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Tutorial: Painting Warhammer 40,000 Crimson Fists part three Metal

Welcome to Painting Warhammer 40,000 Crimson Fists tutorial. Here I will present to you a Step-by-step of an easy and fast painting process for Games Workshop Crimson Fists Primaris Marines metal as can be seen in Gallery: Crimson Fists.


Before we start, some notes:

  • This tutorial does not require an airbrush.
  • You can use any paints, not just the ones I recommend. You can use this chart to compare paints between popular brands.
  • Please note pictures present a huge miniature under strong light that might result in a feel of messy and clumsy paint job.
  • As usual, please take note that what works for me might not necessarily work for you.

Previous steps: Blue Armor

Although metal elements can be painted separately I strongly recommend following part one of the article before moving to this color. Visit Tutorial: Painting Warhammer 40,000 Crimson Fists part one Blue Armor for more information.



Step one: Base Color

The initial layer was painted manually (no airbrush) with Vallejo Game Color – Tinny Tin (72.060). The color is relatively thin making it easy to move into any recesses, but also maintains a strong coverage, which is good because covering the entire surface is imperative for this particular layer.



Step two: Highlight

Next I manually applied a large area (flatbrush) highlight of Vallejo Game Color – Chainmail (72.053). A much brighter steel color with strong pigmentation to cover most of the surface, except recesses.



Step three: Highlight

I then applied a more contained highlight of Vallejo Game Color – Silver (72.052), switching between edge highlight and flatbrush.



Step four: Wash

Lastly I applied a lot of The Army Painter – Strong Tone Wash. I like to go hard on washes, applying lots and lots of them to allow for pigmentation to do its thing.



Extra Step: Final Highlight

Depending on the level of paint job I sometimes apply a final, soft highlight of Vallejo Game Color – Silver (72.052). This might work especially good for tiny detail such as chains, Imperial Aquila and similar, making steel look crisp and sharp. Unfortunately I skipped this part for the Eradicators so you’d have to take my word for how it works, or see other Crimson Fists miniatures for reference.



I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Painting Warhammer 40,000 Crimson Fists part two Red

Welcome to Painting Warhammer 40,000 Crimson Fists tutorial. Here I will present to you a Step-by-step of an easy and fast painting process for Games Workshop Crimson Fists Primaris Marines red as can be seen in Gallery: Crimson Fists.


Before we start, some notes:

  • This tutorial does not require an airbrush.
  • You can use any paints, not just the ones I recommend. You can use this chart to compare paints between popular brands.
  • Please note pictures present a huge miniature under strong light that might result in a feel of messy and clumsy paint job.
  • As usual, please take note that what works for me might not necessarily work for you.

Previous steps: Blue Armor

Although red elements can be painted separately I strongly recommend following part one of the article before moving to this color. Visit Tutorial: Painting Warhammer 40,000 Crimson Fists part one Blue Armor for more information.


Step one: Base Color

The initial layer was painted manually (no airbrush) with Vallejo Model – Hull Red (70.985). The color is thick resulting in strong coverage. I deliberately avoided going back to places where the undercoat might be visible, not to build too much paint in the area. Other layers will take care of that.



Step two: Highlight

Next I manually applied a large area highlight of Vallejo Burnt Red (70.814). A bit brighter and slightly pastele, the color has a relatively good coverage. I focused on covering all edges and exposed areas, less on recesses and inner folds.



Step three: Texture Highlight

I then applied a mix-method layer of Vallejo Flat Red (70.957)*, switching between edge highlight and stippling. This added much needed texture and vibrancy.

* Warning: I am convinced my Vallejo Flat Red is bugged. I have purchased a number of bottles and the one used for my Crimson Fists is clearly mixed up. There sadly is no comparable color in the entire Vallejo range that I am aware of (and I got each Red they make to test it). I recommend choosing any strong, vibrant, well pigmented red for this step instead.



Step four: Final Highlight

In the last step I added a limited highlight of Citadel Lugganath Orange. The paint is thick and I used it without thinning. Just a few lines on the edges, a few irregular dots in certain areas. Not to much, not to change the expression of the overall color.



That wraps up red. Four layers of paint to imitate eye catching, vibrant tone. Two most important colors out of the way, the rest is a topic for another day. Stay tuned for part three of the tutorial. 



I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Hobby Advice: Magnetic Transportation vs Heavy Miniatures

Magnetic transportation is probably the best way to carry miniatures safely. Its main pros are ease of use and speed with which the miniatures get packed/unpacked. Although pure comfort, this way of transporting miniatures is not without issues, amongst which is how very heavy pieces can slide and rub on one another, damaging the paint job in the process. Today I will present to you an easy way of dealing with this issue once and for all!


