2019-07-07

Fool-proof way of painting miniatures with speed - Blood & Plunder Jewish Militia

It can be daunting to look at the mountain, or at least minor hill, of unpainted miniatures that got delivered once you've dived into a new game. So here's my way of doing it easily and reasonably quickly (that quick-part is very useful if you're like me and refuse to play with unpainted miniatures). The miniatures used will be a unit of 8 Jewish Militia for Blood & Plunder, modelwise a mix between Dutch and Spanish Militia models.

I will mention some of the colours used, but this shouldn't be read as holy writ, but rather as my very personal suggestions. Anything even near that (or wildly different, if you have some other ideas) should do. I'm using mostly Vallejo Model Color (VMC), some Vallejo Game Color (VGC), as well as a few Tamiya Acryllic Flat (TXF) and Army Painter Warpaints (APW). Generally, I prefer Vallejo, but many years of painting have left me with a mix of different brands.

Step 0 is to look over the miniatures, remove any extraneous bits such as flashing (a decent knife and a file is very useful here), and, if metal figures, straighten out any bits that have become bent. Both tweezers and fingers can be useful here, but the most important part is patience and steady hands (or you might end up with a second bend next to the first one, instead of removing it all together).


Then, the models are mounted on handles (old Tamiya paint pots and sticky putty is the painters best friends), and primed. I prefer a white primer (Army Painter Matt White) for Blood & Plunder, giving somewhat brighter colors.

The numbers written on the handles are to track the skin colors used, since one shade of "european flesh" can be confusingly close to another. There is also an I to keep track of which unit these 8 belong to (since I tend to paint more than one small unit at a time).


Then, it's time to paint the skin colors (VMC 927 Dark Flesh, 955 Flat Flesh, 86 Medium Fleshtone as well as VGC 036 Bronze Fleshtone, for various shades of "has seen the sun"). The mix of shades means that the models does not look too uniform or cloned, and is even more useful if you have several of the same sculpt.

At the same time, the base is painted. Since Firelock Games have nice bases incorporated into the figures, nothing special is needed. Just give them a nice wooden color (VMC 875 Beige Brown).



The next step is what I call "various shades of linen-ish", where shirts, pants, socks and anything else that I don't have specific intentions for is painted. For this, I tend to mostly use off-white and light brownish shades, with some slightly more colorful for variety. The trick is to have a semi-assembly line style of painting. Pick a color, go over "some" of the models, paint the shirt on one, the pants on another, the socks on a third and so on to give extra randomness. One does not need to use every color on every miniature either, further increasing the variety.

(Using VMC 986 Deck Tan, 837 Pale Sand, 847 Dark Sand, 819 Iraqui Sand, 821 Ger. C. Beige and 886 Green Grey. A certain theme can be seen in the choice of paint colors. Anything sand is usually good if one is out of ideas.)


Of course, the jackets also need to be painted. These can be a bit darker, since they could be both heavier and/or one of the fancier pieces of clothing a militiaman owned. Dark/mustard yellows can be useful (for plain buff coats), as can dark blues, browns or greens... anything dark, really.

(For me, I'm using VMC 862 Black Grey, 888 Olive Grey (really a dark olive green), 824 Ger. Cam. Orange Ochre and TXF-8 Flat Blue.)


The jackets have cuffs, lapels and occasionally shoulder decorations. These should be painted, and is a perfect opportunity to add some more color. Several figures also have sashes and/or a neckpiece, which are another perferct opportunity. I generally grab the somewhat brighter colors for this (in this case VMC 820 Off-white, 957 Flat Red, 962 Flat Blue (which, despite the similar name, is significantly different from the Tamiya paint), 968 Flat Green, 961 Sky Blue and 981 Orange Brown).


One thing that has so far been left unpainted (well, only covered by adjacent colors, which mostly means "flesh") is the hair of the models. Since most of these will have darker hair colors, a somewhat limited palette can be used (VMC 862 Black Grey and 874 USA Tan-earth, VGC 051 Black and APW Oak Brown).


Next up is what I term "leather items", for all that most of them would probably not necessarily be made of leather. Boots, belts, scabbards, hats, and so on. Brown colors are preferred, although I tend to use some black as well (VGC 051 Black, as well as VMC 846 Mahogany Brown, 983 Flat Earth, and 826 German Cam. Medium Brown were used for these, while the bandoleers (and a few other things) were painted VMC 988 Khaki).


After those, it's a three-in-one. First up, any hat decorations/feathers were painted. Since these will be (mostly) Dutch, I opted for a mix between blue, white and orange (specifically VMC 981 Orange Brown, 820 Off-White, and 961 Sky Blue). Then, everything that would be wood (and sword handles) got painted wood (VMC 875 Beige Brown). Finally All the larger metal items (helmets and gun barrels, mostly), got some medium grey (VMC 870 Medium Sea Grey) on them, to simplify the next step.


