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Showing posts with label Terran. Show all posts
Showing posts with label Terran. Show all posts

Friday, 22 May 2020

New Firestorm Backgrounds

Warcradle is pushing out a fair amount of content on FSA of late (hey, it's what has got me to post again!), and a fair bit of it has been mixed concept art/background pieces. I'll cover the concept art on another post (I think it deserves it) but I'll go through the background pieces that have been put out so far as they foreshadow more than pretty pictures.

Terran Directorate

Yep, Warcradle led with this one out of the dock on their new Black Ocean Facebook page, and here's the first of the bigger departures from pre-existing fluff (let's call it "Spartan Lore"). The new Terran faction are a melding of the old Terran Alliance, Directorate, Works Raptor and Hawker. I kinda get why Warcradle did this, but as a former Directorate player, I can't say this fills me with joy. Now, without a Spartan Lore historical perspective, this is fine - it makes the Terrans a much wider faction with a LOT more ship options (as a core faction), and the Directorate were, at one time, part of the Alliance anyway, so you could almost view it as an "alternate timeline" evolution of the game. Again, as a former Directorate/Zenian player as my first choice, I'm unsure about how this will play out in terms of the game, so I will have to wait until we see some beta rules until I make further judgements.

Dindrenzi Federation

The Dindrenzi still mourn Dramos, they still use big electromagnetic rail guns and they still have big armour plates. There is some detail in here about their society and so on, but overall the flavour has not changed much as far as I can see.

Sorylian Congress

The Sorylians were always clever military tacticians, and this wasn't terribly well reflected in their gameplay on the board. Their ships were fast, in order to bring their scatter cannon into range as soon as possible, and their squadron sizes were larger due to their superior tactics. Sorylian small and medium ships were their strength, with their battleship seen as a bit of a lumberer. They weren't good at the more personal three-dimensional experience, so didn't use SRS as much as other races (consider they were waging war against the Aquans and Relthoza, who both were good at that - why confront an enemy on their strong fronts?). They were also the race that first set up a wormhole network (or at least, utilised an existing one and expanded on it), with this tech being integral to their society.

The recent fluff has them controlling drone fighters which are able to pivot about their axis and launching salvos of kinetic weapons, both as they drop from lightspeed. Their three subspecies are engineered, as they are now master geneticists (a slot previously held by the Aquans - but more on them later). They are still measured, superb scientists, and they still hail from Kerendar. Overall, I don't think the fluff changes so far for the Sorylians are much beyond trivial. Sorylians have always had long-range kinetics, though they were really something designed to harass the enemy either into closing or to strike whilst the fast frigates and cruisers closed with the enemy fleet.

Veydreth Authority

The Veydreth are now one of the eight factions of the new Warcradle FSA, and they now hail from Oroshan (which I guess means that particular faction are no more in their own right). Their ship aesthetic is VERY different from before, incorporation elements of the original Oroshan designs but they are really 100% Warcradle otherwise. Veydreth used to be fearsome centauroid creatures - now they are gangly bipedals, and the Terran moniker of "Star Dragons" comes from the look of their ships, not the creatures themselves. I think this is the only piece I am a bit disappointed with here, centauroid star dragons were interesting...gangly bipedals just seem a bit "meh" by comparison. The Veydreth fluff in Spartan Lore was "spartan", which is I suppose why Warcradle used them as the basis of creating another faction where they could run amok without annoying too many people! Much of the background is a fusion of SL Veydreth and SL Oroshan with Warcradle overlay and reimagining. Overall, I can't say that this version is particularly disruptive or upsetting to too many people.

Ryushi (part of the Storm Zone Coalition)

The Ryushi were always wanderers, and they remain so in Warcradle's iteration of FSA. Warcradle have built up the narrative in a bit more of a joined-up way (never a strong point of Spartan), and expanded it with some nice detail. The Ryushi are one of the races in the Storm Zone Coalition, which also includes the Xelocians, Sauran Guild, Rangers of Terquai, Jowrion Disciples, Illosi, Shevaka and Kedorians. I wonder if all these races will be represented by Warcradle, or we'll just get those races which already have ships....I personally would love to see the Illosians finally - the one last project at SG which was never realised before I ceased association with them.

