Showing posts with label Orks. Show all posts
Showing posts with label Orks. Show all posts

Thursday, 18 October 2018

My Summer Painting Challenge - Formula Waaaarggghhh!

I need to get the blogging monkey off my back!

It's been way too long since I posted and the half finished articles are mounting up - this is actually sort of a good thing as it means that although I haven't been blogging I have been doing loads of painting, and even better, loads of playing!

It's been an action packed summer and early autumn so far and I've got lots I want to share, so without further ado let's take a look at my project for the Middlehammer Summer Painting Challenge - a GorkaMorka era Kult of Speed for my/my son's 2nd Edition WH40k Ork Horde.


The Summer painting comp ran from June-August, with the simplest of themes - pledge whatever you were going to be working on, post progress at the end of each month, and pledge what you would do for the next month. My son had been enjoying playing Orks vs Space Marines against my mate Shaun for a laugh but was complaining he didn't have any tanks (although he did have his Blood Axe Kommandos steal a broken down Rhino APC in the first game to make up for this deficiency) so it seemed like the perfect opportunity to work on a Kult of Speed.



I'd inherited my younger brothers copy of Gorkamorka about 3 months after he bought it. I got as far as sticking the models together and using them in my largely unpainted 2nd Ork force, although I apparently got as far as spray painting them white. This was fine for the Orks themselves but very annoying for the vehicles. Note to self: all vehicles in future to be undercoated black. I started off with the two Wartraks and the Warbike that came with the box set.



I wanted to stay true to the Kult of Speed being Evil Sunz, so a nice strong red was chosen as the base colour as it would also work with various corroded and rusty, oily metal colours.


These were never going to be painted to anything more than basic tabletop standard, partly because I knew they were going to be played with heavily by my 5 year old son, but also because we were on a time limit - more games needed to be played! I was constantly being monitored by my aspiring Ork Warboss offspring and was getting proper side eye if he caught me working on anything other than Ork vehicles!


Luckily I got them finished just in time for the next Ork vs Space Marine clash where they had a whale of a time driving at full speed off the battlefield only to reappear having missed a turn, but miraculously picking up reinforcements along the way to replace any vehicles that had been destroyed. You can see them above enjoying a spot of pre-battle Formula Waaarggghhh!


I'm not always a huge fan of the GorkaMorka ork sculpts, they are very hit and miss imho, but the metal body for the warbike rider is one of the better ones.


With the success of the June project, and the sheer chaotic joy of the second Ork vs Space Marine battle, the bar was raised for July and I pledged the remaining two Ork Trukks (count as War Buggies in 2nd Ed) from the GM box set, plus two more Middlehammer Era plastic Warbikes.


Still not sure why one box was made landscape and one was portrait, but I do know it caused me cognitive dissonance while working on them.


The Trukks/Buggies got a black undercoat (as did the bikes) and this made the whole process a lot quicker. Not that it was a long and complicated paint job to begin with of course, as demonstrated by the resolute lack of highlighting! However, the choice of a new can of untried gloss varnish did nothing to help the situation and these ended up a *tad* shinier than I had hoped for. In the future that can of varnish is being saved for anything that needs to be safe for marine travel...



The two warbikes were pristine kits so still had their banner stickers, which will do for now although I have to admit I'm not overly fond of them and would prefer some more individual banners eventually.


I upgraded one of the Trukk/Buggies Heavy Bolters to a Heavy Plasma Gun using the weapon from an old Space Crusade Dreadnought that had been knocking around my bits box for years, as the clip on fixing was similar in style to the GM kit. I did actually find the missing Heavy Bolter when looking for the Heavy Plasma, but definitely wanted some variation and some badly needed firepower for the Orks.

I stripped back many of the early customisations and extra bits and bobs when refurbing these, but to keep true to their Gorkamorka origins I kept the shotgun on the back panel - completely impractical though it is - and I'm glad I did as it is my son's favourite bit of the whole set I think :)


August arrived and the grand finale of the project was a Scorcher in need of some serious TLC. There were more early 'upgrades' to remove, and another white undercoat to deal with, but more worryingly was the snotling pump man was missing!


I salvaged the oversized tools from the old Battle Wagon set as deserving of a much more noble purpose at some unforeseen point in the future, and instead sourced some suitable Evil Sunz looking symbols from a fantasy Orc kit, and added some armour panels to the front.