Said next step would be all the metal bits. First, everything, down to the last button or buckle, was painted steel (VMC 864 Natural Steel). Metallic paints does not always cooperate, but the underlying layer of grey helps it along, hiding any patchy spots. Still, it's always a good idea to look everything over and go for an extra layer where necessary. Then, to add some variety, selected bits, locks, sword pieces, buckles, buttons and what-have-you were painted brass (VMC 801 Brass), since at least some of these would more likely be of brass than anything else.


Then, because I tend to be a bit of a messy painter, it's time to touch up any and all misplaced splotches, especially on any flesh parts (this is the main reason to write down those color choices for skin shades down in the beginning). At the same time, the matches on the matchlock muskets gets painted a suitable "white-ish" color (VMC 986 Deck Tan). And everything is finally painted.


The next step is where the magic happens. Everything is given a coat of brown shade (Citadel Agrax Earthshade, the one GW product I freely admit to using), to bring out contours, add some grime, shade things and generally make it looks nice and unified. If I weren't so lazy, I could probably add highlights after this step, with the original colors, to make them even nicer, but by now, I'm generally looking for the next thing to paint and losing patience.


The base rim is done in my choice of national color (since these will be used almost exclusively by the dutch, they get the orange (VGC 008 Orange Fire over VMC 981 Orange Brown) of the rest of my dutch), and unit markings (in this case, a single stripe of light grey (VMC 884 Stone Grey)). This is the best the models will look, and if I wanted to win prizes, I would show them like this (and add highlights etc).


Finally, because these are metal figures, those have a unfortunate habit of loosing paint when handled roughly, and these are gaming pieces first and foremost, they get varnished. Heavily. First, two layers of gloss or semi-gloss varnish (Army Painter Satin Varnish), for pure protection, followed by one or two layers of matt varnish (Army Painter Anti Shine Matt Varnish) to reduce the shine and give additional protection. Always make sure that the varnish is completely dry before applying the next layer, especially when going from (semi)gloss to matt. I generally allow a drying time of at least 12 hours, often more.


And once the varnish is dry, the figures are finally ready to be demounted from their handles, and can be grouped significantly closer to each other.


Of course, I rarely paint only 8 figures. These 8 had company with another unit of Jewish Milita (8 men strong as well), a Commander, and 4 sailors with weapons upgrades... The line painting method is especially useful when you have as many models to paint as I do, since by the time you've painted any chosen color on the last figure, the first one is as good as dry. Of course, it might also disheartening to have that many semi-painted figures staring back at you. My first advice would be to chose whatever amount feels most comfortable with you (I rarely go as far as 20 models in one go these days, especially if I want a more uniform appearance... these were a kind of exception, certainly helped by their lack of complete uniformity)

Finally, to emphasize once more, this is how I paint my models, not necessarily the one true way of painting your models. But I'd like to imagine that I might have some small tricks that other people can find useful, and to show newer painters that it's not all that difficult to get something surprisingly good-looking, as long as you have (somewhat) steady hands and (a smidgeon of) patience.

/Fool Out

2019-06-30

More Shermans

A combination of heat and work have reduced my hobby time to a smidgeon of what it used to be, but I got something painted, at least.

Specifically, the better part of a squadron of Canadian Shermans. (Well, the last 5, I've had 7 painted for a while, but didn't want to showcase them until they were all finished). The models are Battlefronts old British Shermans, in resin (with molded on stowage) and metal. Except for one of the Fireflies, he's plastic, because I didn't have a fourth resin/metal firefly.


12 Shermans in a row... sounds like the start of a horrible nursery rhyme...


First platoon, with 2 Sherman 75s and 2 Sherman Fireflies, for maximum Firefly goodness (and what some troops might have late in the war).


In case one wants to run them somewhat earlier, one or two tanks can be borrowed from the HQ and replace the Fireflies, giving a troop of 4 ordinary Sherman 75s (or a reduced troop of 3).


From the rear, it's possible to see the troop markings. Specifically, these have Division and AOS markings on the stowage bin.


Similarly, second troop has 2 Fireflies and 2 Sherman 75s...


... or 4 Sherman 75s with some borrowed from the HQ.


Here, the Division and AOS markings are on the hull, next to the stowage bins instead.


Finally, the 4 HQ tanks by themselves. Can't have a Squadron without some leaders.


The markings are for C squadron, 29th Armoured Reconnaissance Regiment (The South Alberta Regiment), making this fellow potentially David Currie (look him up, splendid leader during the war who got a Victoria Cross for his actions during the Normandy campaign).

