Tuesday 31 December 2019

This year's last ... (1/72 knights)



A dozen quick 1/72 knights to finish the year. They'll probably need a touch-up when the festivities subside ...

Happy Hogmanay to all!

Wednesday 25 December 2019

Peg giants - and Merry Christmas!



Inspired by the marvellous BluePeterHammer blog, I got my daughter some unpainted peg dolls for Christmas, along with a book on their construction and painting. Last night after we'd wrapped all the kids' presents, I decided to paint a couple of outsize pegs up as giants. I based them for Hordes of the Things, as behemoth elements. 



Both they and the raw materials have gone down well. My son has already built a Mandalorian out of a purloined peg, and both kids and I are going to put together a couple of full HotT peg armies over the holidays. 


They're not quite toy soldiers from The Nutcracker, but they're seasonal enough, I think.

Merry Christmas!




Monday 2 December 2019

Guards! Guards! (1/72)


Rushing to the rescue or providing impediments to PCs: any fantasy city needs its guards. These fellows will represent the authorities in the big game of Into the Odd I'm running in a couple of weeks. When I've got 12 painted, they'll also form a unit of Heavy Missiles with Venomous shooting in Dragon Rampant - or perhaps I'll plunder The Pikeman's Lament for proper musket rules. 

While the guards are Seven Years War Austrians from HaT, the next miniature is a Strelets bashi-bazouk. Although they've enjoyed a long afterlife as an insult hurled by Herge's Captain Haddock, the historical bashi-bazouks were irregular Ottoman soldiers paid only in plunder - a close analogue to RPG adventurers, in other words. Murderhobos especially: the bashi-bazouks were responsible for some heinous atrocities in various campaigns.

Bashi-bazouk chieftain (Jean-Léon Gérôme)

Bashi-bazouk (Stanislaw Chlebowski)

They also cut quite a dash, as the Orientalist paintings of Jean-Léon Gérôme and Stanislaw Chlebowski make plain. And they were always armed to the teeth. This fellow will work well as a PC or perhaps an NPC brigand. 


I also added to the dangers of the Underworld in this scale with a very quickly painted stone golem from Reaper Bones. A bit of a handful for either guards or adventurer, I suspect ...




Sunday 1 December 2019

Into the Odd - the best RPG for kids?

An eclectic band of intrepid adventurers

We had friends staying last weekend. After introducing their kids to Song of Blades and Heroes last time they were up, I'd promised my kids that we'd do a bit of roleplaying with them this time. So, after a jaunt up the hill on Sunday, we settled down for a spot of dungeon-crawling.

I'd planned on using Whitehack or the Black Hack. Then I thought about one of the fantasy variants on Into the Odd. But then I decided just to use Into the Odd itself. And I'm very glad I did: it made for the perfect introduction to RPGs. 

Why? Well, the game's loose setting and brilliant character-generation system made for a very easy set-up. We rolled characters, and then the kids chose miniatures to represent them from the Cabinet of Shame. That gave us a space marine in corroded bronze armour, a 'space monkey' and an orc with an axe that fairly approximated the shovel in the player's 'starting package'. And that eclectic mix worked just fine as we laid out dungeon tiles and explored the underground complex I'd sketched out half an hour earlier.

The scenario was simple: the PCs were desperadoes, short of cash, and the authorities had put a price on the tentacled head of an evil sorcerer. So the PCs were raiding his underground fastness. No other background was needed.

And we had a blast. The new players grasped the concepts of ability saves on a D20 very quickly. And the no-messing combat (rolling damage, with no time wasted on fripperies such as rolling to hit) was equally clear - as were its risks. 

But best of all was the way that the players instinctively made use of their starting equipment (determined by cross-referencing a character's hit points and highest stat on a table of 'packages'). One character had a pistol, a smoke bomb and some wire. Another had a dog, a pistol and a shovel. The use of this limited gear led to all manner of interesting situations. Best of all was the final encounter with the octopus-headed wizard. The PCs filled the chamber with smoke, then dashed down the stairs to improvise a trip wire. They pulled off their rolls, swiftly dispatched the fiend and made off with this head. The dog, alas, did not make it out, but all of the PCs did, though only by dint of a couple of successful saves to avoid critical damage. 