A'quan Sebrutan

So you'll notice that the Aquans are now the A'quan, a change which I'm not really understanding - it almost seems like the GW penchant for making names they can trademark (like Orruks instead of Orks), and that may well be the case here - I don't know. Anyway, the fishy dudes are a BIG departure from prior fluff - essentially you can scrap all the fish jokes guys, because THEY'RE NO LONGER FISH. No, instead of hailing from a water world, A'quan are now sentient bi-mechanical space-dwellers, each one being located within - and one with - the ship around it.

A'quans have a very different "feel" in this new iteration - before they were somewhat benign, expert geneticists and a little "Tau" in their kind of philosophy. Now they are disruptive star-eating individuals that are kind of a galactic pain in the ass and pretty aggressive. They're space-hornets.

I'm a bit on the fence on this one. It's kind of cool, but I can imagine it's not going to sit well with a lot of existing Aquan (no " ' " intended) players. There are some other interesting snippets in the fluff here too which indicate departures in their gameplay too - gravity shears are mentioned, along with their "unique" ability to manipulate gravity...not sure what that means for you, Tarakian players... and you thought Aquans were too powerful before.... lol. another interesting thing is the mention of the "Vo'nar Holotype" - the Vo'nar being a long-mentioned but never realised Spartan race that was around Relthozan space....seems Warcradle have dusted that one off and incorporated it into A'quans now -which does make sense given their new directions.

Relthoza Unity

OK, my favourite faction, what I started Firestorm Armada out with, the spiders. Again, another BIG departure from SL here, and I must say, one I'm not really feeling. Essentially you can bin all of the Dindrenzi first contact, misunderstood cultural concepts and uneasy alliance of SL, the Relthoza never met another species before becoming the Unity. This AI cloud consciousness was once a way for the Relthoza to prevent internal wars, but became out of control, and subsumed the Relthoza into itself, becoming the Unity. It learned exponentially, and developed space travel fast etc etc - now it must bring peace to all life.

In effect, the Relthoza are now a kind of "Pathogen with a Purpose", and in fact it seems Pathogen are now merely unity ships seeking independence. Hmmm.

Now I know Stuart from Warcradle is a Rick & Morty fan, and Unity is exactly this in that series....does this make a good direction for the Relthoza? Well, for me, no. If I'd wanted to play that kind of consuming plague, I'd play Pathogen (and I have). The Relthoza, however, appealed to me both for the look of their ships, and their arachnid klingon-esque militarism. Whilst the new Warcradle concept art for the Relthoza looks fantastic, I'm just not excited by their fluff. The "Hive Mind" thing is a common, and a little tired, trope in Sci-Fi, and I think it makes the Relthoza much more bland than they were before.

Overall Takeaways

So I said before, Stuart has stated and the fluff released thus far emphasises it, Warcradle's FSA is a new game. It's NOT the SL FSA we knew, and it's probably best to come at it from that PoV. At the moment I will hold judgement until I see beta rules before I decide if it's a game that I want to learn...if it is then the fluff is not necessary, I can have whatever fluff I want for my universe, ignoring anything I don't like. Otherwise I will just use the new models to refresh and fill in gaps in my existing fleets, and play the game I already know - not the end of the world.

Monday, 14 August 2017

Firestorm Armada Core Race Expansion Sets

So now we have the blog Spartan should have put up before they started their Kickstarter, we can see some details of the planned Core Race Expansions, and it doesn't make for pretty reading for me. Why? Read on (Spoiler - contains jaded opinions about Spartan Games' current behaviour - do not ingest if sensitive to honest but scathing opinion).

Core Race Expansions - A Good Thing, right?


Well, possibly....

Expansions should be added for a reason, other than "the company needs to sell more models". Ultimately, this goes down to why a company exists, it's heart and soul. For me, a gaming company needs to be about gaming - it needs to have that at its core...if it doesn't, it comes through in everything they do, and what they do doesn't ring true. Of course companies exist to make money to continue doing what they do, but that shouldn't be an end point - it should be a means to it's end (which is growing its games). 

Take GW as a case in point. They used to be a games company - founded by gamers who didn't want to grow up. It was successful- enormously so, and grew to behemoth proportions. Still, in the late 90's-early noughties, it was still a games company - lots of hobby tips (for free) on its website, GW stores were places people went to congregate, paint and play. People inside and out were passionate about games.

