Sunday, June 14, 2020

Warhammer 40k 9th Edition Hot Takes - Part Two


Hoo boy, that week went by fast! I hadn’t intended to take quite so long to get this next post up. Well, here it is, the first of what I anticipate being three, maybe four parts on the things I’m excited about for 9th edition 40k. I have a lot to say, so we’ll see how far I get.

I want to start with one of the most sweeping changes of the new edition. According to Games Workshop, everything, EVERYTHING, is going up in points. I’m pleased with this for three main reasons. One, it means army lists will be smaller, so games will be smaller. With fewer models on the table, games will go faster, which I like. Two, it means a lower barrier of entry for new players, or veterans building new armies, which is good for the hobby – especially for broke gamers like myself who want something new. GW games have a higher price tag that other minis games, that’s just a fact of life. Either you accept it and play their games, or you don’t and go somewhere else (I won’t go into the various ways to get 40k or Age of Sigmar armies for cheap or free – that’s not what this post is about.) That said, being able to shave the cost of a box or two before you’re able to actually field an army is a really nice way to sell a new player on the game, especially younger players who have less money to work with. The third thing I like about higher point values is that as the edition wears on and the game evolves, it gives GW more chance to adjust the points down as needed to provide more granularity in representation of the various strengths and weaknesses of the different units. The difference in cost between an Intercessor and Tactical Marine, or an Imperial Guardsman and a Chaos Cultist, should have enough room to adjust to reflect their relative effectiveness on the tabletop, and in 8th, it was starting to get too compact to continue doing that. GW had mostly been lowering points to adjust for unit power levels, rather than adjusting up as needed, so you wound up with some units of roughly equivalent point values being vastly different in effectiveness, because that granularity had been lost. Starting over from a higher level gives GW the room to adjust things again.

Circling back to my first point about smaller armies on the table, I’m also very excited about the prospect of the game being built to include smaller game sizes. In previous editions, there was certainly nothing stopping you from playing a 500- or 750-point game, but the game wasn’t really built for it. The scenarios weren’t really designed to effectively function with a smaller game size like that, and the way that the armies were built tended to skew things in certain directions. For example, orks tended to have an easy time at 500 points in 8th edition because they could flood the board with so many cheap bodies, even at that low point level. Meanwhile, a faction like Space Marines or Grey Knights were so limited by their higher point values that they simply couldn’t field enough troops to keep up, and they were easily overwhelmed. The combination of bumping points across the board, redesigning the scenarios and detachments, and adjusting the board sizes will make smaller games a much more viable option. Honestly, that’s something I like. As I get older, I have less time, energy, and attention span for a three or four hour 2000 point slugfest, unless I’m really having fun at a friend’s house or something like that. Don’t get me wrong, this is a hobby, it’s a leisure activity. It’s something we all do for fun, but even fun things can be draining if they drag on too long. Spending 6 hours at the game store or club was a blast when I was 19, but I’m not 19 anymore. I have family commitments, a life, and I just don’t have the inclination to go in there, hang around for an hour or two and shoot the breeze, spend three or four hours gaming, then another hour shooting the breeze before I finally trundle on home. Being able to knock out a 1000 or 1500 point game in an hour or two will be really nice, and it will help separate the casuals like myself from the guys who are prepping for the next tournament, because they’ll all want to play the full 2000 points. I like having that built in identification system.