I ran another session on Friday evening for my son and one of his schoolfriends (both RPG veterans). This time, we played through The Iron Coral, the introductory adventure that comes with the rules. With most of the 'dungeon' explored, both characters met a sticky - but undeniably fitting - end. This time, I was struck by the speed at which the game runs. We played it quite a bit last year, but I'd forgotten quite how quick and decisive combat encounters can be, and how much time that frees up for exploration and role-playing.

Of course, games in which combat is a game in itself can be tremendous too. We've played The Fantasy Trip a lot this year, and it's excellent - because every time there's a fight, you get an engrossing board/skirmish game to resolve it. And in TFT, every fight can be deadly for the PCs, which adds tension and suspense even if the party are just facing a few goblins.

For games in which all players are familiar with the rules, TFT is tremendous. And its rules are clear, logical and relatively simple, which helps. It's also perhaps the best RPF for very large parties, because the tactical aspects of fighting give everyone lots to consider as you go round the table.

But for smaller games in which the players are not familiar with all the combat options they can take and just need a sense that "fighting is dangerous", Into the Odd is very hard to beat.

And as an introductory game for kids, it's the best. Start with a pistol, a smokebomb and a length of wire - and watch as imagination does the rest.






Tuesday 19 November 2019

A snake in the ... sand


Giant snakes make for good wandering (or more accurately, lurking) monsters. This one's a Reaper Bones 28mm beast. No doubt he'll see action in various scales, but for now he's earmarked for 1/72 gaming. 

This was a ridiculously quick paintjob using GW's contrast paints over drybrushing. Nothing fancy, then, but he looks suitably generic - something that's useful for RPGs where the same threats might be encountered more than once in a given area ("The ruins are infested with serpents of great size ...").


Monday 18 November 2019

Up from the sewers - 1/72 ratmen


I painted these Caesar ratmen over the weekend. They're remarkably quick to paint, being scruffy and presumably dirty, and the Caesar soft plastic holds paint extremely well.

A few years ago, I painted another dozen or so. Initially, those were based on square Warhammer-style bases to serve as "lesser ratmen" alongside 28mm Skaven in Song of Blades and Heroes. I then  rebased them on pennies to serve as large (gnoll-ish) monsters in a 15mm RPG campaign. And more recently, I rebased them on Hordes of the Things element bases, reasoning that they could work with both 15mm and 28mm figures as either a warband of big creatures or one of small but vicious ones.

Now, though, I'm thinking about rebasing them again to join this batch. It wouldn't take long and would give me plenty of RPG baddies and two full Dragon Rampant units (six scouts and 12 light infantry or fierce foot).

Sunday 17 November 2019

1/72 troll



A quick Dark Alliance troll to keep these little dirt-dwellers company.



Friday 15 November 2019

1/72 orcs and hyena



Here's a Caesar orc and a Dark Alliance one, the latter mounted on some sort of hyenadon.

I'm having a go at painting up the Caesar orcs as some sort of subhuman Bronze Age marauders: Fomorians, perhaps, or Gloranthan Tusk Riders (dismounted).


The nice thing about 1/72 is that you get lots of duplicates in a pack. That creates scope for creating several warbands from the same box, each distinguished by a different paintjob. 

I wonder if the Caesar orcs might also work as Gloranthan dark trolls, if painted appropriately. They're roughly the right size (7' if they stood up straight). At this scale, the niceties of muzzle length are less of a problem than they would be in 28mm.


The hyena rider is the first of several. I painted him ages ago, but only got round to the base last night. 



A key advantage of 1/72 is the ability to get cavalry done relatively quickly: our 28mm forces boast only a handful of wolfriders and the odd dinosaur rider among hundreds of infantry. So I'm increasingly looking to 1/72 for Dragon Rampant and Of Gods and Mortals and similar games.



