Showing posts with label American Games. Show all posts
Showing posts with label American Games. Show all posts

Thursday, July 21, 2022

Skitarii, Mashal, and Tech Priest Dominus

Just finished these 12 minis, all with a similar palette. I only paint right now, so they are probably not playable on the tabletop, lol.


different Dominus is the mini that got me back into painting 5 years ago, so it was refreshing to take another crack at this mini after having learned so much! I have learned a ton about blending and layering since then. The robes are richer, the metals poppier, and I am much more precise.


The marshal was a little disappointing, honestly. I wanted so much more from this mini in terms of greeblies and detail. It ended up being a scaled-up squad leader with a scepter. Literally, their leaders are just taller? Maybe I'll take another crack at his robes and add some trim to liven up the back of the mini. Big sigh.





The squad is where I took all my chances. Again, I painted a squad of these guys about 4 years ago, so the second chance brought many opportunities for improvement. I loved the purple glow, but I still think I can improve my technique. Tips appreciated. I'm not sure I have the heart in me to do a third squad. Going to try some Sicarians and other Ad Mech units instead.


A bit anxious about what to do to make my Next units stand out but mesh with this scheme:

⁠Sicarians can basically echo the black jumpsuit with metallic bits, but I feel like going with that will lack some pop. Maybe leaning into the purple energy on their blades and finding accent pieces to pop with yellow and green?

⁠Pteraxi are the same conundrum, but a wing vein with a green on yellow pattern might be fun. I intend to do the flamer squad. I can really amp up the muzzle burn with purple hues rather than make them glow to match.

⁠Dunecrawler, ironstrider, and robots: I still haven’t done any armor. I don’t want green tanks. I need a good primary color. Was thinking a brown would pull in the base colors, but drab armor is not very 40k, but I’m planning a smooth ivory for my knights. That would tie all the big boys together visually. I’ll have to think on that.

Regardless, no more AdMech for a bit! After painting a big batch like this, I am going to take a break and paint some one-off RPG figs and smaller squads with more painting variety and skill-tests. A batch of Harlequins with their diamond tights and trailing streamers would do me well.

Thursday, September 23, 2021

Star Wars Legion - Clone Wars Core Set and Commander Rex

 After painting Rex with my son, he convinced me to get the core set (what a fool I am). The kit was good for a first offering for new players and new collectors. And I got to take Citadel Contrast for a spin to add another skill for my painting belt.


The models were decent. ObiWan and Clone Troopers were supplied in bags, basically clean except for mould lines.  Owing to their spindly bits, Grevious, two Droidekas, and the  B-1 Battle Droids were still on sprue. The plastic is definitely different from Games Workshop sprue. It was less solvable than GW plastic when using Testors and Tamiya plastic glue. Parts kept coming unwelded, but a little super glue put it right. Detail was tight and almost always movie/animation accurate, and the extra parts for Grevious even allowed for some simple conversions (see below for an extra surprise; you can blame my son for it). After assembling them, I realized the 28mm accurate scale is so much more fiddly than the 28mm heroics I'm used to.  Hands and guns are smaller.  Weapons are smaller too. But the accurate proportions make for great squads. In a crowd, they look like right even when base to base.

I was not interested in spending months painting these minis.  Especially since my son had lost interest in playing almost immediately after purchase. I was delighted to find Sorastro's painting guides for Legion.  He helped me get from prime to table-ready in less than a month. This was my first adventure with Citadel's Contrast paint, and the advice to thin with medium and how to handle flow was excellent.  His colors were spot on too. After spending the pandemic bemoaning my mistake, it was refreshing to go so fast from concept to finished product.

















Sunday, March 24, 2019

Dan Moves North

Plenty has gone on in the past year. Here's a quick rundown:

- Learned how to quilt. 104 patches from my tour-guiding days on a lap quilt.




- Learned how to Black Badge at DEF CON 26. Shout out to my fellow Murder Hobos, PunkAB, and the entire Dungeons@DEFCON team for this kick-ass experience.