On the note of smaller games, I want to talk about the changes in board sizes. For those that don’t know, Warhammer 40k has traditionally been played on a 6’ x 4’ board (or the metric equivalent thereof, in countries where the lumber is cut to that size.) In the new edition, GW has put out some new “suggested minimum” sizes that differ from the traditional standard, based on the size of the game played. This has been a huge point of contention and argument on the Internet amongst the 40k fan base. People have floated various conspiracy theories, saying that GW is in cahoots with gaming mat manufacturers, or even is planning on going into the business themselves, or who knows what else. Some people are embracing it as the new gospel, a 100% locked-in rule that all games in the new edition MUST be played on boards this size. Others are howling anger into the aether, furious that GW is “invalidating” their current play mats and tables. Personally, I am utterly baffled by all the arguments and bother. GW actually had to come out in another one of their rules reveals and remind people that these are, in fact, suggested minimums. There is zero reason to switch to these new sizes if you don’t want to. You don’t have to take a pair of scissors to your favorite game mat and a power saw to your gaming table. GW isn’t going to send a Commissar in to execute you for treason if you still play on a 6’ x 4’ table. Yes, the organizers of LVO and Nova and other major events like that are all saying they’re going to switch to these sizes, and with good reason. Smaller boards mean less crowding in event halls, which makes players more comfortable, and can fit more tables in. Pretty good deal for them. For the rest of us, though? Who cares? Every gaming club, local game store, and basement gaming table in the world has a 6’ x 4’, and we will all continue to play on them. It’s fine. As for the conspiracy theories surrounding why GW is doing this… there is one very, very simple reason: these dimensions fit Kill Team boards. They allow players to put together Kill Zone boards from Kill Team and create tabletops without having to buy a nice mat or build a huge table. You can play a 500 point game on your average kitchen table now, and all you need is a couple of Kill Zone boards. That’s it. That’s all. There’s no grand conspiracy, no tyrannical decisions to crush the dreams of players all over the world. Simple logistics and accessibility. Hell, GW even still sells the old Realm of Battle boards, which put together into a 6’ x 4’ board. If they made these new minimums to be the absolute ironclad standard, they’d be cutting their own throats. They’re smarter than that. The arguing and fighting is all a bit silly, really.

The last thing I want to talk about today is the new terrain rules. GW is doing a tremendous amount to fix terrain, which is absolutely necessary at this point. Having a Land Raider completely obscured, but that Fire Prism on the other side of the board could see one of the lascannon barrels through two windows on two pieces of terrain and therefore having line of sight to shoot? Ridiculous. I’ve been playing Infinity for the almost 5 years now, and that game has very tight, solid terrain rules. Warhammer 40k has always been a bit loosey-goosey with terrain, and it’s good to see it finally being codified. It actually makes a difference now as to what terrain you put on the board, what it does, and how it interacts with the models in play. The different types of cover are a nice touch, though I’m not sure I fully agree with the way hard cover works against melee attacks, that one seems a little odd and silly. Overall, though, I’m pleased with them. Shooting into or out of but not through terrain is something that has been the typical meta standard (at least, in all of the games I’ve played) for Infinity for years, and it prevents a lot of cheesey abuse of the rules. Also, thank the God-Emperor that they decided to write the rules such that that stupid ITC rule of infantry not being targetable on the bottom floor of buildings. That was the absolute stupidest rule I have ever heard, and it really made me not want to play against ITC players. GW is lifting a lot of rules from the ITC rules packet, but they’re cutting out some of the more absurd ones, like that one. (For those that aren’t familiar, ITC, or Independent Tournament Circuit, is a sort of worldwide organization and set of house rules that Frontline Gaming put out to organize and codify 40k and Age of Sigmar for high-level tournament play.) These new terrain rules will solve a lot of problems for both infantry and vehicles alike.

Well, I think that’s enough rambling for one post. There’s still a lot left unsaid, and GW is still releasing new teasers of 9th edition’s features. Tune in next time when I cover my next batch of rules changes that I’m excited about!

Monday, June 8, 2020

9th Edition Warhammer 40k - Hot Takes, Part One


I said I was going to write a post about my thoughts on 9th edition (at least, what we know so far.) Here it is. Of course, we all know, at least those of us that pay attention to the Games Workshop aspect of the wargaming hobby, that 9th edition isn’t out yet. All we have to go on is what GW has teased so far, but it’s enough for me to offer up a couple of hot takes of my own. This is going to be a long one, so strap in. It’s going to encompass multiple posts. It will probably take two or three articles to ramble on about what has me excited so far, so I might as well get the short bit of negativity out of the way first. I’m going to go over the things that I’m not thrilled about or have me concerned. If you want to hear my ebullience over the promised changes that make me happy, just ignore this one and wait until I post again.