I kept the turret mounted nutter with his double bolt guns, as intended by my teenaged brother many moons ago, deciding that this was too Orky to remove, especially as the turret top is long lost to time. The Gorkamorka bits box came to the rescue again with a Snotling toting an Ork icon who had sadly lost his legs to an earlier attempt at Ork conversion/surgery to a gyrostabilised monowheel. He got some green stuff booties and a new lease of life riding the back of the Scorcher on top of a giant fuel tank.... Look, I didn't say it would be a LONG new lease of life, OK!



I hate painting Chevrons. That is all.



I did have fund painting the Ork Glyphs though, although most of them are hidden behind the driver's head. More of those in the future I think :)


Here they all are, engines revving and raring to go! These are among the most basic paint jobs I've put out this year but this was still, for me, the most successful painting challenge of the year so far as it stemmed from/led to so much great gaming with my son and one of my best mates!

In fact it led directly to my Orctober 2018 project to paint up the old 2nd Ed Bloodbowl monopose Orcs as Formula Waaarrrrggghhhh! Pit crew for the game we had for my son's birthday, which was without doubt one of the most delightfully bonkers games I've ever played - but more on that in another post :)

Wednesday, 25 October 2017

SWA: Orktoberfest!


Happy Orktoberfest everyone! Yes, it is that time of year when the bloggosphere and on line hobby groups give way to the exuberance of the greenskins!

I had been planning on spacing out my various Ork/Orctober blog posts throughout the month, but a combination of work/life balance being hectic, plus lots of actual game playing!! (sadly no Shadow War however), has meant that they are all going to come in a rush at the end of the month.

First up has to be the next recruits to my Snake Bite kill team for SWA. Sadly my Summer of Shadows project has not involved nearly as much gaming as I had hoped for thanks to ill health, but I have enjoyed an Indian Summer of painting up these vicious bastards.

"Wot choo lookin at dog breff!?"
They have all been painted up using the same 'red period' colour palette as the rest of my 2nd Ed and SWA Orks, although I will admit that I ended up using more red on these than I initially intended. They are still Snake Bites. Honest guv!


This is going to be my Mek Boy for SWA, but is actually a Nob from the back of a RT/2nd Ed era Nobz Warbike circa 1990(?) - I slightly regret choosing green for the plasma energy, and bottled any attempts at OSL (object sourced lighting) as a result, having been slightly disappointed with how it worked out on another old school Ork I painted earlier in the year.

Also not that happy with the freehand clan markings on this one, it's slightly off centre and maybe not immediately recognisable as Snakebitey enough, despite being straight out of the 2nd Ed Codex. Ah well, at least it proves he is a Snakebite, despite all the red. Proves it I tells ya!


This is my second Spanner Boy wiv Rokkit Launcha, and possibly my favourite of the bunch. Not only am I happier with the freehand glyph, but it includes some scavenged RTB1 Space Marine parts in true Orky fashion.

I deliberately didn't repair/repaint the missile launcher (other than to tidy up some paint splatter and add a grey highlight to the black metal areas) as I wanted it to feel like he has lifted it from somewhere else. I think it does that without looking completely out of place. I also made a shank out of some left over pistol handle and a combat blade attachment for a Space Marine bolter.


This is obviously my Pain Boy, and a very fun mini to paint. I added a later edition bolt pistol, so I could paint the heavy casing red to tie in with the rest of the band and a prosthetic blade-arm from Gorka Morka which seemed an appropriate choice.

I had trouble with the splatter effect of Tamiya Clear Red up the front of his apron, but a single rogue line flicked up over his mouth and face which I like in a gross sort of way, so I quit while I was ahead. More practice required there however.


Finally we have this rude little felllow! Yes, that is a cricket bat.

Originally sculpted by Kev White for the GoblinAid project a few years back he was a present from a fellow Old/Middlehammerer, the Goblin Bat Man (aka 'Gretchin Anaesthetist' in my universe) is going to act as the Pain Boy's assistant (active in 40k but a non combat role in SWA). The colour scheme is less red period than the others, and not just because there is hardly any red on him. The sculpt just seemed to call out for a paint job that makes him look like a contemporary street thug. Love him!

Anyway, I should be getting on with my next Orctober post! Thanks for stopping by. Do come again and bring some cake.


Wednesday, 3 May 2017

Middlehammer Legacy Strikeforce - Project Completed!