- Learned how to move across country through forest fires and with cats









- Learned how to survive a leg infection possibly from a cat scratch (not pictured; it was pretty gnarly)

- Learned how to not buy board games. I finished a 10x10 (play ten games ten times or more) without buying any new games in between. Moving thinned the collection, but it still takes up an entire linen closet.




Tuesday, December 9, 2014

2014 Board Game Buying Guide

I've been playing games with people at the office, and it has shown me that you can get a game in with even a short lunch and new players.  I decided to put together a quick list of game recommendations based on venue and number of players.  Links to Amazon are provided, but most of these titles can be purchased from your Friendly Local Game Store.

Lunch

Bring co-workers together, let off some steam, and renew rivalries between departments with this selection of quick and easy games selected to allow you to teach and play in under 30 minutes.
  • Love Letter is a card game of bluffing and card counting with just 16 cards.  It handles 2-4 players, but it is best with 4.  Also, it comes in a number of different re-themes, so you can get a non-threatening version to appeal more to co-workers.
  • Tsuro of the Seas handles 2-8 players.  This "last man standing" tile game has compelling artwork, fast rounds, and dead simple rules.  A whole game seldom lasts more than 15 minutes so people can jump in with little fear of going over their lunch time.  There are simpler versions and expansions, so you can get as much depth as you want in the time allotted.
  • Hey That's My Fish plays well for between 2 and 4 players.  You should be able to explain rules while setting it up.  All about area control, the gradually shrinking board is apt to cause panic even in the normally stone-faced players from Finance.

Date Night

Games that play best with or are designed for just two people can test the limits of your affection or bring you closer together (no warranty either way).  Though these games will work at work, teaching might take longer so an hour lunch is preferred for newer players.
  • Hive is one of the few abstract games on this list (like chess or checkers).  It presents the elegance of chess without a board, and the pieces have heft and make a wonderful clacking sound like Majong tiles.
  • Jaipur is a colorful trading game whose tokens and cards make a visually impressive setup.  The 2 of 3 mechanics means it is natural to play round after round.  This game used to be rare, but it has benefited from a recent reprint.
  • Star Wars X-Wing Miniatures Game maxes out the nerd factor.  This is as close as you can get to a war game, so check with your significant other before taking the leap.  Games run about 45 minutes, and it plays in a space the size of your dining room table.  Best of all, there are endless expansions to add iconic and obscure characters to your fleet of ships.

Family/Friends Game Night

Have more than two?  Hate Monopoly as much as I do?  This mix of competitive and cooperative games are sure to show you what the modern board gaming renaissance is all about.
  • Forbidden Desert is a cooperative game where you play against the game to avoid thirst, storms and the heat to get out of the desert alive.  The mechanics and components are top notch, and it plays in under an hour.
  • In King of Tokyo, players take the role of giant monsters vying for control of Tokyo.  A fast paced dice game, the randomness and ridiculousness of it all is a hit.
  • Card game The Builders: Middle Ages is a great worker placement game: hire and set workers to build a town.  The rules are simple, but the gameplay is complex.  This definitely benefits from replayability and the tin means it is sturdy enough to go anywhere.
  • Love Scrabble but have that one friend that outstrips you every single game?  Try Qwirkle for scrabble like crosswords without the burden of words.  It is more puzzle than game, depending on how cut-throat you get.
  • Ticket To Ride: Europe is rummy with a board, and this edition of the game is fantastic.  I learned more geography from this game than I did in grade school, and the artwork is fantastic.  Expansions are available and cover alternate maps and expanded ticket options.  It even has an App version you can pass-and-play if you don't want the fancy box.

Thursday, October 2, 2014

Cards Against Mormonism

My brother and I grew up Mormon, but we no longer identify as such.  Nevertheless, the culture is unique, and there are many opportunities for squick, in-jokes and dark humor.  So, like everyone and their mothers, we decided to roll some of those up into an unofficial Cards Against Humanity expansion: Cards Against Mormonism.  A reminder: you may not get some of the jokes if you have never been Mormon, lived in Utah or or are otherwise considered a Gentile.  However, we took great pains to limit the amount of Utah-specific jokes.