Then it started being run by executives.

Sometimes, this can be a good thing - execs bring focus and timelines, spreadsheets and analysis that can really help companies improve, cut out waste, do more god stuff. Sometimes they end up controlling things and the bottom line becomes the important thing, and the rest is a mantle upon which it rests. Prices go up, free stuff starts being removed and replaced with chargeable extras, things are pushed out because they're low volume sellers, and the execs start directing company direction. People leave because "it just isn't the company it used to be". These things are picked up by the community, because things start to feel different in the game.

This behaviour really hurt GW for the past decade. Now they've a new CEO who seems to understand that the "Games" in GW means something to its customers, and is getting back towards the company it used to be. Hell, they even released a pack of skulls, which if isn't taking the piss out of themselves (in a profitable way" then I don't know what is. Not to say they still aren't having some crazy pricing decisions (that Primaris Captain and Librarian, for example), but it's early days.

So I'll come back to this point at the end of the blog when I've run through the Tiers and factions;

Tier 3 - Destroyers


"Wait a minute Alex, you said Tier 3, but you're talking about Destroyers..."

Yes, I know. Most factions get "Light Destroyers" (I'll come back to naming conventions later too), a couple get Torpedo Destroyers. So this is one of those "Oh god I hate them" general faction-wide releases that makes no background sense whatsoever. That's the first thing. The main issue I have with this release, however, is that where do these fit in the design space of Firestorm?

What do I mean by this?

Well, as a designer (and I did this for Firestorm for a long time, so I do know what I'm talking about here) there should be a reason for the ship you're designing. That's number one. So you have a role the ship should fit, and then you look at what already exists, and stat the ship according to its role and what has gone before. In general, it should fit with the existing theme of the fleet, with maybe a few differences based on its new role (otherwise why would the race design it?). Stats should be in-line with existing ships and the role, unless it's some ground-breaking new technology. So, in the FSA world, a Destroyer is generally a hard-hitting, but often difficult to spot/hit type of ship (more like a wet-navy submarine). Firepower wise they hit above their weight, especially at longer engagement ranges (with exceptions for those "Ambush" type iterations like the Venom).

Now the Firestorm design space is fairly "tight". DR ranges from 3 to 7, CR from 4 to 13. The lower end of the spectrum is more crowded, because the difference between 3/4 in game is not much and you can't really go above that for a small (as Cruisers start at DR4). So that means a "Light" Tier 3 Destroyer could be "Light" just by the virtue of having a Small hull, rather than difference in weapons, so you have a (for example) 3/5 hull with standard Destroyer weapons.

The problem then is why would you not take these awesome new Smalls over standard Frigates? That kind of Firepower is pretty good on a small ship. Well, you could price them higher, but now you're encroaching into standard destroyer territory - it's only 150 points for a pair of Venoms, whilst its usually around 100 points for a bunch of Frigates. Do you see what I mean by a crowded design space now?

This is why the FFG worked so well at designing ships, because we had twenty-odd players of the game each with a different meta putting in their opinion in the design stage, so we didn't end up with glaring oddities that ended up massively OP or vastly useless. What you really want is a ship design that half of the players think is OK, one-quarter think are OP and one-quarter think is useless. You've usually got it right then.

What should NOT happen is someone decides "you know what, all races need a new small, what should it be - I know, destroyers!" and then this is implemented. That fundamentally breaches Rule Number One - the ship should be derived from a need (perceived or real), not an arbitrary assignment. It's a bit like some god-like entity suddenly saying to all the nations of the world "and you must have Battleships in your navies". We don't need them - they're obsolete, and obsolete for a reason. Shoe-horning them in would be moronic.

Tier 2 - Medical & Repair Ships


Hmmmm. My gut feeling on this is....why? From a fluff point of view, this is madness - you don't repair ships or send in ambulances in the midst of a pitched battle. We already have SRS to cover these functions in v2, what do these add except for sucking out more points and making you buy more resin? If the repair function effectively acts as an add-on Self Repair MAR, then I foresee a lot of issues - it will tend to drag the game out, rather than make it smoother and faster.