Now, I just need to find a game to field them in (still not being happy with Flames of War)... oh, well, if I ever get around to making some Canadians for Chain of Command, (some of) these will be good support.

Hopefully, my radio silence won't be for as long next time...

/Fool Out

2019-05-12

Frostgrave (almost-)all female Warband

A new warband has been sighted in the frozen city (possibly more frozen now). Aka. I finally got to paint the new Female Soldiers fron North Star. Delightful plastic kit (I might have put together a few more than strictly needed), wonderful metal specialists, and all around very nice.


First up, let me show you the metal models. All of them look incredible, and was a joy to paint with very little flashing. From left to right, we have a Templar, Knight, Barbarian, Thief, Tracker, War Hound, Markswoman and a grandmotherly Apothecary.


These four, the Templar, Knight, Barbarian and Tracker, were probably the funnest models to paint, all told. I might have to get several of these...

Now, moving on to the plastics (including a few male soldiers I had lying around)


First up, the ones with only a single hand weapon (no, the torch doesn't count... I think). To the left is a second Thief, while the spearwoman to the right could also be used as a counts-as two-handed weapon-armed model.


When you're like me, Treasure Hunters are a must. The one to the left have arms from the male soldiers kit, while the one to the right is all female. The two kits fit together even better than one would expect (and I expected them to fit together very well...). Only the fur trimming of the coat is missing.


Ranged support is also a must. Two Archers (one of them with a bronze sword strapped to the backpack, meaning she can be used as a Ranger) and a Crossbowwoman.


Three soldiers who have also aquired shields, allowing them to be used as (Wo)men-at-arms to Knights to Captains. Once again, a male soldier has snuck in.


Finally, we have the soldiers armed with two-handed weapons. Infantrymen, Barbarians, Templars... they have many names and many uses, although some are more suited for specific classes, perhaps. The fellow with the naked, muscular arms ( the third male soldier that snuck in) fits best as a Barbarian, while the lady with the big sword would make an excellent Templar, as would the halberdier in the middle. Either of them could also work very well as a Captain.


All the shields (both held, and hung over the shoulder as a nice extra thing for variety) have been painted by me, mostly in various frosty themes.


Of course, a new warband demans (at least) a new wizard and apprentice. And North Star do have these extraordinarily cute lasses...


Aside from the capes, I intentionally tried to paint them close enough to a certain movie, as a challenge to myself.


Of course, some treasures are also needed. That head in the middle, is the current seat for a very valuable bird... how is it green, in the Frozen City, you ask? Because magic, that's why. The other two are what you can find lying around in the rubble and snow, a treasure chest and a pile of heavily corroded copper coins (and an equally heavily corroded bronze sword... might be magic, though).


All in all, a nice little warband. I don't think I'll need to expand it ever, and that is if we play Frostgrave again at the club (it has somewhat fallen to Ghost Archipelago).

/Fool Out, and let it go...

2019-05-03

Blood & Plunder - Surprise extra Demo day.

So. After Easter and my last post, I thought it would be calm with demoing Blood & Plunder for some time... I was wrong, and last wednesday, I ran an impromptu demo day. Got in two demo games, and a third personal one against a friend (not quite counting that as a demo, since he's supposed to know the rules by now). Still, that's a solid 4-5 hours of demoing, discussing lists, the history around it, good and bad ideas, and so on.

For some fun and variety, I brought along a variety of forces, one for each one of the major powers (a mix between privateers and militias).


First battle, English Buccaneers against French Caribbean Militia. Both players were completely new to the game, but got advice from some more experienced players (although in one case, "more experienced" in the sence that any positive number is greater than 0).


For ease of use, we ran the buildings as impassable, but the tunnel out front as providing cover, as well as the entire area inside the various barrels and boxes as providing cover (and being Rough).


The Freebooters found a nice hidey-hole while exchanging fire with the Boucaniers, at least initially.


Meanwhile, on the flank, there were some skirmishing around the field, but surprisingly few casualties.


And it all ended with a massive brawl in the middle. Annoying when it happens "all the time", but for demos and peoples first time, it's quite acceptable, especially when the road to get there is a teaching experience. In the end, the english stood victorious, and everyone had fun.

 Next up, once again English Buccaneers against some quickly repurposed (and unpainted...) Pike & Shotte Swedes, as Swedish Militia. Since none of us had any great ideas how this would work, it was quite interresting.


We got quite close to "standard" deployment, with two firing lines opposing each other (and mostly not seen thanks to terrain, with the important exception of the swedish Medium Cannon.