The cards themselves were brainstormed under the influence of alcohol and put through the refiner's fire until about 100 unique cards (33 Black and 80 White) emerged.  Once the list was solid, we copied it into the brilliant Cards Against Humanity custom card batch processor.  It worked flawlessly the first time marking Pick 2's and adjusting fonts as needed.  This spat out two PDFs perfect for printing your own Mormon expansion to Cards Against Humanity.

This set is formatted to match the free print-and-play PDF still available on the CAH Website.  Like that set, it is shared under a Creative Commons BY-NC-SA 2.0 license.  You can see the original doc with those that did and didn't make it in Google Docs if you want to try your own hand at it and bring some apostasy to game night.

Sincerely,
DuncanYoudaho and FannyAlgersAbortion

Download Links:
White Cards
Black Cards

Tuesday, July 29, 2014

Space Hulk: Death Angel in a Cigar Box

The Plan

Space Hulk: Death Angel is a 1-6 player card game as brutal as its predecessor.  It has a ton of expansions, and it quickly outgrew its box.  I love to play this as a time killer while waiting for family or board game night to start.  It is brutal enough that it could be over in 5 minutes, but it is complex enough to withstand repeated plays.  I wanted a replacement box to be sturdy enough for for transport with the modern features of board game boxes that made parts easy to find and keep organized.  

I decided to go with a black Sancho Panza box.  After the labels were removed with acetone, I removed the inner lining and deororized the whole box with Odor-xit, an amazing oxidizer.  I lightly sanded the inside and blew it out, just in case.

Modern enhancements were card sleeves and push.pop style card storage.  Card sleeves let me play almost anywhere.  The Fantasy Flight sleeves were well matched for size.  The push/pop method of card storage was introduced to me with Lords of Waterdeep.  The insert in that game allows you the push down on one side of a deck of cards and pop up the whole deck at once.  No more groping in the bottom of the well for that one last card.  

Once I had my features, I sketched out a plan.  I calculated the height of the interior of the cigar box, and I left a little room for a rule book to sit on top.  The cards would be separated into six piles.  With the different expansions, this worked out pretty well.  Sleeved, only one pile gives me trouble and slips out regularly.  Each partition was made from 1/4" baltic birch cabinet plywood I had a sheet of.  This stuff is great for ripping into strips.  I used it on the Dominion Case as well.  I then notched the corners to make sure they fit in the box easier.  The final step was to cut slots into the horizontal divider and a single slot in the vertical dividers.  This was mostly done by feel.  I cut the outside edges, cleaned up the center and tested the fit.  This was repeated until I was satisfied.


Overall, the box had dramatically improved the portability of the game with all its expansions.  The box complements the game itself in its simplicity and order.

Lessons Learned


  1. I did not leave room for the rule book at first.  I had to chop down the height of the dividers once I realized the oversight.
  2. I originally slotted the vertical dividers x 2 on the wrong side of the measurement.  This left half of the cards with a much tighter fit.  It took me a it to figure out what I'd done, and I was unable to salvage those dividers.  When making cuts in "The Middle", ensure you have things in the exact middle by flipping your pieces around once they have been marked.  The middle should be in the same place on both pieces.
  3. Removing the exterior lining may not have been the best way to do things.  The biggest problem with this box is that the cards will slip out through the gap between the lid and the bottom.  Moving the push/pop dowels to the outside edge could fix this too.  The sleeves would probably need to come off if the second option was used as the interior would lose 1/16" on all sides.
  4. Salvaged cigar boxes need better hardware.  Especially when transporting them, it is important that all components remain secure.  A swing latch could greatly increase the ability to keep the lid closed beyond the simple latches on the cigar boxes.  I'm going to pick some up and make some recommendations in a future post.