I have been using magnetic transportation for the last few years. Before that I was all about foam bags and stuff, but since I got my first A-Case I’ve abandoned all other ways of carrying minis and never looked back. Now I am happily carrying my lovingly crafted armies, including scenery, in magnetic transportation cases exclusively. Although I will never trust in any one way of carrying minis completely, with only the positive experience, I grew to trust magnetic transportation *almost* all the way. By “almost” I mean there are, like with all methods, some things worth being aware of. For starters I will never, under any circumstances put my case sideways. Do not get me wrong – my miniatures are professionally magnetized, but why tempt fate? More importantly some miniatures are really, and I mean REALLY, heavy and may slide around regardless of how many magnets you put into their underside.



Just recently I have completed a large Solar Auxilia commission, including ten resin Dracosan tanks, over 400 grams each! The customer asked me to magnetize them and I got to it right away, but not without some thorough testing, to ensure the solution will work properly for these bad boys. Of course the miniatures moved around. I went through magnetized 3d printed holders, more magnets, stronger (over 20kg attraction power) magnets, magnets with rubber bands stretched between them, anti-slide stickers, foam trays to protect the miniatures and more. Neither solution satisfied the goal of providing safe transportation for my customers’ collection. Finally after multiple trials and errors I found an easy, cheap solution that gets the job done and is very user friendly.



Final word before we start:

  • As usual, please take note that what works for me might not necessarily work for you.

The solution is very simple: Due to heavy weight the miniatures, if well magnetized, will stay on top of the metal shelf without issue. In order to prevent them from sliding around I simply needed to create a socket to block any extensive sideways movements.



For this I used 3mm thick self-adhesive felt sheets and pads. Yes, that is correct – the solution was much simpler than anticipated. I used the actual Dracosan tanks spread across an A-Case shelf and stuck a few felt pads, prepared in advance, around them. I left some loose space between the sheets and the tanks to make it easier for the customer to fit each tank in each slot, regardless of eventual small differences in size of resin elements. Assuming the tanks will not take off, they are allowed to slide just barely, as long as the only thing they hit would be a relatively soft pad…



The Final Test was successful!



I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Recycling Old Miniatures into Chaos

What if I told you it is possible to turn almost any old, damaged, badly painted Space Marine model into an Obliterator using trash and a bit of modeling magic? Sounds good? How about I just show you!

Before we start, some notes:

  • For this tutorial I used a thick painted Space Marine Centurion model, to better present repurposing old models.
  • You should be able to use any type of materials, not just the ones recommended in the tutorial, with a similar effect. Stay open minded.
  • As usual, please take note that what works for me might not necessarily work for you.

One Man’s Trash…

I have been playing Warhammer for over two decades now. Throughout that time I had multiple armies that I built, then painted, then sold out to get dough for another dose of ‘plastic crack’. At times I had to get rid of some really badly painted, out of date sculpts. Easy to say, I came up with a variety of ideas on how to make such miniatures more desirable in the eyes of potential buyers, one of which was turning old minis into Chaos Obliterators and Spawns. The key was to use an old miniature and as little extra bitz as possible to up the value on the gaming board. Nowadays Obliterators come in plastic and look cool, but I believe there is still value in recycling old minis, especially if you’re short on cash and would like to play CSM proper by spamming these bad boys all over the place. The method shown below can be used for anything, including turning Marines/Vehicles Death Guard, making Possessed or Mutants and more. I deliberately chose to make an Obliterator, but stay open minded and let me know in the comments if you would like to see some kind of dedicated Nurge’esque magic in the future.

Now buckle up and let’s jump straight into it!



Step One: Preparing the Miniature

Using Hobby Cutters and a Hobby Knife I removed front parts of the miniature’s arms to make space for the upcoming weapon extensions. I also removed any Imperium related symbols.



Step Two: Weapon Barrels

Next I cut an old lollipop stick and a few toothpicks into short pieces, then glued them onto the shoulder guards and arms of the miniature with Super Glue. I used remaining sharp toothpick ends to form spikes on one leg and the back of the miniature.



Step Three: Veins and Cables

I then added another thematic detail by cutting paper clips into small pieces, then bending them to form swathes of cabling. I also twisted a few to form double cabling/veins then glued all of them onto the miniature. Again with Super Glue.



Step Four: Glue Goo Magic

I followed up with the favorite trick amongst my arsenal – a mix of PVA glue and Super Glue. First I applied some PVA onto the miniature, then right after, I applied Super Glue on top. I then started ‘dragging’ the goo around with a tip of a toothpick to form veins and some sort of meat chunks. The curing Super Glue twisted and hardened the PVA glue underneath – MAGIC!



