and Castro falls to the cobbles clutching his belly. |
Clutching a sheet of paper with the location of the box, Xiufang climbs up to the warehouse entrance. |
In a stunning display of savagery and determination, Chao Lee somehow knocks down both the Chief and Ed Hands!! This was unforseen! |
Carrying a long halberd into a crowded warehouse is not a good idea. Despite his agility, The Dragon Warrior repeatedly trips and falls in the dark. |
Mackenzie climbs back to his feet shaking his head, but a chill runs down his spine. As if the ferocious Tong isn't enough, he feels a ghostly presence at his back...! |
Sunday, 16 February 2014
Name that Chapter!
Been a bit quiet of late, but that's largely been due to a number of circumstances, not least that I've actually been roleplaying rather than tabletop gaming the past couple of weeks, plus I haven't managed to do much painting either. However - I have finally decided on a paint scheme and chapter logo for the Space Marines that I've been picking up from eBay:
Currently, the leader for their chapter name is Dark Nimbus, but I'm open to suggestions. If anyone has any then let me know and if I like it, you never know, there might be a reward...! :)
The first Space Marine squad I have painted in about two decades. |
A slightly closer look at the insignia and colour. |
Wednesday, 29 January 2014
Revenge of the Gwan-gee-three!
Tonight, George, Paul and I played the sequel to our Pulp Alley dino wrangling game from last year. Having subdued and captured the terrifying Gwan-gee-three, the jubilant cowboys bring it into the local town, Los Locos, for display. Of course they neglected to tranquilize it sufficiently, so it duly breaks it's bonds and sets off on a rampage across the town. Drawn by the screams of the townspeople and the roars of the beast, more raptors descend from the valley to join in the carnage!
George's league was his usual Wild West one, led by Rooster Hogburn. Paul played the outlaw list that was played by Nick last time. For myself, I decided that Ben Cartwheel was counting his cash on his ranch, so I created a fresh league of US Cavalry men that have been requested to come and ensure the safety of the town. In this outing, we had four raptors and the T-Rex. The raptors would become minor plot points and the T-Rex the major plot point when they were brought down. Completing the plot point was regarded as finishing them off, so there was always a danger that a downed dino could get back up. And, of course, delivering the coup de grace to a dinosaur is extremely perilous!
The townsfolk would activate after the characters, but before the dinos. They would simply move 1d6 inches away from the closest dino. To rescue a civilian, a character needed 2 successes on Might, Finesse or Cunning. This was a long action, so even lowly followers could eventually save someone. Once under the character's control, the civilian had to be moved to the Bank, Sheriff's Office or Hotel to be saved. Each saved civvie counted as an extra VP.
Lights, camera, action...!
George's league was his usual Wild West one, led by Rooster Hogburn. Paul played the outlaw list that was played by Nick last time. For myself, I decided that Ben Cartwheel was counting his cash on his ranch, so I created a fresh league of US Cavalry men that have been requested to come and ensure the safety of the town. In this outing, we had four raptors and the T-Rex. The raptors would become minor plot points and the T-Rex the major plot point when they were brought down. Completing the plot point was regarded as finishing them off, so there was always a danger that a downed dino could get back up. And, of course, delivering the coup de grace to a dinosaur is extremely perilous!
The townsfolk would activate after the characters, but before the dinos. They would simply move 1d6 inches away from the closest dino. To rescue a civilian, a character needed 2 successes on Might, Finesse or Cunning. This was a long action, so even lowly followers could eventually save someone. Once under the character's control, the civilian had to be moved to the Bank, Sheriff's Office or Hotel to be saved. Each saved civvie counted as an extra VP.
Lights, camera, action...!
The bustling town of Los Locos is about to get...busier! |
"What the...!" |
My cavalry private (follower) starts to try and talk sense into the local preacher who is raving about repenting sins! |
Paul's outlaws shoot down a dino just before it pounces on a luckless mother trying to shield her children. |
With a thunderous roar the Gwan-gee-three seizes and consumes its first victim of the day. Now it has an appetite for more! |
The downed dino was not injured enough and leapt up to devour the mother! It's snapping jaws only snagged her bustle, though, buying time for the outlaws to save her from certain doom. |
Chaos reigns as the townsfolk flee in panic. |
The outlaw leader, The Colonel, displays his expertise with double pistols and a dino crashes to the ground. The cavalry close in for the kill! |
The other raptor isn't dead yet and lashes out at an outlaw who is casually examining why his pistol misfired. He regrets this lapse in concentration! |
As more hapless victims find themselves in the jaws of the beast, the heroes converge on it to lay down fire. The thick hide of the dinosaur protects it though. |
The Gwan-gee-three peers down the alley. Amidst the movement its attention s drawn to a sinister looking man attempting to hide in an outhouse... |
...and with a bellow it charges! The outhouse is smashed to matchwood and the victim disappears down its gullet! Tasty! |
The outlaws spot their chance! Sarge has attempted to get to the downed raptor, but a flick of its tail brings him crashing to the ground. Can they get there to claim a second prize? |
Meanwhile, there is a lull in the action on the other side of town as all the townsfolk have either run to safety or been devoured! |
Sarge gets back to his feet, but Paul has the initiative and uses it well to claim the plot point. |
With guns blazing, Rooster's men try to wound the mighty beast, but all they succeed in is drawing it onto them. |
A vicious firefight ensues around the Sheriff's Office as the cavalry men recognise the outlaws for the nasty varmints they are. The Colonel is brought down in the storm of lead! |
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