Sunday 3 November 2019

All RPG encumbrance systems are rubbish ...


... or at least that's my experience with them.

Why? Because even with the simplest, smartest or most intuitive rules, the system always - always - gets forgotten in the heat of the game. Perhaps I'm an outlier here, but I've never known any group of players to adhere to encumbrance rules - or even to remember them. I've certainly never managed it as a player.

But I don't think it really matters as long as the GM asks one question whenever a physical challenge presents itself. That challenge might be crawling, climbing or combat, but the question should always be this: what do you do with your stuff? 

A central failing in many encumbrance systems is that they're trying to do two different jobs at once. Many systems grossly underestimate how much a strong, fit character should be able to carry in the wild for days on end. At the same time, they often overestimate how much the same character would be able to carry while still being unhindered in hand-to-hand combat.

The two situations are very different, so it's unsurprising that it's hard to cover them with a single system. How much stuff can determined travellers carry through the wilderness? Lots. How much stuff can those travellers keep about their persons and still fight unaffected? Very little? Hence the question: what do you do with your stuff? 

The answer will tend to be variants of "We discard some of it" (for climbing, crawling and the like) or "We dump it" (for fighting). So it leads to resource depletion in the first case and an extra dimension to combat in the second. Each of these adds interest to the game.

If PCs discard some of their stuff, they're creating an obvious trail for anyone who might be following - unless they decide to conceal the abandoned gear. But if they do that, they're depleting both their resources and time. They might also be drawing predators to their trail if they abandon edible items (which might not be limited to food: remember the rust monster!).

And if they dump some of their stuff for a fight, they immediately create a more interesting tactical situation. The best RPG fights tend to resemble engrossing skirmish wargames, with much more to consider than merely rolling to hit. And, as any seasoned skirmish gamer knows, the best skirmish games tend to involve objectives beyond simply killing the enemy. A pile of hastily dropped supplies and loot immediately creates objectives for PCs and enemies alike. All of a sudden, manoeuvre, push-backs and retreats become much more important. And that's something that the GM should exploit to the full.

Friday 25 October 2019

Dark Alliance goblins (1/72)



Here's the first batch of five goblins for my 1/72 RPG project. In The Fantasy Trip, where any combat encounter can pose a significant risk to the health of the party, this lot are a fairly serious threat - especially underground and in the dark!










Wednesday 23 October 2019

A 1/72 goblin



This little fellow's made by Dark Alliance; he comes in a box with 47 of his kin. A lot of Dark Alliance stuff is clearly influenced by the New Line Middle Earth films, which I don't like very much. These goblins might be nodding to the dreadful Hobbit films, but they're none the worse for it, and they've got a nice character of their own. The Games Workshop 28mm figures based on the goblins are very nice too, although the film's design is nothing like Tolkien's description of his orcs. I've used one as a 15mm ogre, and he'll probably see service in 1/72 games too:



As the Dark Alliance box provides four sets of 12 different figures, I might well aim for four different tribes or sub-species; the accompanying box of missile-wielding goblins would allow each tribe to swell to 24 members. Conveniently, 12 is the size of a Dragon Rampant infantry unit too; these chaps could be light foot or even fierce foot; they're a muscular and belligerent-looking lot, even if they're a little short.



Monday 21 October 2019

More 1/72 monsters

The Ogre King
Another decent source of 1/72 monsters is the old Mithril range of Middle Earth miniatures. Many people love these; I'm not so keen. I always found them a little bland (and I was bemused by the fact that all the orcs were unshod).

Like the Wizkids D&D miniatures, they're more realistically proportioned than 'heroic' 28s, which makes them a nice fit as ogre-sized creatures in 1/72. I have perhaps a dozen of the orcs kicking around, including some children and the Great Goblin (above). Alas, I don't have the standing version, although I do have another similar uruk who will fit in.