Step Five: Additional Detail

Here’s where I would usually add some leftover bitz. For this particular miniature I glued three skulls here and there to better represent the theme of ‘big bad Chaos thing’, but I invite you to experiment with stuff. I just wanted to keep things simple.



Job done – seriously. I know the miniature above looks like crap, but just take a look at this undercoated, drybrushed Chaos Obliterator below. It took me less than ten minutes to make and cost as much as an old mini that hadn’t seen action in a decade!



I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Modeling Trees

Who wouldn’t like to play games on a highly detailed, great looking scenery? Fortunately for us – hobbyists, we’re living in times of abundance. Not only is the market saturated with ready to buy awesome scenery elements, but there are many ways to make our own scenery from scratch. Today I’m here to share with you the latter – my method of scratch building well textured, interesting looking trees, of any size and shape!

Before we start, some notes:

  • For the purpose of this tutorial I will focus on 10mm scale trees, but the technique can be used to create trees of any size and scale like here.
  • You should be able to use any type of foliage and/or materials, not just the ones recommended in the tutorial, with a similar effect. Stay open minded 😉
  • As usual, please take note that what works for me might not necessarily work for you.

Introduction:

Just recently I decided to finally let my 10mm scale itch loose and commit to a new scenery related project. I chose a dark, fantasy theme for it, so alongside crumbling ruins, rocky hills peppered with tombstones I needed some twisted, creeping trees to better tell a story of the glory times long gone. Making scenery from scratch allows us to tell a different short story with each individual piece. This can only be enhanced with self made trees of any size and shape, thus I decided to go this route. The resulting Ghasthollows Cemetery set speaks for itself.

Without further ado here’s how I went about it…



Step One: Trunks

I have started by butchering an old Ethernet cable, removing the rubber cover and pulling out small rubber protected ones. I deliberately chose this type of cable because of the rubber shielding the wires inside. I have observed paint sticking onto it much better than to smooth metal surfaces.

Next I have cut a few pieces of similar size and bundled them together, twisting them in the middle to form tree trunks and leaving top and bottom parts separated.



Step Two: Roots and Branches

Next I based the tree, first forming roots from the lower wires with a set of solid tweezers and then sealing them alongside the trunk with Super Glue. Once dry I then formed upper branches and sealed them with Super Glue using the same method.



Step Three: Texture

To add texture and increase durability I covered the entire tree with PVA glue, immediately applied Super Glue on top and sealed it with Super Glue Activator. This way I ended up with solid, sturdy trees covered with a mix of twisted veins / rough bark-like texture.



…Painting

This one I leave up to you. Everyone have their own painting preferences, depending on scale and the effect they’re aiming for. My set was painted with grey pre-shades on black undercoat, then covered in brown contrast like paint to finally get a drybrush od bright sandy-brown. Nothing special, but on a 10mm scale it really does the job.


Step Four: Foliage

As a final touch I applied just a bit of Super Glue on top of each branch then, using a set of tweezers, glued a small canopy made of Green Stuff World Tall Shrubbery on top. I then sealed it with Vallejo Polyurethane Matt Varnish airbrushed all over, to keep small specks from falling off.



That’s all – a set of awesome looking trees for miniatures is now within your reach. As a final word I recommend staying open minded – there’s plenty of different materials you can use to make your own trees, not just the ones I presented. It is worth experimenting. Be sure to share your result with me.



I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

“The Crimson Wrath” Special Project

Armies On Parade – a yearly contest held by Games Workshop, pitting lovingly crafted Warhammer armies from across the globe against each other. I always admired all the stunningly painted pieces of art presented in the content with a mix of awe and jealousy. Deep down I felt (and still feel) the ceiling is just too high for me to reach. Then again the entire theme of this competition seems to be fun and participation, sharing our hobby joy, rather than trying to win against the very pinnacle of talented people out there. This year, seven days before the very deadline, I have decided to unleash my Crimson Fists and join the challenge!



Humble Beginnings

Like all of my hobby projects, the Crimson Fists collection started out of nowhere. I was ‘divorced’ with Warhammer 40,000 for about ten years, after abandoning a huge Space Marines army back at the down of the sixth edition. The new Primaris Marines grew on me and for a long time I felt like it’ll be fun to start a new army. One day something broke and I went for it, getting just enough carefully selected boxes to build a solid 2000 points list. I had many ideas on where to take my miniatures, including multiple made up Chapters and color schemes. In the end, remembering the wrathful charge of the Crimson Fists from the “Crimson Tears” Soul Drinkers novel, I decided to follow up on a youthful dream of a Crimson Fists collection. Contrary to my usual practices of fast bulk painting to play, I focused on small numbers, cherishing the process and pouring my heart and soul into each and every miniature. I steadily grew the collection, adding a few units at a time, prioritizing unit diversity rather than chasing the meta. As it happens, expanding a collection by adding one or two units every month, allows for some awesome hobby experience – but also expands the available toolset to breathe fresh air into the gaming experience. With a lively, positive local community around the corner, I’m having the time of my life with miniatures games right now and am speaking from over 25 years of wargaming experience behind my belt.
Easy to say that having a main, living project – a growing collection to add to and have fun with, might have saved me as a hobbyist. I love my Crimson Fists army and it is for this reason that I chose to honor it by preparing a special diorama.