First of all, it’s a new edition. Whether that brings good change or ill, it means re-learning rules, un-learning old habits, and potentially having units swing in and out of usefulness. GW is notorious for that last one; whether it’s a bid to sell more kits, or just an unintentional consequence of rules changes, it’s been a constant in 40k that whenever a new edition or even just codex drops, units that were awesome before become mediocre or even trash, while the models that were on the shelf or unbought due to poor performance suddenly become superstars. The wherefores and whys are unimportant; I could speculate as to GW’s conspiracies or greed or incompetence, but that’s not what this is about. The long and short of it is that we’re going to see a lot of shifts in game play, and in unit performance, which is both good and bad. With the point values of everything being changed – and going up, from what GW has said – across the board, I suspect we will have a massive change in army composition. They say they’re going to make it so that you build the army you want, rather than the army that you need to run to be competitive. If that’s true, then bully on them, and I’m 100% on board. However, competitive players have a tendency to find unintended consequences within rules interactions, and will often create imbalances where the rules designers did not, or could not, foresee.

The second thing that I’m not excited about is that this once again revitalizes the old “codex creep” monster. They tell us that all our 8th edition codices are still good, and we should hang onto them, because we’ll still be using them… until the new codices drop, which Games Workshop has confirmed will happen. For those that are unfamiliar, though I’m not sure how you could be, “codex creep” refers to a singularly (to my knowledge) GW phenomenon. In the GW hobby, at least in the main “army level” games like Warhammer 40k and Age of Sigmar (and prior to AoS, Warhammer Fantasy Battles), each army has its own book, that contains all the rules for running that army. You can’t play with your army without a copy of your army’s battletome or codex. This has led to great consternation among the gaming community over the years, as it’s a wholly unnecessary system that greatly unbalances the games. In years past, you had to buy the main rulebook and your army book, neither of which were particularly inexpensive, in order to use your models and play the game. These days, the core rules for AoS and 40k are free online, but if you want the advanced rules for things like special terrain and scenarios, you still have to pony up for the big book, which again, isn’t particularly cheap. The real killer, however, is that the codex model causes another problem in terms of game balance. When a book comes out, it’s full of fresh new rules and ideas and point values and all that sort of thing. The problem is that in the past, GW has never really bothered with playtesting their games terribly well, so each new book that came out made that army the new hotness, and it was inevitably more powerful than the armies whose books had come prior. Coupled with GW playing favorites with certain armies and woefully neglecting others, you had armies that would have two new codices per edition, while others might have to suffer through three whole editions of the game’s rules before getting a fresh update. They’ve gotten better about it, but it’s still a problem. In the old days, it was just kind of assumed that if you wanted to play a quality, big name wargame, that was the price you had to pay. However, these days, there are a number of games that present a fantastic rules set from a solid, reliable company that don’t rely on the army book model. In fact, to my knowledge, Games Workshop is the only company anymore that still does it. I could point to the different games and dissect their advantages over the GW model, but again, that’s not what this article is for.

Things had a nice hard reset at the beginning of 8th edition. They invalidated all the old codices (leaving everyone with a bunch of books that were basically no good for anything but lore and art, which was annoying in its own right) and put everyone’s stuff into a series of Indices. You had a Space Marines Index, another for the other Imperium forces, one for the forces of Chaos, and two for the various xenos races. It was refreshing to have everyone starting from zero. Then the Space Marines codex came out, and the landscape changed, and, well… I just detailed above what happens with this game model. I have a sinking feeling in the pit of my stomach that we’re headed back to the old days of a new army book every 4-6 months that completely screws up the game balance and shifts the meta. I hope I’m wrong. GW seems much more committed these days to actually testing their rules and at least making an effort to keep things at least a little bit balanced. Don’t get me wrong, I don’t think of any of the GW games as being balanced. I think they’re inherently imbalanced, in fact, due to a variety of factors, including the army book model and the company playing favorites with certain armies. That’s fine, I’ve come to accept that. I don’t consider Warhammer 40k to be a competitive game. I doubt I’ll ever go to a 40k tournament, because the game is always broken in some way or another and I have other games that are far better balanced if I want to play something competitive. 40k, and pretty much all other GW games for that matter, has always been what I would call a “beer & pretzels” game. It’s a casual game to gather around the table with your buddies, drink beer, tell jokes, and throw dice, and nobody really cares who wins or loses because the fun is in the act of gaming itself. There are a lot of people who disagree with me and take 40k very seriously. That’s fine, and if that’s how they have fun with the game, that’s great for them. I won’t go into the conflict that occurs when a beer & pretzels player goes up against a competitive tournament goer, that’s an article for another time. The point of this rambling, tangential paragraph is that I’m concerned that 40k may go back to the same model they have used in the past with codices that continually breaks an already broken game.