Monsters in 1/72


In an earlier post, I rambled on about the advantages of 1/72 miniatures in RPGs: in summary, huge numbers of different historical types, consistency of scale between ranges and the 'anonymity' provided by the less detailed and less exaggerated style of modelling.

Thanks to Caesar and Dark Alliance, a reasonable number of fantasy humans and humanoids are now available in the scale: goblins, elves, dwarfs, orcs, trolls, fire demons, lizardmen, ratmen, Amazons, Cimmerians and undead.

But there's a sizeable gap in these ranges: giants. Large humanoid monsters - ogres, regular trolls (the Dark Alliance ones are enormous), giants, ifrits, jinn, minotaurs and so on - are missing.

The obvious thing to do is to plug this gap with 28mm miniatures. But not all of those 'read' well with 1/72 figures. The Wizkids D&D range (Nolzur's Marvellous Miniatures) do, though.

These miniatures are realistically proportioned. Perversely, that makes them look a little odd next to 28mm figures in 'heroic scale', where hands and faces are enlarged like those of a haptic homunculus. It also makes them quite bland next to most other fantasy 28s. But for those reasons, they look just right with 1/72. They're bigger, but they're stylistically similar in a way that Games Workshop (for example) aren't.

The Wizkids miniatures also have the stubborn mouldlines that some 1/72 figures have. Again, that makes them less suitable for 28mm scale, as they look a bit rougher and readier than hard-plastic or metal figures that can be cleaned up properly. But that roughness is much less of a visual handicap at the smaller scale (visual expectations already being dampened).

The D&D line comes mainly in pairs. It's best when they're of different creatures, as with the wereboar and werebear above and below, or the yuan-ti malisons (a snake-bodied man and a snake-headed man). But there's nothing wrong with a pair of ogres (i.e. Whizkid orcs) or twin giants (the Cursed One, whoever he is).


I've scanned through the Wizkids range, and there seems to be at least a dozen packs that would provide good 1/72 monsters. They're available in my local branch of Blackwells, which makes them cheaper than most 28mm miniatures too.

Thursday 17 October 2019

Robbers on the road


I don't recall coming across the term road agent before I read Cormac McCarthy's The Road. It means a highwayman or robber of stage coaches. And it's got a wonderfully sinister tone - amplified in McCarthy's tale by the fact that his road agents are murderers and cannibals too

Murderous robbers play a big part in the Greek myths. As I put together a campaign with an ancient-world flavour, I've been thinking a bit about these. The best examples are the eccentric murderers encountered by Theseus on the road to Athens: Sciron, Procrustes and the rest.

These robbers get up to all sorts of unsavoury tricks. They stretch people to fit beds - or lop off their limbs to do the same. They kick people from cliffs, or wrestle them to death, or beat them with cudgels, or tear them apart with trees.

They also provide a tremendous template for RPG encounters. The PCs need to get somewhere, but there's an obstacle in their road. They can go round it (creating an opportunity for wilderness or maritime adventures) or they can go through it.

That entails dangers. Here's Plutarch on the robbers on Theseus's road to Athens:

For verily that age produced men who, in work of hand and speed of foot and vigour of body, were extraordinary and indefatigable, but they applied their powers to nothing that was fitting or useful. Nay rather, they exulted in monstrous insolence, and reaped from their strength a harvest of cruelty and bitterness, mastering and forcing and destroying everything that came in their path. 

Some of these robbers are demigods or literal monsters, like the cyclopean club-wielder Periphetes. Some of them also guard entrances to the underworld and consort with monsters: a giant sea turtle or a savage giant boar.