From Ground Up

Once I’ve committed I had a really bad time sleeping – multiple ideas ferociously fighting with one another inside my head. I spent almost four hours laying in bed, trying to fall asleep, grinding thoughts on how to better present the army. In the end I chose to focus on a two level base with a part of an exposed ground level and a large vantage point. I have been building advanced Crimson Fists themed scenery for the last year and figured a relatively simple base would allow me to use everything I have to build an interesting background and add detail.



To spice things up I have added a decrepit bunker complex entry tunnel and taken it a little bit further with a set of small lights spread across its length. Because there was an entire vantage level coming in on top – I had to finish painting the tunnel before starting to work on the exterior area.



It took me about four hours from laying a wooden worktop on the ground to sealing the vantage floor on top of the finished tunnel. What was left was the exterior and this part was rather easy in comparison. It took less than two hours of the actual work (and a lot of AK Interactive’s Dark Ground texture paint apart from other hobby materials) to see the thing completed.



Setting the Scene

Once the painting process was finished, I was left with the tedious and challenging process of setting up the background, planning the scene and breathing some life into it. I always admired cinematic shots from White Dwarf magazines – never would I ever dared to imagine I would be taking one myself 🙂

It took a lot of time and hard decision making on which units to include and which ones had to be cut, but in the end I finally had my epic, cinematic shot. Or at least a test shot to be precise.



Now all is in the hands of Games Workshop’s team. Let’s see if I can get as much as a shout out from them. Keep your fingers crossed for me mates!


I hope you’ve enjoyed this article. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it interesting. Finally if you are looking for a professional warhammer 40k miniatures painting service, be sure to contact me with this contact form. I always reply within 24 hours, after which please check out your spam folder.

Tutorial: Painting Star Wars Shatterpoint Aurra Sing

Welcome to Painting Star Wars: Shatterpoint Cad Bane tutorial. Here I will present to you a Step-by-step of a basic painting process for Fistful of Credits Aurra Sing miniature and a few extras.

Before we start, some notes:

  • This tutorial is sponsored by Rebel.pl, polish distributor of Star Wars: Shatterpoint and The Army Painter.
  • The entire painting process presented in this tutorial was accomplished using The Army Painter accessories provided by Rebel.pl
  • The tutorial is focused on basic techniques. Perfect for beginner hobbyists, eager to field their miniatures as soon as possible. The second part is a bit more advanced for those of you willing to put in some extra effort.
  • Please note pictures present a huge miniature under strong light that might result in a feel of messy, clumsy paint job.
  • As usual, please take note that what works for me might not necessarily work for you.

Miniature Preparation & Notes.

Both Mandalorian Super Commandos were prepared in the same way as previous Shatterpoint miniatures. Visit Tutorial: Painting Star Wars Shatterpoint Clone Troopers article for a detailed step-by-step guide.



Undercoating:

I mounted the miniatures on a stick with a piece of Blu-Tack, then undercoated them with The Army Painter White Matt Primer.



BASIC PART:


Clothes:

Aurra Sing is commonly represented in either opaque orange or yellow clothes. I decided to base this paint job on Fistful of Credits box art, so honey yellow. Using Wargamer: Character Brush I have painted all clothes with Ancient Honey Speedpaint.



Brown Accessories:

Next, using the same brush, I’ve painted boots, weapon holsters, straps, hair and vest with Brownish Decay.



Corrections:

I’ve made quite a few mistakes with previous layers that I have corrected in this step using Matt White.



Skin:

To better represent Aurra’s pale grey’ish skin tone I applied a layer of Ashen Grey.



Weapons:

I then painted weapons, strap buckles and hair jewelry with Grim Black Speedpaint.



Eyes:

Painting eyes is a craft in its own category. Fortunately for Aurra here two small dots of Matt Black followed by delicate ‘touches’ of Dark Tone wash worked like a charm. I also applied Dark Tone wash to her lips. Wargamer Detail Brush was perfect for this step.



Base:

Finally I have painted the base following steps previously presented in the Tutorial: Painting Star Wars Shatterpoint Clone Troopers article, at which point the basic painting process was over and the miniature might have been considered done… but why not take it further?



ADVANCED PART:


Advanced Clothes:

To bring more depth to Aurra’s clothes I applied a layer of Flesh Wash.