There are one of two things that are coming (or staying) that I’m skeptical of or downright displeased with. It’s been confirmed that weapons with a random number of shots are still going to be a thing. I have never particularly liked that mechanic, as it really weakened a lot of weapons that were supposed to be impressively powerful – in particular, I’m thinking of things like the Demolisher and Earthshaker cannons. Sure, it’s perhaps less of a pain than putting down a template, having to roll for scatter, and trying to accurately position it (don’t get me started on “barrage” type weapons like Imperial Guard mortars), not to mention not having to actually own those templates and scatter dice, but it’s a pretty big disappointment when your massive siege cannon only rolls one shot. It makes you feel like the investment of points in that unit just isn’t worth it. That may well change with the addition of the new “blast” and “hordes” mechanics, of course. It remains to be seen what they’ve cooked up there.

It’s also been confirmed that more models and/or units will slowly, over time, be added to the “Legends” section of the game. While I understood the purpose of that move, I was never really happy with it. It was a boon to new players, but it felt like it invalidated the investment of time, effort, and money that long-time players had put into their armies. In many cases, those models were lovingly converted and customized. They were one of a kind works of art, centerpieces of an army. Now, they’re simply trinkets to look at and occasionally be trotted out in a friendly game. I feel that it also discourages the creative modeling aspect for new players. It allows them, and even encourages them, to be lazy and simply buy the kit that GW sells, to make the same cookie-cutter model as everyone else. I came up in a time when orks didn’t have very many models, and any ork player worth his salt had kitbashed or scratch built half his army. Of course, all of that is still an option, but it encourages a sort of lazy modeling that just takes some of the heart out of the hobby in my eyes. Now, this is all old news and old complaints. The real issue for me is the dichotomy between classic Space Marines and Primaris. I know, I know, I’m beating a dead horse here. I’m sorry, but I’m not ready to get over it just yet. I’ve heard all the arguments, and I’m just not quite ready to move on. I’m a Space Marine player, and about half of my collection are classic Marines. I know they’ve said that the classic Marines aren’t going anywhere, but we can all read the writing on the wall. There are no new classic Marine kits being released, and with every wave of Primaris releases, they fill another niche or two that only the old guard provided. Anyone with any sense can see that a lot of those “slowly, over time” models are going to be classic Marines. This is a long-running argument these days among Space Marine players, and it’s been gone over a million times, but this first post is all about things that I’m worried about or potentially unhappy with, so deal with it.

I’m sure other gripes will come up as we learn more about the game. Overall, though, except for the fear of a fresh round of codex creep and neglected armies, these are all minor concerns that I can pretty well live with and I have done so thus far. Overall, I’m very excited for 9th Edition, and I’m looking forward to the new rules dropping – and, of course, an end to this wretched pandemic, so I can actually use them. If you made it this far through my griping, kudos to you for your patience! Stay tuned for my breakdown of what’s got me excited about 9th edition and why, coming over the next week or so. Cheers!

Sunday, May 31, 2020

Grimdark - too grim and/or dark?

I was going to write a post about the upcoming 9th edition. I still plan to, actually. However, the events around the country over the last few days have really affected me, and oddly enough, my view on the wargaming hobby. So strap yourselves in, because this one gets a little serious.

All the violence that's been going on here on our own soil over the last few days has really gotten me thinking. It's made me question a lot of aspects of the gaming hobby as a whole, where so very frequently, conflict resolution is performed through violence. In wargaming, it's the entire point of the game. Normally, that's fine with me. It's a safe outlet, a way to explore these themes without anyone actually getting hurt. But I'm finding it harder and harder to play a game where no matter what, I'm playing the bad guys in some way. Whether it's a game with subtle shades of grey like Infinity, or outright different flavors of evil like Warhammer 40k, any given wargame generally assumes that there are no good guys. Which is fine; war is nasty, and as a general rule, there are very few "good guys" in war in reality. But is that why they do it? Or is it a marketing decision, to make sure no one faction sells more than the others because they're perceived as the heroes?

Warhammer 40k is probably the worst game out there for this sort of cognitive dissonance, having spawned it's own name for the genre - "grimdark." But when does it become too grimdark? 40k, started out, back when it was known as Rogue Trader, as more of a satire, an almost comedic lampooning of the setting. Look at how ridiculous these people are, it said. But over the years, Games Workshop and the fan base have been taking it increasingly seriously. And now, it's a full on nightmare realm, one that we gleefully immerse ourselves in every time we play the game.