Well, it is safe to say this project has more than met my hopes! It's been every bit as much fun as I thought it would be, I've been drawn back into the undeniable charm of Rogue Trader, and I've made some new friends along the way which is by far the best bit!

A huge thank you to everyone who took part, and those who supported us from the sidelines. This was always a hobby project not a painting competition and the background and character of the submissions was what was most important - and boy have these guys got some character! That said there are some pretty decent paint jobs in there too, and great to see so many conversions and kit bashes. Thanks again to everyone for getting into the spirit of the thing 😃

Here is the completed set of minis together, hanging out waiting for the transport off world:

The completed Middlehammer Legacy Strikeforce crew
Congratulations to George who won the prize draw, somewhat aptly as the group seemed to elect his characterful conversion of a Catachan Lt. (a Middlehammer classic imho) the defacto Boss Man of the Strikeforce - although just between you and me, I think the Ork with the power claw, yeah the shifty looking one... No! the other shifty one, yeah, well he might have his eye on the top job of this outfit if the Boss isn't careful!

Thanks again to Axiom for his advice and encouragement when I was kicking this thing off - looks like there is enough interest to do it again next year! 

If you are just tuning in and have missed all the fun, you can catch up on the background to the project here, and look forward to joining in next time!

Meanwhile here are the back stories for the nine members of the infamous Middlehammer Mercenary Strikeforce (with apologies to the original creators for any slight creative license taken for consistency across the group):


Mikael Igge Holmberg's Ork Brothers: Grog and Drog

Grog, Drog and Biter had gotten around the immigration laws on the space station by simply not bothering with them. They just sneaked out of the cargo ship as easily as they snaked aboard it. (I.e. by clobbering two guards and walking away). Now they were free to roam the Space station Aldenaar, the hub of commerce and adventure, time to get some contacts and find a new gig. The brothers had a long extensive career as bodyguards (not so successful) and robbers, quite successful (especially by robbing trustful people who hired them as bodyguards). 

But they wanted a real challenge, some big monster or hoard to get, perhaps a Space Hulk to plunder for tech and materials, so they could return to their small planet Scarus, a haven for ork meks, and have something to show for it. Grog was the better mek, and responsible for modifying the small ancient squat-tech power source to give power to Drogs bionic arm and adjusting it to be small enough to carry around. Thanks to the ancient tech Grogs arm was far superior to the other powerclaws out there. Sadly the same could not be said for Drogs “powersword”, sure it looked good, but the most power he had gotten from it had made them able to fry eggs now and then. Still it glowed with a spooky blue shine and sometimes that was enough to scare off the lesser ruffians that still roamed the seedier parts of the stations they usually frequented. Still, apart from the blue shine, the sword got hot, but did not hurt much more because of it. Unless they were on an ice planet, he rarely had any proper use from it. Still, they were alive and armed, had some credits in their pockets and some raw meat so Biter did not bite them. Life could be worse.

Ahh, there it was, Persephone, the bar where Grog knew he could find someone that could get them in touch with like minded adventurers (not too like minded mind you, it would be better if the brothers were the only ones ready to stab others in the back). No animals allowed?! Sod that, the brothers and Biter walked into the bar and took a booth…. and waited for the rest of the crew to arrive.

Both brothers are Ork minor heroes with a stat line that only differ in two places Grog is smarter, Drog is stronger. Grog also has an extra attack due to Biter helping out.




Drog wears Flak Armour (6*+), has a Powerclaw, and carries a Bolt Pistol




Grog wears Flak Armour (6*+), carries a Bolt Gun and a Sword with a 'Spooky Blue Glow' (counts as a Torch), and is accompanied by his pet Snappersaurus Squig, 'Biter' (+1A)


David Musgrave's Eldar Corsair: Il'yankas - 'Firebrand'

Extract from investigation into the death of Ordo Hereticus Interrogator Evander and the disappearance of the painblade Caleburn.

 
"Subject (designate - 'Firebrand') xenos species eldar; confirmed identification from pict recording [servo skull d11-2 06:12:16 - 06:14:03 320.882.M41] as part of corsair warband Reavers of the Rising Flame; partial match [87%] security vid from remains of independent trade ship 'Blessed Providence' Scarus sector, Segmentum Obsurcus152.903.M41; fleeting image [00:00:06] head cam Adeptus Arbites officer 0013652 Garcia during sacking of Wilhelmsburg 425.955.M41; (rambling discourse from savant Caractacus Mott, associate of Inq Vail Ordo Xenos) summary - subject wearing distinctive, mismatched armour. Identified as partial Tau 'fire warrior' body armour and parts commonly seen on sub-species kroot. Possible links with Faxlignae - Scintilla 260.993.M41; most recent sighting - space hulk 'Foreboding'. Sighted with number of subjects. Confirmed figures as unidentified humans [2], eldar [1], abhuman/mutant [1], orks [2], abhuman [1] - believed to be sub-species [DELETED - security clearance epsilon required].