Weapons Highlights:

With Wargamer: Detail Brush I applied thin lines of Mummy Robes to the sharp edges of weapons and strap buckles. I also applied a few tiny dots to selected spots on weapons, buckles and hair jewelry. Dots of bright colors create focus points that result in more contrast within a particular color range.



Advanced Weapon Strap:

Next I applied similar lines and dots to the weapon strap with Elven Flesh color.



Brown Highlights:

All other browns, including straps, hair, boots and weapon holsters, I have highlighted with lines and dots of Mummy Robes to prepare them for upcoming color filters.



Brown Filters:

Next I have applied slightly thinned down Dusk Red to all elements, except for hair that got Brownish Decay treatment instead. Combined with well punctuated weapon strap the miniature ended up with a nicely diversified range of browns.



Finally I Varnished the miniature the same way as presented in the Tutorial: Painting Star Wars Shatterpoint Clone Troopers article.





I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it useful. Many thanks to Rebel.pl for sponsoring this content. Stay tuned for more Star Wars: Shatterpoint tutorials.

Tutorial: Painting Starw Wars Shatterpoint Cad Bane

Welcome to Painting Star Wars: Shatterpoint Cad Bane tutorial. Here I will present to you a Step-by-step of a basic painting process for Fistful of Credits Cad Bane miniature and a few extras.

Before we start, some notes:

  • This tutorial is sponsored by Rebel.pl, polish distributor of Star Wars: Shatterpoint and The Army Painter.
  • The entire painting process presented in this tutorial was accomplished using The Army Painter accessories provided by Rebel.pl
  • The tutorial is focused on basic techniques. Perfect for beginner hobbyists, eager to field their miniatures as soon as possible. The second part is a bit more advanced for those of you willing to put in some extra effort.
  • Please note pictures present a huge miniature under strong light that might result in a feel of messy, clumsy paint job.
  • As usual, please take note that what works for me might not necessarily work for you.

Miniature Preparation & Notes.

Both Mandalorian Super Commandos were prepared in the same way as previous Shatterpoint miniatures. Visit Tutorial: Painting Star Wars Shatterpoint Clone Troopers article for a detailed step-by-step guide.



Undercoating:

I mounted the miniatures on a stick with a piece of Blu-Tack, then undercoated them with The Army Painter White Matt Primer.



BASIC PART:


Brown Clothes:

Mostly clothed in brown, the Cad Bane clearly favors comfort over style, or at least this is what I tell myself. The color is so prominent that I have decided to start with it and build from there. Using a Wargamer: Regiment Brush I have covered the entire miniature with Brownish Decay Speedpaint.

Then, once the first layer dried out completely, I repeated the process by applying another layer of Brownish Decay.



Skin:

Usually I would have left some areas unpainted, but in this case painting around just a few spots (mainly face and fingers) was too much of a hassle, not worth the time investment. Instead I have repainted these areas with Matt White, thus creating a nice base for the upcoming Speedpaint coloration.



Next, with a Wargamer: Detail Brush, I applied Royal Blue Speedpaint to the face and the exposed fingers of the miniature. 



Dark Details:

Weapons, breathing pipes, armor, had detail and the ‘under’ pants I have painted black with Grim Black Speedpaint, darkening them and creating a solid base for future highlights.



I then followed up with semi-highlights of flatbrushed Matt White. I tried to leave the excess of the paint on a dry palette and move the tip of the brush back and forth leaving blurred lines of paint on chosen surfaces. I deliberately skipped the pistols. 



Eyes:

For eyes I used a Wargamer: Detail Brush, applying lines of Matt White, followed up by a touch of Poppy Red Speedpaint.



Finally I have painted the base following steps previously presented in the Tutorial: Painting Star Wars Shatterpoint Clone Troopers article, at which point the basic painting process was over and the miniature might have been considered done… but why not take it further?


ADVANCED PART:


Dark Details Highlights:

With Wargamer: Character Brush I applied thin lines and dots of Mummy Robes paint on the edges and in selected spots of weapons, breathing pipes, pants, armor and dark had elements. Dots of bright colors create focus points that result in more contrast within a particular color range.



Brown Highlights:

I then did the same for Browns, switching Mummy Robes for Elven Flesh which has a warmer feel to it, thus is more compatible with brow. For large, flat areas I applied small smudges and scratches of Elven Flesh with a tip of the brush, creating an interesting texture.



Brown Filter:

Next I applied a ‘filter’ of Flesh Wash all over browns, that toned down (and ‘browned down’) the excessive highlights.



Brown Diversity:

Following the box art I’ve decided to diversify browns a bit, by first applying lines and scratches of Mummy Robes on the edges alongside the satchel, gun holsters and the top of the boots. I used the opportunity to apply a few small dots of Mummy Robes to the face of the miniature as well, adding a nice highlight.