The cannon caused significant casualties, as well as being a psychological threat by being so far away and yet able to hit things so easily (I won't run a cannon in demo games again, unless it's naval combat, nor will I allow it to be used if someone brings one). In the end, though, the english Freebooters managed to work themselves close, and after charging the pikemen (dangerous, but it worked out), they also managed to charge the cannon, kill all it's crew, and then turn their guns on the swedish Militia. Thus, they managed to win the day, barely. Sometimes, it's good to be generalists.


Swedes should not be underestimated, for all that they die like flies to shooting. And cannons are nasty, until they suddenly aren't (usualy because their crew gets acute iron poisoning).

But still, another nice and fun game, unpainted minis aside. And I know for certain that the English player have already ordered rulebook and a starter set.

/Fool Out

2019-04-23

Blood & Plunder - Demo Day at Gothcon

I ran a Demo Day at Gothcon (largest tabletop gaming convention in Sweden, with both Miniature Wargaming, Boardgames and RPGs), and got a quite nice set-up. As is traditional for my club, Yggdrasil Figurspelsförening, I ran a somewhat more involved demo than the usual run-em-through, fight-in-the-middle doen in an hour demo. It seems to work for us...


Since I have some very talented friends in the club, I also had an awesome table to run the demos on, which certainly helped to pull folks in.

The scenario was reasonably simple. The Spanish have to escort the governors' daughter from behind the village to the brigantine, to escape the pirate raid. Meanwhile, the pirates will try to kidnap (and/or liberate) said daughter, or at least keep her away from the ship for 6 turns.


The pirates started split. On the wrong side of the river, they had 5 Marins and 4 Enter Ploeg (with the obligatory blunderbuss).


Next to their boats, they had another 5 Marins, with an Untested Commander, and 6 Freebooters.


The spanish also started somewhat split, with 6 Marineros next to the Brigantine (presumably having prepared it for sailing).


The escort party, starting on the road behind the village, consisted of another 6 Marineros with an Untested Commander, escorting the governors' daughter, as well as 5 Marineros Piqueros and 8 Milicianos (upgraded to Trained).


Both forces were chosen in part so that no game-changing special rules could be missed, and the untested commanders for similar reasons (I've found that command points are the one rule new players gets confused by/wrong the most, especially when it's several command points).


And the first game of the day is off, an old 40k player against a group of 3 (which didn't give too much of an advantage, since they argued about what would be best enough to offset the theoretical advantage of more brainpower).


The pirates chose to focus on cutting of the route to the ship, and focusing on that group of Marineros. Meanwhile the spanish went all out perpendicular to the path to the ship, towards the freebooters.


The freebooters were swiftly cut down (after clearing up some rules confusion because this isn't like 40k). However, that detour would delay the spanish too much.


In the end, by turn 6, the governors' daughter were nowhere near the ship, and in fact caught up in a combat initiated by the spanish. A pirate victory, that seems to be gotten more by the spanish mentality of "screw the objective, kill all" than anything else.


Second game, I had two dads with their sons. Of course, the teams were swiftly split up as the two dads (with the spanish) against their piratical sons.


This time, we had significantly more speed (and less diversions to kill everything), with a major scrum in the middle.


In the end, the governors daughter and her escort is swiftly heading towards the ship, if a bit late, as the last pirate is cut down. Yes, the very last pirate, they were cut down, or routed off the table, to a man.


The spanish stand victorious as everyone had fun.

3rd, and last, game was the only one with only two players total. Both with some prevous experience of miniature wargames, I dared specify all the minor rules I had so far glossed over (Ruthless, Hard Chargers, Marksmen...)


The game was roughly similar to the previous one (as I would expect), except that the spanish did a magnificent bull rush towards the ship, getting out on the pier and almost to the ship by skillful use of screening units and 12" moves for the command unit. In the end, by equally skillful use of command points, good luck with dice, and maybe some liberal interpretation of rules by me to make it a game (I think I interpreted it correct, but I am not 100% certain and erred on the side of "don't want it to be over yet"), we have a standoff next to the ship.


After the last actions, there was a standoff between two captains, two Marins and two Marineros, with a lady in the middle. Noone could see quite how it would go, and a draw was agreed upon (since we were at the very limit of the pier).

In all, I had fun, and my players had fun. As it should be. I will have to spend more time thinking of scenario next time (I really wanted to do boat action this time, but I haven't had enough ship fights myself to feel comfortable teaching those rules). I absolutely think doing the slightly larger forces and longer games was the right decision, both for the players and for me, but it did mean not as many could try it. Next year, I will have to get a friend to help, and run two days (again... did so last year, and was absolutely knackered afterwards).

Best of all, I ran into one of my players the day after, and he told me that he had ordered rulebook and some englishmen that very evening :) The best kind of compliment.

/Fool Out.