It's perfectly fine to enjoy things that are problematic. It's totally possible to enjoy the setting, or to simply play the game and divorce it from the cruel nastiness of the world it's part of. For me, though, it's very hard; the game, rules, and lore are inextricably woven together, because I'm a sucker for a good story. The world outside, though, is rapidly turning into a dystopian nightmare of its own. I find myself questioning if I really want to spend my leisure time immersed in something like that. Don't get me wrong, I enjoy the hell out of 40k, but it's starting to hit a little close to home.

So what's a politically conscious, socially aware gamer to do? How do I maintain my enjoyment of the hobby, something that has brought me immense happiness and made me dozens of friends over the years, in the face of this cognitive dissonance? I could simply chuck it all, sell my models, and take up a peaceful, non-violent hobby, but is that the answer? Do I want to give up weekly game night with my friends, drinking beer, talking trash, and rolling dice? I really don't. I still enjoy wargames, and I don't want to give up the hobby just because I'm feeling a little uncomfortable about the settings of the games I play. I could just try to tune out the lore and back story, but it's so inextricably tied, in most cases, to the game itself, including the rules, that it's nearly impossible to do so. I could try a new army, see if that would help, but really, they're all bad guys in some degree, as we've established. Or... I could simply change the game. The concept of Your Dudes applies; these are my models, my army, my toys. I can play with them however I want.

I have yet to address my feelings on other games; I'm still working through 40k, because it's the biggest hurdle. Currently, in 40k, I play Space Marines - specifically, Crimson Fists. Now, the Crimson Fists are less nasty than most Marine chapters, most of whom view regular humans as weak and beneath them. Which is, I always thought, a strange viewpoint; who are these genetically altered ubermensch protecting, if not the humans that make up the populace of the Imperium of Man? What are they guarding against the vicious enemies that assail humanity from all sides? The Crimson Fists, at least in more recent history, have taken a much more caring, shepherding viewpoint of regular humans. However, even with that in mind, they're still the fanatical zealot super soldiers in service to the God Emperor. They're still the jackbooted fascist warriors, crushing dissent and annihilating anyone deemed to be The Enemy. The Imperium is a backwards, technophobic, fascist theocracy, and life within it is, as Thomas Hobbes would describe, nasty, brutish and short. As I think about it more and more, I find myself wanting to play as those guys less and less. So, since they're My Dudes, I'm changing the rules.

I'm not going to play the Crimson Fists anymore. Instead, I'm going to play Space Marines who are in open rebellion against the tyranny and oppression of the Imperium. And no, that doesn't mean they're Chaos aligned. The binary nature of that relationship has always bothered me to no end. No, these are simply Space Marines who have seen enough, they're done with the viciousness, they're done with the exterminatus orders, they're done executing people simply for not believing in the right flavor of the Imperial Cult. Again, they're My Dudes - my head canon trumps all. In fact, Games Workshop has even left the door open for things like this recently, with the release of an admittedly controversial short story about the Brazen Drakes, a chapter declared excommunicatus while a fresh batch of Primaris recruits were being delivered - recruits who, upon finding out they were condemned to die for no other reason than being related to the others, for not doing anything wrong, rebelled and fought for their lives. Those recruits weren't tainted by Chaos, they weren't heretics. They simply didn't want to be murdered for no reason.

By releasing that story, GW made it much more plausible to have storylines like mine be closer to fitting into canon. A Space Marine chapter that was already exhausted, already at the brink, hearing about what the Imperium did to the Brazen Drakes could easily be pushed over the edge into rebellion. Even a brainwashed zealot has his limits.

We all deal with the horrors of real life in our own way, and equally so, the horrors of the games we play. Some people brush it off, some people walk away. My life is so deeply entwined with wargaming that I can't just wash my hands of the hobby. So I have to find ways to make the games more amenable to my outlook. If that means breaking some fragile rules about "official" stories, then so be it. If I want to play a chapter of Marines who go about the galaxy fighting to free people from the tyranny and oppression of Xenos and Imperium alike, like a bunch of power-armored superheroes, who's to stop me? Nobody is allowed to tell anyone to enjoy their hobbies. That kind of gatekeeping bullshit does nobody any good. If someone has a problem with it, if they want to lecture me and judge me for changing the game so that I feel better about playing it? They can fuck right off. I don't need to play with them. Nobody gets to dictate how someone else has fun.