I then applied a ‘filter’ of slightly thinned down Rusk Red Speedpaint to the satchel, boots and holsters, adding a nice red’ish feel to them.



Finally I Varnished the miniature the same way as presented in the Tutorial: Painting Star Wars Shatterpoint Clone Troopers article.




I hope you find this tutorial interesting. Be sure to let me know your thoughts in the comments below or via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who might find it useful. Many thanks to Rebel.pl for sponsoring this content. Stay tuned for more Star Wars: Shatterpoint tutorials.

KoW Armada: Movement Slingshooting

Ahoy Sailors! As you know I am most and foremost a passionate hobbyist. That being said, I am also a pirate, a scoundrel and a fanatical enthusiast of Mantic Games Kings of War: Armada – a naval strategy game set in the rich world of Pannithor, pitting multiple wonderfully crafted and strongly themed factions against one another. Today I’m here to share some of my maritime experience.


Introduction to Slingshooting

Armada is a fast and relatively simple game to play. So far the Mantic games have done an amazing job keeping the rules mostly smooth and the faction balance in place. Still it is a wargame with (as of today) rules spread across three books and fifteen factions. With such a wealth of rules there is no way to avoid a few niche rules interactions that might feel a bit unintuitive to newer players, such as Baiting Collisions and awkward Visibility cases to name a few. This is also the case with ‘Slingshooting’ – an interaction allowing players to increase movement of their ships by leveraging Move based rules to sail through friendly ships.

There currently are two fleets capable of Slingshooting: the Tridern Realms (Fully Submerged) and the Ghost Fleets (Spectral Form). They both follow a similar slingshot mechanic, but with its own set of pros and limitations.


The Trident Realms


Fully Submerge, the Trident Realms faction rule

“Trident Realm ships can automatically Fully Submerge to avoid other ships that they would otherwise collide with during their own activation, as long as the Trident Realm ship can be placed with its rear base edge a few mm clear of the other ship, following the same initial trajectory. This completes the movement of that Move Step, and the ship continues with its normal activation. Any Shooting attack during this activation will be with an additional -2 to-hit modifier. This modifier is not cumulative with the -1 to-hit modifier for having rolled to evade during the activation. If the ship cannot be placed with its rear base clear of the other ship, the normal evade procedure must be undertaken. A Trident Realm ship may only Fully Submerge once during its activation.”


Fully Submerge Breakdown

The Trident Realms ships are allowed to completely avoid one Collision per Activation, but going under and effectively moving to the other side of the obstructing ship instead. The procedure works as follows:

  • The Trident Realms ship Activates, declares speed.
  • Move is measured, there’s an enemy/friendly ship in the way.
  • The Trident Realms ship is picked up and placed at the other side of the obstructing ship (in a straight line), adding any necessary Move to do so.
  • The Move Step is finished. The ship can Turn and/or Shoot as normal, but with a -2 To-Hit to own Shooting attacks.
  • The Trident Realms ship continues the Activation as normal, but with a -2 To-Hit to own Shooting attacks.

Although the Fully Submerge rule allows to avoid collisions, the Trident Realms ships are still a subject to the Avoid Collisions While Moving rule (Rulebook p.16) stating as follows:
“If it is not the last Move Step in a ship’s activation, ensure its forward movement in the next Move Step will not result in a potential collision (with terrain or another ship). If this would result in a potential collision, alter the ship’s turn to avoid this as much as legally permitted.
Sometimes however, due to forward momentum, lack of turn angle, poor planning or just bad luck, collisions will be unavoidable (see page 20).”

What this means is, even though the Trident Realms ships have a tool to “avoid other ships that they would otherwise collide with“, Rules as Written, they are still not allowed to set themselves for a “potential collision” during Move Steps other than the “last Move Step”.


The Trident Realms Slingshooting in Practice


Trident Realms painted by Michał “MiSiO” Ciemniewski


Example A: During Activation a Gun Turtle (Main Battleship M) sets itself up 4,5″ directly in front of a Giant Squid (Main Battleship L). When activated, during first Move Step the Giant Squid is on a collision course with the Gun Turtle, elects to Fully Submerge and moves behind the other ‘fish’ adding the length of both the Gun Turtle’s and its own base to the movement, effectively doubling the movement in this Move Step. It then continues the Activation as normal. 


Trident Realms painted by Michał “MiSiO” Ciemniewski


Example B: An enemy Abess (Main Battleship L) is positioned so that the Giant Squid (Main Battleship L) will inevitably end its first Move Step within the Basilean ship’s Broadside Arc and possibly trigger a Fire as She Bears salvo. The Wyrm-Drawn Sloop Squadron (Support Ship T) Activates next. To avoid the Basilean trap the Trident Realms player moves the Squadron 4,5″ in front of the Giant Squid. The Giant Squid Activates next and elects to Fully Submerge moving behind the Squadron and finishing Move Step outside of the Basilean Broadside Arc.
Even if the Basilean player decided to use Fire as She Bears against the Squadron, the Giant Squid would end up safe.