While the brief ancient texts can imply that these robbers were solitary individuals, some have families with them, and it's easy to imagine them holding court among thronging followers: as bandit chiefs rather than solitary brigands. That adds further scope to an RPG encounter: approaching the haunts of an infamous bandit might involve ominous portents, surly guards and obsequious underlings. Think of Jabba the Hutt's palace - or Kurtz's lair in Heart of Darkness:

Now I had suddenly a nearer view, and its first result was to make me throw my head back as if before a blow. Then I went carefully from post to post with my glass, and I saw my mistake. These round knobs were not ornamental but symbolic; they were expressive and puzzling, striking and disturbing—food for thought and also for vultures if there had been any looking down from the sky; but at all events for such ants as were industrious enough to ascend the pole. They would have been even more impressive, those heads on the stakes, if their faces had not been turned to the house. Only one, the first I had made out, was facing my way. I was not so shocked as you may think. The start back I had given was really nothing but a movement of surprise. I had expected to see a knob of wood there, you know. I returned deliberately to the first I had seen—and there it was, black, dried, sunken, with closed eyelids—a head that seemed to sleep at the top of that pole, and, with the shrunken dry lips showing a narrow white line of the teeth, was smiling, too, smiling continuously at some endless and jocose dream of that eternal slumber. 

An encounter with a road-agent of the sort that Theseus faces might, in a gaming session, include interactions with all manner of ne'er-do-well, opportunities for audiences with the monstrous bandit-king himself, and the chance to witness a horrific execution - or become an involuntary participant in one ...

1/72 hoplites


These are the first 1/72 figures completed for my new RPG project. Nothing fancy - but quick to paint and, when seen on the tabletop, they'll "do".

They'll probably be player-characters, but could well end up as henchmen or villains too.

One thing about this scale is that you can do quite a lot of "conversion" with paintwork alone. I may well paint up some of the duplicates as ghosts or undead in corroded armour and with pallid flesh.

Saturday 12 October 2019

Enter 1:72 - and a protocol for miniature use in RPGs

Converted lizardman from Caesar; hoplites from Zvezda

Miniatures are a bit of a double-edged sword in RPGs. On the one hand, they provide focus for the players and create lots of tactical options in combat situations. On the other, they can erode the 'theatre of the mind' that's such an attractive feature of the game.

Most of the miniatures I own are the standard 28mm sort. A couple of years ago, though, I ran a Whitehack campaign using 15mm miniatures based on pennies. The smaller scale has lots of advantages: the dinner table becomes a much bigger space, and there's less of a sense of identification about the miniatures. So you hear less of "We killed that goblin last time!", because your 15mm goblin tribe probably has various duplicates on the table at the same time.

But there were disadvantages too. Painting 15mm isn't that much faster than painting 28mm, and the miniatures aren't that much cheaper - especially as you have to buy in batches, often of the same figure. And the best stuff for fantasy RPGs - Khurasan and Splintered Light - isn't readily available in the UK.

On top of that, "15mm" miniatures vary radically in compatibility with each other. I'm not a huge stickler for scale consistency, but the difference in size between "small" and "big" 15mm stuff can be enormous. That can spoil one of the main attractions of the scale: using the huge range of historical figures with fantasy ones. Alas, dwarfs and goblins from some manufacturers tower above men-at-arms and knights from others.

Also, the smaller figures don't take up much room even on a penny - so that 'crowding' is no more achievable than with 28s based on the standard 25mm round base.

And because the figures are metal, they're heavy and fragile. With reasonable success, I constructed a travel set of 15mm miniatures in a box lined with magnetic card, so that the kids and I could play skirmish games on holiday. The only problem with it was that the magnetism wasn't sufficient to keep the miniatures from rattling around in a rucksack - so that they needed a fair bit of retouching afterwards.

I'll probably rebase the lizardmen on twopence pieces

The allure of an intermediate scale
Enter 1/72. I've dabbled in this scale before, but only in monsters that are somewhat scale-agnostic, such as the Caesar lizardmen, which I've used in both 28s and 15s. But I've started to see the attractions of RPG gaming in 1/72 scale entirely.

First, 1/72 figures tend to be a lot more compatible with each other than 15mm. Yes, there are scale discrepancies between manufacturers. But they're slight. One viking or hoplite won't be twice as tall as another. That opens up a huge range of historical soldiers and civilians (1/72 ranges offer a nice array of ancient and medieval civilians). Populating a crowded marketplace or court is far more achievable.