So there you have it. I think, at this point, that that's what I have to do to continue to enjoy this hobby. Our real world is getting really ugly, and while it may get better, it's going to get worse before it does. Why should I drown myself in this vile, nasty place with no hope for anyone, with my army - the guys that represent me on the tabletop - being representative of the very thing I despise in real life? So I'll be experimenting with new color schemes, new designs, and new stories. Hell, it's not like I have anything else to do; between the quarantine from the pandemic and the curfews from the riots, I've got plenty of time on my hands, and it's going to be quite some time before these toy soldiers see the tabletop again.

Friday, May 29, 2020

How to (Poorly) Paint a 15mm Kobold!

So I thought I'd throw together a quick bit about how I paint 15mm models. I'm no Golden Demon winner; in fact, my painting is a bit trash. But I've come to grips with the fact that I'll probably never get better, through a combination of physical limitations and a lack of desire to practice enough. I have Tourette's Syndrome, so my hands shake like a virgin on prom night (hence The "Twitchy" Painter) which is a major limitation in my ability to perform quality paint work. Also, as I get older, my eyesight is starting to go south for fine detail work, which makes it really hard to paint at this scale. But I still paint stuff, and I'm happy enough with it. So without further ado: more Splintered Light kobolds (yes, I lied. I'm doing another post with them. But it's not about them, it's about the painting, so I'm technically in the clear.)

I started off by hitting them with some cheap grey primer from an auto parts store. I'm a cheapskate, and it works just fine. Given my painting ability, I'd much rather spend $4.99 on a can of cheap automotive primer than $15.99 or whatever GW charges for their fancy stuff. Works just as well for me.


Next up, I throw on a base coat. I commit a cardinal sin here; if you're too scandalized to continue reading, I understand. Brace yourself. Ready? Here it comes.

I don't thin my paints.

I know. Shocking. Tragic. Unseemly. But I just don't. Mostly through laziness and impatience. But I also feel that at this scale, it really doesn't make a difference. So I just blithely toss on a base coat of the colors I want. Fair warning: my paint collection is old and eclectic. Many of these colors may no longer exist.


In this case, I used Skorne Red from P3 for the skin, Citadel's Rhinox Hide for the shield and axe haft, Vallejo Model Color Red Leather for his vest and loincloth, and Vallejo Game Color Brassy Brass for the axe head. Just slapped 'em on, trying to color inside the lines as much as possible.

After that, I put on a layer of washes. I have a number of different color washes, so I try to match them somewhat closely to the base coat. I know a lot of folks will just douse the whole thing in Nuln Oil, but that ain't how I roll.


I used all Citadel washes on this one; Carroburg Crimson for his skin, Agrax Earthshade for his shield, axe haft, and clothing, and Nuln Oil for the axe head, just to take the shine down a little bit. 

Then it's on to basing. Again, at this scale, I don't have a whole lot to work with, so KISS applies - Keep It Super Simple.


I have a big jar of black craft paint that I bought years ago; I was going through so much Abaddon Black that it simply wasn't economical to keep buying those tiny little pots. This stuff works just as well for my purposes. So for most of my base work, at any scale, I slather the base with a coat of that stuff, and let it dry. Next, for my 15/18mm guys, I'm just painting the top of the base with Vallejo Game Color Goblin Green, and keeping the rim of the base black. 

And there you have it! One finished, half-assed kobold. Sure, it's not going to win any awards, but this guy and three of his buddies took me an hour to get from primed to finished, and in the end, what's important to me is having painted models on the table. I'd rather have a table full of sloppily painted models than a Silver Surfer army, or hordes of grey plastic. So I keep painting this way, and I'm perfectly satisfied with it. And in the end, that's what really matters.

Tuesday, May 26, 2020

More Splintered Light Minis!

Okay, y'all are probably tired of reading about Splintered Light stuff by now. I promise after this I'll post something different and interesting. But I ordered from them again, and got some really nice stuff. I ordered the orc warband and female adventurers set. Quick review time!