Il'yankas wears Mesh Armour (5+), carries a Refractor Field (5+ field save), Shuriken Pistol, Powersword, and a Burning Brand (counts as a Torch)



 

David's Beastman: Kalus

"Movement.

At the far end of the service duct heat haze showed up the vague outline of one of the ship's security detail. Dulled where the carapace armour hid the target's body heat, the mutant's sight showed there was still plenty of room for the archaic rifle's poisoned shards to do their work.

Kill.

Motioning with his clawed hand he signalled the first wave of the warband through. A pair of eldar - alike in their grace and swift passage, different in demeanour; two brutish orks, followed by a man, stinking of promethium.

Little had changed. Underhive to the lower levels of a space hulk - mutie gang to mercenary - still following a paymaster and anyone who would tolerate him.

A grin crossed his bestial face - at least there would be plunder and good eating with this lot."



Kalus wears robes and has Toughened Hide (Counts as Mesh Armour 5+), has Vestigal Horns and Infra-vision, carries a Needle Rifle with double combat Blade (counts as two hand weapons, a Knife, and Blind Grenades.


Tim Henge's Ork: 'Enge da Mek

'Enge da Mekboy clearly the ork got the wrong bus and was one of the last of the crew to arrive at the rendezvous. He is a mek from the blood axe clan on a cultural exchange program. He has learned several classic terran dances and rituals such as gangnam style, uptown girl and the quick fit fitters. The group has banned him from "making improvments" to their equipment. He is armed with a knife and pump action bolter (I rolled a combi bolter/shot gun).

He has "std" ork mek stats with a cool and intelligence of 10




'Enge da Mek wears Flak Armour (6*+), and Cool Shades (Counts as Photchromatic Visor) and carries a Pump Action Boltgun (Fires twice per round), and a knife.


Pete Grange's Eldar Outcast: Ostrinus Irbrida

Ostrinus was a fighter pilot for an Eldar outcast group, the Alveare Reavers. The group while employing the normal corsair methods of piracy and smuggling to fund their operations, their main goal was to spread the word of the old ones, the creators, the true gods who will become the saviour of the Eldar. The Captain of the Alveare Reavers, was father and oracle to them all, a wise old figure who had seen more than some farseers, his love for all the crew was boundless, but nothing lasts forever….the Alveare Reavers are no more, Ostrinus will not speak of what happened, he doesn’t speak much at all, since he lost his place among his brothers he joins up with any mercenary crew hiring choosing to loose himself in the battlefield.


Ostrinius wears Mesh Armour (5+), and his Helmet (Communicator, Photochromatic Visor, Breathing Equipment), carries a Shuriken Pistol and a Force Sword. He has Psychic Mastery Lvl 1 and a Psi Level of 10. He has the psychic abilities: Telepathy, Hypnotic Gaze, and Steal Mind.


AVP Shaun's Ex-Squat Trooper/Exiled Noble: Harund Norgyr

Harund Norgyr is the fourth (of twelve) sons of the Lord Kjartan Norgyr, squat warlord and head of the Norgyr league. From an early age Harund was keen to distance himself from his hereditary status and instead enlisted in the military as a basic guild trooper. A natural with a lasgun and possessing his father legendary constitution it would have been easy for Harund to rise through the ranks to a command position. This was not the life Harund sought; he preferred the camaraderie amongst the rank and file brothers, drinking in the guild halls and bleeding on the front lines. 


As the years of service past a lingering discontent grew within Harund and was in turn reflected in the general populace of The Norgyr leagues. Where once the squats were an independent and honourable race of warriors and artisans they increasingly became nothing more than a vassal for the imperium of man. Entire strongholds of the Norgyr guild engineers were dedicated to reproducing once highly guarded STC’s for the imperial army and even battalions of Squat brothers were gifted as auxiliary to the imperial war machine. It was as if the very idea of the Squats was in danger of becoming a footnote in the annals of the imperium of man.


