Wednesday, 31 May 2023
Kitbashed orcs (part three)
Another couple of kitbashed EM4 orcs. These two have three arms from Mantic ratkin, helmets from an Oathmark dwarf and human, and an old GW orc shield. I'm particularly pleased with the conversion of the archer on the left - he's ended up in quite a dynamic pose.
Kitbashed unit with scale versatility
I'm always keen to maximise the utility of miniatures in different games. This unit is ostensibly a troop of 'luggits' (goblin berserkers) for Kings of War. But as it's composed of a 60 x 40mm base and a 40 x 40 one, it also works as two different sorts of unit. The first is a horde element for 28mm (or 1/72) Hordes of the Things or DBA and many other games:
As base depth is variable in HotT, I'd probably field this as a horde in 28mm and a warband in 1/72 (a scale in which these small-by-28mm-standards goblins are quite hefty).
Meanwhile, the 40 x 40 unit works as a beast or behemoth unit in 15mm HotT - ogre hunters or whatever.
I've got already got a few 1/72 goblin units using this scheme (they'll mix freely with these, as the big 1/72 Caesar orcs are only slightly smaller than Oathmark and Wargames Atlantic goblins - I often give the Caesar orcs Oathmark or WA heads). I find that the 40/60 basing is very handy in a game, as by aligning the first rank 60/40 and the second 40/60, you get a nice, coherent unit that's easy to move on the table because the offset basing holds it together.
Here, I've gone with an obvious leader (the chap with the spiky helmet and long sword) at the edge of the 60mm base. When the unit forms up for a 100mm frontage, he marks the 'leader point' for pivoting in Kings of War.
As I put together more of these, they'll also form 120mm units for Impetus: two 60s or three 40s.
And, finally, the 15mm orc warbands on 40 x 20 bases that I'm working on will double up as 40 x 40 orcling bases for Kings of War - helping to achieve maximum flexibility!
Tuesday, 30 May 2023
Kitbashing orcs (part two)
A quick lunchtime session means that the unit is ready for basing and painting, barring some green-stuff repairs.
Kitbashing orcs
This is the start of an orcish unit for Kings of War - and possibly for Impetus too. I suspect Impetus may be fairly forgiving of minor variations in frontage, which would mean that the 125mm frontages of KoW orc and cavalry units won't matter too much alongside doubled-up Hordes of the Things bases (so 120mm) for most units.
Kings of War's Warhammer legacy in having 20mm and 25mm bases for various humanoids is a slight annoyance when basing for maximum versatility. For the most part, I'm now basing regular infantry units on a mix of 60mm and 40mm frontages, which allows the two to be used together to create a KoW 100mm frontage, and then two of the 60s or three of the 40s can form Impetus units. Meanwhile, the 60s and 40s can be used in Hordes of the Things in 28mm and 15mm respectively; we tend to use 1/72 figures for regular humans in massed-battle games, which means that they work in both 15mm and 28mm HotT.
These orcs are based mainly on the EM4 monopose plastics, with bits added from Mantic orcs, GW Skaven, Frostgrave demons, Fireforge Mongols and Oathmark orcs and dwarves. The leader is a Frostgrave demon with only a minor conversion to lower his head into his shoulders for a more orcish look. The fellow with the two-handed axe is a Frostgrave demon with a Fireforge cataphract head. He'll probably end up in a different uinit.
Thursday, 18 May 2023
More Realms of Chaos warband members
And here are the next three kitbashes for the Realms of Chaos/Mordheim warband: two Skaven with prehensile tails and another human with a beweaponed limb.
Wednesday, 17 May 2023
The start of a Realms of Chaos (and Mordheim) warband
Why not use Realms of Chaos warbands in Mordheim? The thought struck me the other day, so I rolled up a warband using the tables in Slaves to Darkness.
The result was a largeish warband by Mordheim standards, but not one that looked grossly unbalanced. I ended up with a normal human champion of chaos, blessed with four arms. His followers are 11 humans (with a dominant attribute of beweaponed extremities) and five Skaven (with a dominant attribute of prehensile tales and hatred of elves).
So that gives us 17 individuals, none of whom have exceptional stats except for the extra attacks from the extra arms, weapon-limbs and prehensile tails. The latter two are dominant attributes, so I gave half of each group the traits, rounding down for the Skaven and up for the humans. That leaves two Skaven with prehensile tails and six humans with beweaponed extremities (who'll work very nicely as mutants with the 'great claw' mutation in regular Mordheim). All regular Mordheim bands will have more powerful individuals and - often - better equipment, so I'm going to throw these chaps into a game and see how they do.
I have to kitbash the rest of them first, of course ...