This goes back to rationale as I mentioned above for the Tier 3s - what is the reason for introducing a ship type? Did anyone call for any of these ships in their games before (and by that I mean the function rather  than the name)? In other words, is there a gap to be filled? For me, the answer is no.

Tier 2 - The Terran Heavy Gunship


Wait, the Terrans - one of the CP-heaviest factions and one of the fleets most likely to see use of Medical Shuttles - does NOT get Medical ships? Nope, they get a Heavy Gunship. Not a gunship, which of course they don't have, but a Heavy Gunship.

Now a gunship for the Terrans is not a terrible idea, but its also not a great one. Sorting out the role of the Heavy Cruiser (which is essentially a gunship in all but name) would have achieved the same thing, but of course wouldn't have required you to buy more models.

Tier 1


Now here we start to see some apparent variety, so I'll go through them individually:

The Aquan Repair Battleship


Now there's an oxymoron for you - repair battleship. It's like a War Domain cleric....does it fire sticky glue that covers impact blasts? Does it have multiple cranes that attach to other ships and fix them? What? You think I'm being silly? Well it's because it's a fucking STUPID idea, thats why.

The associated fluff basically says its a Battleship which carries Repair Shuttles - or in other words, an Aquan Battleship. All this really indicates is that the normal battleship is restricted in the SRS it can carry (if any) and that this is a Battleship with limited usage. I'll come back to my stock question here - Why? If you're having to create new ship types because of changes you're making to the mechanics, then please, stop.


The Dindrenzi Battle Carrier


So here's a ship type that you can actually see the race developing. The Dindrenzi actually have a decent carrier option, but you can definitely imagine them creating a Battle Carrier, so this is actually one that seems quite rational.

The Sorylian Fleet Carrier


OK, so the fluff makes no sense whatsoever here - "The Sorylians do not make much use of SRS, but when they do it is normally ‘heavy’ in nature." - in fact I'm not sure that's even a proper sentence. Still, the idea of a Fleet carrier for the Sorylians is...meh. They already have a fleet carrier in the Morning Star/Xiphos - again a decent carrier. Surely the Sorylians would be best supported (both in game and in fluff) with an Assault Carrier? Or how about another Battleship to use, since their existing Battleship and Dreadnought are much maligned? No, we get another carrier. :-(

The Terran Battle Carrier


Well I suppose this one was inevitable, despite never being intended as a production model, when you show a render/artwork people are inevitably going to say "Ooh, shiny, when can I buy it?". That's not necessarily a good rationale to base a ship class on, and so we have the Terran battle Carrier, despite the Terrans having one of the two best Fleet Carriers in the game (the other going to the RSN Argus), and good battleships.

So why is a Battle Carrier a bad idea for Terrans? Well, it's either going to have sub-par weapons, in which case if you want SRS the carrier is probably a better idea, or it's going to compete with the battleships (why have a plain battleship when you can have a battleship+?). It also adds a third ship to the Battleship space for the Terrans, when they could really do with choices elsewhere. So whilst not a terrible decision, it is a ship in a crowded spot in a tight design space for the Terrans. It's not very interesting, and it's not very Terran.

The Relthoza Heavy Battleship


So a ship between the Brood and the Apex? Hmmm...I mean, it's possible, but as for the Sorylians, why not an Assault Carrier or Battle Carrier for the Relthoza? Ships that fit with their background and fluff? Why call it a Heavy Battleship? Is the Terran Tyrant a Heavy battleship? Did people have issues distinguishing the Apollo and the Tyrant? No, so what's the point? It's the Why? question again.

The Directorate Fleet Carrier


Oh dear. Not only do the Directorate nor care about their vat-buddies that they're prepared to spend vast amounts of capital to make specific ships that will help them out in the midst of battle, but they're so intent on SRS operations all of a sudden that they make a Fleet carrier, which sounds like a Battle Carrier if you believe the short fluff. It's quoted to be as tough as a Dreadnought, armed to the teeth with beams and cyberweapons (which are due to be bland AOE weapons in v3), and carry loads of bombers and stuff. 

The problem is once again that the Directorate already have a pretty bitching Battleship that does a lot of this in the Anarchist, and they also have the Overseer - a carrier that never needs to decloak. I've seen double-Overseer lists run by Directorate players, and they can be pretty savage. So this ship promises to do all of the Anarchist and Overseer jobs in one, which makes it either too powerful, overcosted or one of the two sides at least partially redundant.