How to effectively use this?

The Fully Submerge Slingshooting is free of any downsides other than planning ahead of time and setting up miniatures to be able to benefit from the extra movement. Depending on situation you can set up a fast smaller ship ahead of a heavier, much slower and much more melee capable fish, such as a Lieviathan, to close the distance in a single rapid hoop. What if it allowed the Larger ship to attempt a Grapple after an extended Battle Speed, when it would otherwise be unable to reach near the target? Or, when threatened with a Fire as She Bears, move chaff in the way to Slingshoot a more expensive ship beyond the enemy Broadside Arc. Sleazy fish tactics, or just naval superiority of the Trident Realms?


The Ghost Fleets


Spectral Form, the Ghost Fleets faction rule

If a ship from this fleet Surrenders, is Grounded, or its SPs have been exceeded, remove the model from the table. Ghost ships do not suffer or inflict collisions with other ships. Instead, the activating ship completes its move as normal. If the activating ship would not end clear of the other ship, add enough movement until it does end clear, and then continue with the Activation. Each ship passed through (including the Ghost ship) will cause damage equal to a D10 plus its own CS to the other ship. e.g. An Elohi with CS 4 collides with a Spectre with CS 6. The Elohi inflicts 1D10 + 4 damage to the Spectre, and the Spectre inflicts 1D10 + 6 damage to the Elohi. Tiny ships take and inflict half damage (rounding up). Note that Ghost ships cannot deliberately ram/pass through an enemy ship. Ghost ships can never be set ablaze. Ghost Fleets always have Regular Crew, and this cannot be changed.


Spectral Form Breakdown

The Ghost Fleet ships do not suffer Collisions with other ships, but pass through one another by adding movement necessary to do so. The procedure works as follows:

  • The Ghost ship Activates, declares speed.
  • Move is measured, there’s an enemy/friendly ship in the way.
  • The Ghost ship is picked up and placed at the other side of the obstructing ship (in a straight line), adding any necessary Move to do so.
  • Both ships deal 1D10 + CS damage to one another (unless Tiny then halves damage rounding up instead).
  • The Move Step is finished. The ship can Turn and/or Shoot as normal.
  • The Ghost ship continues the Activation as normal.

On most occasions this will happen naturally on a Ghost ship’s Activation – an Enemy ship is in the way, Ghost ship moves through, they both deal damage to one another, end of story. To avoid dealing devastating damage to the enemy fleet there’s a limiting factor in place in the form of “Note that Ghost ships cannot deliberately ram/pass through an enemy ship.”, similar to “Players must avoid deliberately ramming or colliding with other ships and terrain, unless a rule says otherwise.” from Collisions section in the Main Rulebook. Note the Spectral Form’s choice of words, that refers to “enemy” ships exclusively. This means that although passing through friendly ships will still cause damage to both ships, the Players are allowed to deliberately position their ships and move through friendlies.


The Ghost Fleets Slingshooting in Practice



Example C: With its second Move Step a Phantom (Main Battleship M) sets itself up on a ‘collision*’ course with a Spectre (Main Battleship L) at a distance of 4,5″. On its next Move Step the Phantom will move 4,5″ and through the Spectre adding the length of both the Spectre’s and its own base to the movement, effectively doubling the movement in this Move Step. Both ships will deal damage to each other.

*Ghost Fleets ships are unaffected by Collision rules with other ships. I used ‘collision’ for a lack of a better term.



Example D: With its second Move Step a Spectre (Main Battleship L, base length about 4″) sets itself up on a ‘collision*’ course with a Shadow (Support Ship T) at a distance of 3,5″. On its next Move Step the Spectre will move 3,5″ and through the Shadow adding the length of both the Shadow’s and its own base to the movement – BUT – there is another Shadow in the way (further 3,5″ away) and then a Wight (Support ship S) another 3,5″ further. The Spectre would effectively multiply its movement exponentially, but will damage and in return be damaged by all three friendly ships. 

*Ghost Fleets ships are unaffected by Collision rules with other ships. I used ‘collision’ for a lack of a better term.



Why would any Ghost Fleets player use this?