The second attraction is cost. For between six quid and a tenner, you can get 40 or more miniatures. Yes, there'll be some repetition, but there's also a lot of variety within boxes. I bought some Italieri crusaders yesterday; the box included nine mounted knights along with multiples of eight different foot-soldiers.

And those multiples offer a further attraction: anonymous 'extras' for town guards, the local baron's men-at-arms or whatever. Compared with the characterfulness of 28mm miniatures, the unassuming nature of 1/72 figures takes some of the emphasis off the miniatures on the gaming table and back into the players' minds.

At the same time, the compatibility of the figure and their anatomically correct scaling (as opposed to the 28mm emphasis on faces and hands) adds an extra dimension of realism. And the miniatures occupy a penny base just about perfectly - allowing for a reasonable amount of crowding while still providing stability and weight. And they'll travel unscathed in my magnetised box.

Swords, sorcery and soft plastic
But the biggest attraction, for me, is 1/72's suitability for sword and sorcery. I don't much like Robert E Howard's Conan stories, which I find poorly written and heavy on the sublimated wish-fulfilment. But I do like the Hyborian blueprint of a world including lots of thinly veiled proxies for historical cultures, all thrown together with anachronistic glee. Fritz Leiber does it rather better, and so too does Howard's contemporary and correspondent Clark Ashton Smith.

The best way of representing that sort of mish-mash - ripe for games involving travelling adventurers - is to have different cultures visually represented. And 1/72 opens up a whole wealth of intriguing possibilities. Imagine these as town guards in one northern city. Or these as invaders threatening a coastal civilisation far to the south. If you want a human-centric game - or one that's set in or nodding to Glorantha or Tekumel - this is the scale to do it.

Fantasy creatures, of course, are less well represented. But Dark Alliance/Red Box and Caesar do quite a few fantasy sets: orcs and goblins of various stripes, lizardmen, ratmen, trolls, hyena-riders, fantastical barbarians and undead. And, of course, 28mm monsters will generally work fine in 1/72: they'll just be bigger (and nastier).

It's also worth noting that some of the official D&D miniatures from Wizkids are a nice fit with 1/72 stuff, because they are similarly (i..e more naturally) proportioned. This snakeman is much bigger in 1/72, but the proportions of his human elements make him a better fit in 1/72 than in 28mm.


Also, some 15mm goblins work pretty well at this scale. I reckon the little chap below is perfect for a small Middle Earth orc or a D&D goblin:


The same's true of these (rather large) 15mm frog-men:


And I'll be stripping down these Ral Partha dwarfs (painted by a friend when we were teenagers) and repainting them. They're tiny by 28mm standards, but just right for short but strong mine-dwellers in 1/72:


These old Chronicle kobolds and orcs work too (as larger and fiercer monsters at this scale - gnolls and ogres, perhaps):


I can also see lots of potential for using these in Dragon Rampant. The reduction in unit 'footprint' makes a 3'-wide dinner table a better battlefield - and assembling and painting up cavalry is much quicker. And then there's Hordes of the Things. A box of 48 miniatures (like the Dark Alliance fantasy sets, with four identical sprues of 12 figures) could be used for a couple of different factions of individually based models for RPG and skirmish games and a few elements of multi-based troops for massed-battle wargames like HotT. 

Then there's painting. I found the Caesar lizardmen exceptionally easy and quick to paint. The softness of detail is actually an advantage when it comes to painting 1/72 for RPGs, as you can blast through them without worrying too much about precision.

A protocol for miniature use in RPGs

These considerations of scale and "anonymity" have got me thinking about how miniatures are best used in RPGs. Nicely painted 28s and precise floorplans are great for dungeon crawls and one-shots, but take a lot of time to prepare. And there's the problem I brought up at the start: the way in which the tabletop props can detract from the imagined scene. That doesn't much matter in the typical dungeon crawl, but it causes problems in more sophisticated games - not least because if everything's set out in detail and represented with miniatures, everything looks like a fight.