I'll start with the orcs, as they're the most numerous. There are a lot of them, so I won't take too many pictures or bore with too many details. It was $28 USD, and I got 3 archers, 2 guys with greataxes, 2 guys with two weapons, 6 guys with weapon & shield, two leader sorts (one with a big sword and one with an axe and whip), two wolf cavalry with weapon & shield, a wizardly fellow, a shamaness, a savage orc leader with two stone axes ("savage" of course being furs, loincloths, and stone weapons), 3 savage orcs with spear & weapon, 4 with two weapons, a savage orc drummer, and 3 standard bearers (one regular, two savage.) All the same level of quality I saw from the goblins and kobolds, but much greater variance in size between the models; some of them are quite large, while others are no bigger than the goblins. I suspect these sculpts came out at different times; scale creep is a thing. Anyway, here's a couple quick shots of some of the examples:

Left-right: two swords, shamaness, leader with whip, savage with two hander, savage banner bearer

Greataxe, archer, savage with club, leader with sword

For scale: two swords, greataxe, goblin archer, savage with greatclub

As you can see, nice minis, but the scale creep is definitely there. Still, it's another excellent deal, with some really solid, well made miniatures.

The female adventurers pack was sort of an impulse buy. I was only going to get the orcs, but while browsing the catalog, I saw how cheap they were and thought "Screw it, I'll tack it on." $4 USD gets you four miniatures: a human/elf cloak & dagger type, a dwarf with a hammer and shield, what looks to be an elven spellcaster (but could just as easily be any human-sized race at this scale) and a human with heavy armor and a big horkin' greataxe.





Nice models, and a nice little add-on for the purchase. A buck a model isn't bad, and the difference between a $28 purchase and a $32 one is so insignificant compared to what value I'll be getting that it wasn't really much of a question.

One final note: I got an unexpected refund from Splintered Light after the purchase. I sent them an email asking why. Normally, Splintered Light has a flat shipping rate of $7 anywhere in the continental U.S. Well, I heard back from David McBride (I assume he's the grand poobah of the company) and he told me that when he shipped the models, the shipping was closer to $4, so he refunded me the difference. $3 isn't very much at all, but it's a nice touch, and a really respectable bit of honesty. So yeah, I continue to be impressed with this company. If you need 15mm fantasy models, go buy from them!

Friday, May 22, 2020

Splintered Light Kobolds

Well, I promised an update on the Splintered Light minis, so here it is, albeit a bit late. I painted up four kobolds (because at the moment, I only have four little miniature holders) and they turned out pretty well, I think, by my admittedly low standards. They were a breeze to paint up; while they're plenty detailed, they don't have a lot of fiddly little gubbins that need to be picked out. No pouches, no buckles, nothing like that. So my usual tactic (at this scale) of base coat plus wash works really well. Here's the full batch:



It's hard to say which one was my favorite. The spearman painted up easiest, I think, which is worth something? He looks solid though, well suited to die under the assault of my heroes on the tabletop.


I really enjoyed painting the little champion. His cloak and armor take to the wash really well. I don't often get to dust off that color of green, so I always enjoy a chance to use it.


The little shaman guy is the other contender for my favorite of the four so far, with his deep blue robes and little orb on a stick. He just exudes kobold wisdom (which, as we know, is largely an oxymoron.)


The last guy was a little fella with a spiked club. He wasn't particularly thrilling to paint, but he'll fit in nicely with the others. 


It's a good thing these guys paint up so quickly, because I have a lot of them to get through! I think it took me maybe 45 minutes or so, at a wild guess, to knock these four out. I may fire up Tinkercad and design some movement trays for them, as Sellswords & Spellslingers calls for certain models to move as hordes, and trying to move each of these little blighters one at a time is going to get tiresome really fast. 

Thursday, May 14, 2020

Splintered Light Miniatures 15mm goblins and kobolds

So since we're all trapped in isolation for this wretched plague, I don't get to play my usual wargames with friends. That means Warhammer 40,000, Infinity, and my potential third attempt to make Necromunda stick are on hold. As a way to keep my hand in (and to keep myself from going insane) I've been accumulating the bits and bobs needed to play some cooperative Sellswords & Spellslingers with my lovely partner. SS & SS is a co-op/solo play fantasy wargame from Ganesha Games, designed for any scale or miniature line. The base scale, of course, is 28mm, because that's the most common scale for minis of any kind. However, we're dealing with limited space; the 28mm scale variant calls for a 3 foot square play area, but our dining room table simply won't fit that. As a result, I've been building a collection of 15mm/18mm models and terrain, which will fit nicely in our limited play space and take up much less storage.