The main issue I have with it though, is it just seems unimaginative. Maybe it'll be ok, but I already have big issues with how the Directorate flavour is being massively diluted with v3 rules. Why would I add another shade of grey to those already available?

Naming Conventions


OK, so this is a personal bugbear. and I know it doesn't bother some people at all, but I hate these arbitrary namings of "Heavy" and "Light". It smacks of a small child trying to win a war of words;

"I've got a gunship"
"Yeah? well I've got a HEAVY gunship"
"That's nothing, I got a Battleship"
"So? I got a HEAVY battleship"

And so on. It smacks of Trump's lack of vocabulary ("It's gonna be really, really great - really"), a lack (once again) of IMAGINATION. Why does that matter? Well, this is meant to be an immersive universe. Why would all factions suddenly create "Light Destroyers"? What's the rationale behind calling a Battleship "Heavy"? The answer to this is - there is no reason - and that (for me) makes the whole announcement sound hollow, a clanging tin bell. I don't think "Cool, a Heavy Battleship", because I'm not 6. I want some meat to my sci-fi, even in a game with plastic spaceships. I may behave like a 12 year old when I'm playing games, but I don't expect to be treated as one mentally.

Verdict - Hit or Miss?


Once again, I don't need to tell you my verdict on this. It only adds to the Kickstarter cash grab feel that SG is developing lately. These announcements in the right environment with the right thought process and rationale behind them would be exciting, and investment and expansion to the universe. What they do instead is highlight the poor planning and lack of creativity that seems to be beleaguering the FA universe (and maybe the whole of SGs portfolio) at the moment.

If I were a potential Kickstarter backer reading this blog, it would not sway me to part with money. Most Kickstarters offering this as part of the campaign or as stretch goals will actually show you what they're doing or planning - here you just have to hope. Even if you think all of these are fantastic ideas, you have no idea what the stats are or what the ships look like - you have to take it on faith. Unfortunately (or rather, Fortunately, for me), I'm an evidence-based guy, and without a shred of it ,being asked to rely on Spartan's word (which is increasingly worth nothing, if it ever were) is purely ludicrous.

I mentioned earlier I'd come back to the point of a company's heart and soul. It seems Spartan is increasingly a model company, rather than a games company. The other pieces - it's rules, it's fluff, it's community support (such as it is) - seem to be "stuck on", after-thoughts  to sell more models, rather than being part of it's DNA. They laughably tout the Kickstarter as being "what you told us you wanted" but they should KNOW what people want, they should be able to sense it intuitively. If they were really customer-focussed gamers at heart, they would (or should, at least). That's a change no-one can force on SG, and it's the reason I've not bought into their products for some time now - why I have a Halo Ground Command box which is still unopened in my gaming room. It's the same reason I got out of 40k and decried GW for what they did to themselves, because no-one wants to feel like a bred-for-its-milk cash cow.

Friday, 26 February 2016

Taskforce ships!

So we have been lucky enough to get some of the new Taskforce ships and thought we'd give you a slightly different view of them...let us know if you think it's good, and we'll do the rest!


Sunday, 29 November 2015

Thursday, 24 September 2015

Aerial Helix Unboxings - Alliance of Kurak Core Races

For the second part of the Planetfall Aerial Helix unboxings we have the ships of the Kurak Alliance Core races. You may have seen a sneak peak of the Terrans already in the last painting update, but we'll cover those again anyway. Given that, we may as well tackle them first...



Opening the box and getting to the resin we have four interceptors and one heavy interceptor, the first requiring only their jet exhaust adding, the heavy requiring two of these plus having a rear-mounted pod as well.


The models are nicely moulded with a minimum of casting flash, the heavy just needing the pouring lugs cutting off, which are nicely located where the exhausts will be glued - always nice to see a manufacturer thinking about this sort of thing in its production methods - kudos to you, Martin and your team! 


Taking a closer look at the interceptor, I rather like the "just in the future" look of these vehicles, they're very sleek and compact, and are a nice contrast to the Hawker planes, which i also really like. I also like how they are essentially the same as the SRS tokens from Firestorm...a nice little tie-in.