The final straw came when Harund found himself as part of an honour guard escorting his older brother Hakon to meet with imperial dignitaries. Harund like his fellow soldiers wore a full helmet and ceremonial regalia so was unrecognisable to his older brother. 


During the meeting one rather pompous and self-assured imperial asked a fellow officer:
“What are those Things?” pointing in the direction of Hakon and his honour guard.
“Those, those are squats!” replied the other, the disdain obvious in his voice.
The first officer chuckled a forced and humourless laugh.
“Really…I thought they were just short, fat imperial guard”
Harund could feel every member of the honour guard tighten their grips on their axes, each brother waited for the lord Hakon to unleash them upon these arrogant humans…..
But to their shock the order never came, Hakon just joined in the laughter like a whipped hound trying to appease its master. The squat lords of old would have bludgeoned these fools to death with their own recently liberated femurs.


Within two days of their return to the leagues Harund had packed a few personal belongings into a rucksack, armed with his trusty lasgun he left to seek adventure in the stars. The squats were doomed he thought, if that is how the rest of the galaxy sees us then we might as well fall victim to some calamitous downfall.



Harund wears Flak Armour (6*+) and Photo Visor, and carries a Lasgun and an Axe.


My ex-Imperial Guardsman: Hudd Paxton, Human Mercenary

Hudd Paxton grew up in Scottstown, a medium sized mass-agri settlement on Ridley's World. His family worked hard for the local Imperial task masters, and it was a source of pride when the young Hudd was drafted into the IG regiments being conscripted for the campaign to liberate nearby colony world LV426(b) from unknown Xenos infestation.

Poor Hudd has no idea what happened on LV426(b), his mind having been wiped by the Commisariat after the campaigns conclusion, a proces which unfortunately left him a little unhinged. He developed pyromaniac tendancies and a pessimistic outlook which eventually saw him 'accidentally' left behind by his battalion on a remote outpost after an unfortunate incident saw the units entire supply of Malted Recyclahol go up in flames, and the rest of the camp with it. Two days later Hudd looked up, having grown tired of watching the pretty flames, and realised he was on his own...

With his valuable skills as a combat technician Hudd soon hooked up with a band of mercs, his morality about what jobs they took a secondary consideration as long he was allowed to use his favourite industrial flame thrower. Now, if only he could stop himself trying to lick the promethium pilot light again...




Hudd wears Power Armour (3+) and Cool Shades (counts as Photochromatic visor), carries a Flamer, Frag Grenades, Long range Comms unit, and a Combat Technicians kit.


George Shepherd's Human Mercenary Fixer: Captain Shepherd

'Captain' Shepherd had led a varied career by the time he found himself in charge of this rag tag bunch of misfits. And who better to lead them than another misfit? He'd always found the company of other races more pallatable than his fellow humans, no need to put on airs and graces he found, they knew what humans were. Blood thirsty barbarians. Jumping from one orbital space port to another Shepherd has spent time with Eldar pirates, squat asteroid miners (who had kindly fixed hm up with a bionic power fist after a 'temporary breach in health and saftey'had regretably led to the loss of his own, and spent a short time as a middleman for an illegal weapons dealer and a clan of Blood Axe Orks - before that went tits up when the Orks finally ammassed enough ex-imperial hardware to raid the small moon where the dealer had his base and steal his entire stock...



Captain Shepherd wears Carapace Armour (4+), Cool shades (counts as Photochromatic visor), has a bionic Powerfist, and carries a Bolt Gun and a Knife.

The incident on the moon was a few years ago now, and it was after that he started to put the crew together and take odd bits of 'security' work. No questions asked. This last job had paid well enough but had brought some heat. The crew had made their own way to the small Industrial-Shrine world of St. Annes to try and shake off any official pursuit, and were now gathered ready to head to the next job based on the world of Ashford M20 in the far South East of the Quadrant, just off one of the major supply routes between the sector capital and the quadrant border. When the crew found they were being smuggled off world in shipping containers they were less than pleased, but Hudd assured them he'd taken all proper precautions to make sure they'd survive the transit intact. At least mostly intact...

The crew grumble at Hudd about the travelling plans while waiting for 'Enge da mek and Capt. Shepherd to arrive

Thanks again for stopping by, hope you have enjoyed reading all the backstories that we came up with for our crazy kit-bashed Rogue Trader 30th anniversary honouring mercs, and that you are inspired to join us next year!