Since I'm of limited means and nigh-unlimited time, I've been churning out minis and terrain on my 3D printer. However, there are some things that my little Ender 3 just can't handle. Tiny minis like goblins, kobolds, halflings, etc. are all a bit beyond my current printing ability; I could probably pull it off at 28mm scale, but cutting it down to almost half size really limits what I can do. Enter the fine folks at Splintered Light Miniatures! There are a decent number of companies that make 15mm scale fantasy miniatures out there, but not very many here in the United States. After perusing their catalog, I decided to roll the dice on some models to supplement my collection of antagonists. I ordered a kobold warband, a set of goblin warriors, and a set of goblin archers. I placed the order on May 8th, I think, and they arrived today, the 14th. Pretty good turnaround time, for a small business during a global pandemic! 



The models arrived well packed, in double layered bubble wrap inside of a bubble mailer. Everything is as advertised so far. Time to dig in and see what we've got!

I started with the kobolds. The kobold warband is $18 USD for 25 kobolds in a variety of styles. You get a little champion fellow, a shaman, a couple of crossbows, and a variety of spears, axes, clubs, and other implements of destruction. The detail on these little buggers is pretty damn good for the size (I busted out the digital caliper and measured the wee shaman, and he came out to a positively lilliputian 8.2mm tall!) and there was very little flash to remove. The spear hafts are a little fragile, but they're pieces of white metal the size of a sewing needle, so that's to be expected; part and parcel of working with the medium. Pardon the intrusion of the great white hand, but it provided a far better contrast than the dark table behind it. 

SO TINY!

Obviously, that's not all of them; those are just the unique sculpts. Most of them I got two or three of, but the shaman, champion dude, and a couple of the spearmen I think were all unique. 

After satisfying myself with the kobolds, I opened the bag of goblin archers. $8 USD nets you 12 figures, four each of three different poses. These guys are substantially bulkier than the kobolds, averaging around 10mm tall to the top of their little hunched backs. Again, detail is very good for the size - I highly doubt my shaky hands and slowly deteriorating eyesight will be able to make use of it all! I was pleased to see how thick and healthy the bowstaves were, as a lot of archer miniatures tend to think about the aesthetics of the piece first and the longevity of the sticky-outy bits second. These little buggers are substantial and well designed, and should stand up to considerable table time.

Goblin archers - one of the adventurer's greatest nuisances


Finally, I came to the goblin warriors. Once again, you get 12 models for $8 USD, two each of six different poses with various hand weapons. These guys are a bit more of a motley than their archer pals. They're not quite as chunky, and they're flailing all over the place (which, let's be honest, is what one would expect goblins to do.) That's a good thing, though. It can be hard to capture movement and dynamism at this scale, and Splintered Light did a good job with it.

A riotous collection, indeed!

All told, I'm very impressed with these minis. The detail is superb, the casting is excellent, shipping turnaround was very quick (and would likely be quicker were it not for this blasted virus) and the prices can't be beat. If a model breaks or gets lost, I don't feel terribly bad about paying for "reinforcements" at the rates Splintered Light charges. I have no doubt I'll buy more models from them as I continue to find the limitations of my 3D printer. I am going to have to find some bigger bases to mount them on, however. Those little nubbins they're sitting on now just aren't going to cut it.

Finally, for a sense of scale, here's a kobold with an axe and a goblin archer next to a human sorceress* I made on my printer - from the bottom of her base to the top of her head, she's just over 21mm tall.  


I'm going to prime some of them tonight and see if I can slap some paint on them this weekend. With any luck, this will allow me to focus a little more on using my printer for scenery, rather than churning out bad guys one at a time. It's hard to build up a good collection in a timely manner when you only have one printer working on everything at once, and I think these guys are going to help with that immensely.

* Credit to Arian Croft of Ill-Gotten Games for the sorceress - he gives away thousands of printable model files in both 15/18mm and 28mm for free on Thingiverse. If you need terrain, minis, or even an entire game system or two, check out his stuff.