Underneath the models lose nothing in the way of detail, having six detailed missiles sculpted on, and with an integral flight stand holder.


Moving onto the heavy, again I really like the look of this, though I'm not sure it really screams "interceptor" to me...it looks like a ground attack and transport craft, but that's just my interpretation. 


 Detail on this model is superb, there's even a hatch sculpted into the underside to where the pod fits - very cool.



The pod itself is a bit of a mystery to me, it makes the whole thing feel a little like Thunderbird 2 - which while being no bad thing, again it doesn't personally chime with the interceptor theme. It's very nice though - I half expect it to launch out a couple of jetbikes or something!

OK, onto the aliens, specifically the Aquans



The Aquans are getting some very cool stuff in Planetfall (as they have in Armada), and the aerial helix is no exception


The five ships you get are all one-piece, the simplest in any of the helix boxes, but don't let that fool you in any way...these are not simplistic or basic in any way. The designs are beautiful, elegant and menacing at the same time.



The interceptors are sweet models, instantly recognisable as Aquan and they tie in extremely well with the existing Planetfall releases.



The Heavy interceptor is one of my favourite models from this release, it's like the interceptors but looks faster and meaner. It has lovely flowing lines and the sculpting is fantastic...10/10 for the Aquans I think!

Last (and for me, the least) for the Kurak Alliance are the Sorylians.



Now, I don't hate this box, it just puzzles me slightly...especially given the models that SG have just announced for the ground attack helix for the Sorylians. First, let's have a look at what you get in the box...


...it's a lot of stuff! Each of the interceptors is a six-piece model;


So there's the central pod, the two engines, two "winglets" and the flight stand holder insert. That gives us pod racers. Hmmmm. Now, it's an ok concept I guess, but again I'm looking at this with my suspension of disbelief eye...the rider is exposed, and even in a future with shields and power armour, this just seems unnecessary for such a practical and pragmatic race as the Sorylians. One possible answer would be that the lack of a physical cockpit gives the pilot an unprecedented field of view...but that argument is really shot down (excuse the pun) by the TERRIBLE field of view this guy is going to have whilst hunched over the controls - his forward vision is a measly 20 degrees between those pods, his forward down FOV is about the same. Again, you could argue that in the far future instruments will provide all this data, but in that case why have him exposed at all? Simply put, I'd prefer this model if the pods were under the line of the fuselage and in line with the pod. Having seen renders opf the ground attack ships, that's kinda what I'd expect of the interceptors. In fact, in all probability we'll simply swap with these models - these simply look and feel more like ground attack craft than interceptors.


Now that's not to say that these are not bad sculpts, by the way - as always, the execution of the designs and moulding is second-to-none - the pods in particular have some fabulous detail, and will really benefit from some nice painting.


The Heavy Interceptor, in stark contrast, is GREAT. It has a solid, purposeful design, looks Sorylian and has some great engineering features - like separated engine nacelles and the FOD guards on the intakes.There's also no discernable canopy, which further highlights the oddity of the pod racer design of the interceptor. 


casting on this model is also fabulous, again Spartan blow me away with how they cast items like this in a single piece and retain the complexity and detail of the designs - masterful!

Overall, the aerial helixes are again a somewhat mixed bag, though with 5/6 designs being absolutely top-notch that's not a bad win rate. The Sorylian pod racers are another "quirky" design that will be another marmite design choice that may put people off, though I think it's modular design and overall quality mean that it'll be easy to assemble into another, non-pod racer configuration. Spartan get it right more often than not, and their high standard of output has led us to expect an awful lot from them...we're lucky people really!

Tuesday, 15 September 2015

Quick update - painting recap...Halo, Firestorm Armada, Planetfall & Zombicide!

Well it's been a month since the last post, and although I intended it to be the final segment of the System Wars review with the Commanders, I've had a few developments since that time. Work has been pretty unpleasant and stressful too, so instead I've been investing what little free time I have into actually doing some painting. This is relaxing, especially whilst catching up with recent or historical podcasts, and exactly what I've needed.

Of course, this is a good thing on many fronts, as it also reduces the wall of unpainted resin and plastic, and enhances our gaming experiences, so it's all good...the true win-win!