So here's how I'm planning a forthcoming session with some old friends. I'll almost certainly use The Fantasy Trip for the game, because of its simplicity and speed of character generation and its tremendous tactical combat. That entails a hex grid, so I'll get one of the Chessex dry-erase maps. The smaller scale of the 1/72 miniatures will compensate for a grid size that's smaller than the TFT standard. 

Now, what I want from an RPG session is plenty of roleplaying. But if there's to be fighting, I want that to be intense and tactical - essentially a mini-wargame for players and GM alike, with both sides aiming to win. Of course, I'll allow and encourage any convincing stratagem that interrupts the normal flow of combat. 

To balance that with role-playing and 'theatre of the mind', I won't use the dry-erase markers until swords are drawn. The players will know they're in a large audience chamber or a cramped tomb or whatever, but until they have a fight on their hands, I won't sketch it on the grid or place miniatures to represent NPCs. 

That should have two important effects. First, the players will process the monsters and NPCs as they're described before they see how they're represented on the table - if they see that at all. And second, rather than every encounter looking like a fight, as it does in a floor-plan-assisted dungeon crawl, every encounter will appear a role-playing opportunity. Only if that leads to fighting will I quickly sketch in the scene, place a few props and - finally - plonk the baddies down on the table.




Saturday 5 October 2019

Speed-painted space orks




I'm not normally one for painting orcs green, although I occasionally make exceptions. But when it comes to orks ... well, why not?

These fellows are for Xenos Rampant, Richard Cowen's sci-fi variant of Dan Mersey's Dragon Rampant, which looks a lot of fun. I have a game scheduled with a few old friends in a couple of months, so need an army. That demands some extremely fast painting, so, as outlined a couple of posts ago, I'm using GW's contrast paints over black undercoat drybrushed with grey and white.

It's a very quick and sloppy technique, but I quite like how the miniatures look on the table - a bit dark and more Ian-Miller-ish than the typical "greenskin"- or at least I hope so. 


One of the joys of the Rampant family of games is matching available miniatures to the troop types. So, in the picture above we have the following: recon infantry; light infantry (possibly with the Assault Doctrine and Close Combat Doctrine options); Heavy Infantry; and Berserk Infantry (with Heavy Armour). 

I'll probably add some black and white emblems at some point, but for now the focus is on churning them out. I've got 17 done already (3 recon, 6 light, 6 heavy and 2 berserk), but I want at least 6 recon and a dozen or two of each of the others). Onwards ...

Tuesday 24 September 2019

Snaga


Although I've never done any Middle Earth wargaming, I'm often tempted by it and always on the lookout for suitable miniatures. Those can be surprisingly hard to find - especially, perhaps, when it come to Orcs.

The fairly recent release of the Oathmark goblins changed that a bit; they're very nice Tolkien-esque figures, and wolf-riders are apparently to follow. But the only problem is that they fill only one of the two main Orcish slots in Tolkien's writings: that of the Uruks.

In The Lord of the Rings, goblins are broadly divided into two classes: the big fighting goblins (the Uruks) and the lesser kinds (whom the Uruks call "Snaga", meaning "slave"). The Oathmark goblins, being somewhat shorter than Men but still fairly large, fill the Uruk role perfectly (you might want to change the swords and bows for Isengarders).



But the smaller types must be closer to Hobbit-sized, because Frodo and Sam are mistaken for them when suitably disguised.

So I was pleased to discover that Oathmark heads and arms fit rather nicely onto Mantic goblin bodies. The Mantic goblins are much worse than their other lines - indeed, notoriously so. The beaky heads have a certain charm, but the arms are poorly cast and don't fit terribly well on the bodies. The Oathmark appendages solve that problem at a stroke.


What's nice about this is that the Oathmark goblins come with lots of extra heads and limbs, because each sprue allows for the assembly of its component Orcs as archers, spearmen or swordsmen. So by buying some Mantic sprues to go with the Oathmark ones, you can assemble five Uruks and five Snaga from each.