Although much more risky than the Trident Realms Slingshooting, the Ghost Fleets mechanic has some niche uses. For starters let’s say that in the last turn of a seemingly lost game of ‘sink and survive’ type Scenario, the Ghost Fleets player may want to sacrifice some chaff (T ships are usually worth 0 VP when destroyed in such scenarios) to position the active Large / Extra Large ship in range of all weapons and try to sink a barely afloat enemy ship/s. Or in a ‘area control’ scenario friendly ships can be used as a springboard to Slingshot the active ship into the VP worth area on the board. Niche? Yes! But can it be meaningful? Definitely, to a point of winning the game with. Food for ghostly thoughts.


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Review: Green Stuff World Dipping Inks

Seems like following the release of Games Workshop’s Contrast Paints, painting miniatures on easy mode became the new hotness. Different companies jumped on top of the hype wagon, releasing their own version of the recipe, with mixed results. The more the merrier, thus the Green Stuff World, a Spanish company well established in the hobby market, dipped their toes in the trend with their line of Dipping Inks paints.

Recently I have received a chunky package filled with Green Stuff World products, to do with them as I please. I took some of them for a spin and decided to share my experience with you. First on the line are the aforementioned Dipping Inks. Please note that this review is not sponsored by Green Stuff World.



Dipping Inks

The Dipping Inks is a speed painting system containing paint recipes designed and perfected by Green Stuff World. Thanks to a single coat producing both vibrant highlights and strong shadows, this type of semi-transparent paints is aimed at painting miniatures with ease and speed. It barely takes a bright undercoat such as white, a single coat of speed paint and you can call it done. Alternatively, depending on your skill and expectations, you can build from there by applying more coats, highlights and shadows. Personally I rarely use similar types of paints to start a paint job, but I find them perfect to substitute washes and/or apply blends with, instead.



Tests and Results

Dipping Washes come either solo, or packaged inside well thought through color themed sets of six. I have received three of such sets: Dipping Inks 03, Dipping Inks 04 and Dipping Inks 05 and put them to a test to compare the end results with box examples.



For the purpose of proper testing I have selected a set of old school Undead shield adornments (Warhammer Fantasy Battles), featuring some deep recesses, sharp detail and flat areas. Perfect to display what the Dipping Inks can achieve, depending on the surface.

I have painted each piece with a different Dipping Ink, one layer applied manually (by brush), let them dry and prepared a comparison exposition by gluing each piece beside its corresponding example at the back of the box.



The results are a mixed bag. Most (Deep Black, Elfwood Brown, Skeleton Brown…) really hit the mark, translating very well from the back of the box onto the miniature. Others (such as Green Stone and Skull Linen…) performed rather underwhelmingly, while a few (Turquoise Ghost, Blue Glacier..) produced interesting results that exceeded my expectations. Thorough shaking and more tests produced consistent results which is good news for the entire line, not so much for a selected few Dipping Inks that underperformed.

Dark colors definitely steal the spotlight, producing deep shadows and contrasts, whereas in my opinion the lighter tones might use some more juice to make the highlights pop. That being, due to personal preferences and the way I paint I am probably biased. I sincerely believe I will find a use for every single one of them at some point.


Key features:

  • Mat finish,
  • Mostly smooth texture,
  • Consistent results,
  • No reactivation,
  • Work well on bright undercoats from different suppliers,
  • Tiny bubbles in the recesses happen but not as often as some competitive brands,
  • Lighter tones could use more juice,
  • Fantastic, comfortable to use 60ml bottles,
  • Each bottle contains a mixing ball,
  • PRICE…

Price

Here’s where Green Stuff World Dipping Inks really shake the meta. Pricing is just out of this world. We are used to single 18ml pains coming at a price of between 4€ to 7€. Dipping Inks come in a 60ml bottle for a market bending price of 5.75€ (currently 4.31€ on Green Stuff World page!). It drops down to 4€/bottle if purchased as a set of 6!

By comparison:

Green Stuff World Dipping Ink 60ml – 5.75€ (currently 4.31€)
Games Workshop Contrast Paint 18ml – 6.30€
The Army Painter Speedpaint 2.0 18ml – 4.25€

Hands down the best volume for the buck.



Summary

With how saturated the hobby paints market currently is, breaking through to general awareness is very difficult and requires some exceptional features on top of reliable results. The Green Stuff World Dipping Inks couldn’t avoid the curse that plagues every other line of paints – being a mixed bag varying between outstanding, ok (a few) and underwhelming. Still on top of offering a variety of effects they come in a large, comfortable bottle and at a phenomenally low price. Most importantly they get the job done on par with competition. Personally I will definitely include them in my day to day commission painting as it seems to me, like I have finally found a good solution for blacks and browns. I sincerely recommend the range and incline you to test it personally, because this is the only way to get to know if these paints work for you.


I hope you find this article interesting. In case of any questions, use the comments section below or contact me via Facebook or Instagram. I would also appreciate it if you considered sharing this content with your friends, who you think might find it useful. Stay tuned for more hobby content.