First up in this review of what I've been doing are the Covenant ships for Halo Fleet Battles. These are truly lovely ships, and I've waited a little while before painting them as I wanted to think about the effect I wanted before committing. Anyway, I saw a painting Youtube on the SG Community, and decided to steal/adapt their technique. This essentially involves priming silver and then covering with transparent paint to achieve a metallic under-sheen that looks very Covenant-like. I used an auto-spray can for Alloy wheels, and then used Purple and Blue Shades from Army Painter to finish. I put in a fair amount of variation, which I find gives quite a pleasing effect on the tabletop.




Now this is only stage 1, of course, with detail and engine glows etc still to add, but I think I've achieved more-or-less the effect I wanted. Unfortunately half-way through this my faithful Badger 150 broke, the nozzle shearing off somehow, so I bought a complete Medium conversion kit for it (it's the most cost-effective way of repairing it), and as I was away on business it arrived before I could spray again anyway, giving the old faithful a new lease of life, plus my old needle and parts as spares.

Next up were the Works Raptor Destroyers and Battlecruisers. These I gently shaded from black to lighter grey on several surfaces to give some tonal variation, then added weapons and power core/engine glows to fit with my other WR ships.





Note I've left off the PITA metal shields, which I'll paint separately and attach after I'm done detailing the main battlecruiser hulls. This inspired me to press on with my Ba'kash as well, since I've only played with them once as primed models and they did well, so they deserve to have a proper finish. For this I've chosen a Bronze basecoat, again Army painter which I've sprayed over a matt grey primer. This produces a very shiny and slightly glittery effect overall.



Cruiser and Destroyer, which I've used as a heavy cruiser and standard cruiser respectively. This is mainly because I'm not a huge fan of the Heavy Cruiser parts for the model, and I much prefer the old destroyer models, which I have a pair of...


And here's one of them with a frigate. Now this glittery effect is not one I particularly want, but I wasn't too worried since this is just a basecoat, and after a coat of Army Painter Strong Tone...


 It looks much nicer. You can see the pipe areas where I haven't washed (as I'll be painting these a different colour) are much brighter - the washed areas look much more "lived in" and realistic.


Here's the Frigate similarly washed. A drybrush with the bronze and edge highlights in silver, with some oxidation wash here and then should look good before doing the engine glow on these.

Now actually it's been a fair while since I posted anything paintwise, so I've quite some catch-up to do as well on updating the blog. Before I had my airbrush failure, I'd sprayed my Directorate Invasion ships, and before that I'd sprayed the Dindrenzi landers took. As these are atmospheric entry craft, I painted the Dindrenzi in my planetfall colours, whilst I tried some of Anarchy Models' paint masks on my Directorate, carrying on with my new adapted paint scheme for them. Here they both are.







Here's my Directorate RotO ships sporting the newer camo. Although I liked the effect, the Anarchy Models masks are definitely better than the "kids fishing net" mask I used for the RotO ships.





Now it's not just spaceships that have been receiving the attention of the brush...I know I'm jumping the gun a little since I've not yet posted unboxing blogs of them yet, but here are a couple of the new aerial Helixes. The first, the Dindrenzi...


As I was an ardent modeller prior to entering the gaming arena proper, and the rest of my dindrenzi are in late WWII German camo colours, I thought aerial late WWII colours of RLM 81/82 over 76 was appropriate.


The sahrk-like heavy looks especially menacing with the dapple on the fuselage.


Next up are the Dindrenzi's sworn enemies, the Terrans. Their "just in the future" look means they benefit from a US-style modern two-tone aerial combat scheme, both on the interceptors and the heavy.



Finally, the last of the aerial Helixes I've photographed (though I have sprayed the Aquan and Sorylian) is the Directorate.


This was another use of the Anarchy models Hex camo masks, but with a reversed colour contrast.



The Drones I've just gone for a simple dark grey top with light grey undersides, similar to the plain grey of the ground forces.

Next up are some of the larger zombies from the very fun Zombicide - here we have the original season 1 Abomination with a Fatty...still need to finish the camera. but almost there...


And here are the Prison Outbreak and Angry Neighbours Abominations too.


These are great models to paint, a lot of fun and painting them really makes a difference...can't wait to play with them!