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Posts posted by drleets
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No reason not to batch paint the pair of wookies! I think they should probably back down in this scenario though.
Will miss the painting forum. Unfortunately, it'll just mean the same content will be mixed in and disorganise amongst other discussions. Bad for people who don't care about painting and bad for those who just want to find good painting advice and examples.
Seems like a bad decision in the absence of a good explanation.
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Surprisingly good! I've not seen any of your other work, so can't make a comparison.
Chewie looks a little too red, but otherwise using Sharpies seems viable for people pressed for time or not wanting to spend $$$ on paints - I imaging it was a pretty quick process?
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Since this topic has been Arbitrarily bumped, I thought I'd update on our campaign which is now midway through.
2 missions have played as normal (the 5th rebel wasn't around). The other missions continue to seem balanced (although the rebels tend to have an easier time in side missions and the imperials in story missions).
Move along. Nothing more to add.
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Lol, hope you found your Bothan model Kepora. I understand FFG are pretty good at replacing missing components
.Okay, AT-ST's done. Not much to say about these apart from the above comments on technical paints and brushes. More to come once I get the next waves! My brother has also just bought the 3rd zombicide game and that's looking like over 100 miniatures.... think I'll need to consider faster painting methods.
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An update:
Just working on the AT-ST's (the original and Weiss). Can I just say that GW's typhus corrosion absolutely wrecked the brush I was using. Truth be told, it was getting toward the worn stage, but still holding its shape. Afterward its pretty much splayed out all over the place. Not sure if I was warned.... just glad that this was a $2 brush and I have a back up....
So heads up newbie painters. Would I be safe in saying that a lot of the technical paints - especially those with texture - aren't kind to brushes?
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I'm a big believer in sticking with 4 heroes if there are less than 4 rebel players. Everything else is a compromise.
If the imperial player can control 2-6 deployment groups, no reason a rebel player can't do the same. We tend to find the rebel players all discuss tactics (sometimes for ages!) between each activation anyway! No reason it can't be an imperial 'overmind' versus a rebel 'overmind'.
Bottom line: heroic and legendary buffs are a secondary compromise and there's no reason to do it (unless you can't handle thinking about more than one thing at a time - perhaps young children or inexperienced gamers).
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+1 To Stokes52.
But, going back to the OP, if budget was limited, I'd be tempted to hold out for Twin Shadows. Probably best bang for buck. You'll get heaps of new content compared to the ally/villain packs. Completely new units, a new imperial class, new map pieces, new missions.
The wave 1 ally/villain packs add much less - the main benefit are the plastic minis, but you can get by with the tokens alone. The expansion adds new minis and completely new units.
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Thanks Guys. Looking forward to the expansions as well. I'll have mine on pre-order soon. In regards to painting them, I suspect C3PO is going to be something new. Getting good shading on a pure metallic object (shinier than IG88/probe droids/etc) is something I haven't done yet.
Here's Han and Chewie:
Really please with how Han came out. Doctor Faust paints a Knight series Han mini on his Youtube channel which I highly recommend for guiding colour selection (he uses Vallejo model colours though). Chewie is pretty much the same as my earlier post, but these guys belong together.
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We are now 3 games into a campaign following these rules, so some updates:
Campaign - campaign started with all heroes except Mak.
1. Aftermath: Diala is playing as the skirmish card.
- Mission was very balanced. Heroes won by 1 activation.
- Imperial player has no open groups available for extra deployment at the start. Given the final outcome this doesn't appear to be an issue.
2. Jyns's side mission: Fenn as skirmish card. Again, very balanced. Until....the rebels realise they can go complete suicidal to kill the singular mission objective who only has 10 health (then it became an overwhelming rebel victory - finished in 4 rounds).
3. A new threat: played with 4 rebels. Plays out as usual (close imperial victory).
So thoughts:
1. Some of the rebel skirmish heroes are pretty potent. Better than their early campaign normal equivalents so the players have been quite happy (even preferring) to play as the alternative.
2. For Diala we gave her one 'shattering blow' token each odd round. This seems fair. I also like thestag option for a 2 action attack, but that might make this too situational and only good defensively against melee opponents. I think that giving her 'assault' (2 attacks) takes away some of her flavour.
3. Fenn is probably good enough without a substitute for his trooper assault. He's certainly more powerful than early game Fenn already with 3 dice attack, assault and no need to use stress tokens. Also, rebels can choose to use him in side missions with rebel troopers (which players decided to select for when setting up the side mission deck) - and along with the presence of Gideon, will make rebel trooper allies super powerful).
4. The skirmish player respawns where they fall as an option works well.
5. During the reward phase we give the rebels 450 credits as the standard monetary reward. All other bonus rewards as per 4 player rules. I think this is probably going to benefit the rebels who will end up with an extra 500 credits by the final mission - which is not insubstantial. I'm not fussed about this as the imperial player, but if things start going too far toward rebel superiority, I will recommend against it on future replays/other groups.6. Rebels can 'sub out' during times they are banking XP which is a minor advantage.
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We're planning on starting on 5 rebel player campaign. I started make my thoughts here but decided on a separate thread instead as what I was planning is quite different.
I think in order to balance something like yours you need to consider:
1. What is the hero's deployment value? This isn't defined for heroes - just their skirmish equivalents which are quite different.
2. Too many activations for heroes is overwhelming - unless the imperial player gets a lot of extra influence and units you'd need to limit rebel actions to 8. (With 5 rebels, 2 players only get one action each round).
3. Arbitrary changes to influence and threat levels is hard to balance as things change as heroes 'level up'.
The bottom line is that I think any rules will work if everyone is playing for fun (especially the imperial player - i.e. as a "GM") and not to necessarily to win. If the imperial player is willing to give everyone a good time, then they can adjust could be allowed to change things on the fly (starting with some kind of structure) to ensure that a mission is challenging but not overwhelming for the rebels.
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About to start our own 6 player campaign so have been thinking about this.
So the goals would be
1. every rebel player has a character they can level up.
2. maintain balance.
3. keep it simple
Now there are already rules from bringing in an ally. So I think what fits best with the above goals are:
1. Every rebel player picks a hero.
2. 1 rebel player per mission uses their skirmish character card without any buffs instead as an ally. They follow all rules for bringing in an ally. This role rotates with rebels choosing who plays as the skirmish hero, allowing flexibility if the rebels think a particular hero more useful for a particular mission, but in general each player must take this role in each general rotation.
3. During the reward phase, all rebel players receive all rewards (XP and money).
Now possible tweaks:
A. Campaign setup phase:
- Add side missions for all heroes played. Not sure if one each of the other side mission types should be added to keep proportions of each the same.
B. Mission phase:
- The player controlling the 'ally' gets one respawn (i.e. they get wounded). At this time, the imperial gains influence (based on ally cost) and an interrupt optional deployment. This hopefully prevents the 5th rebel player from being kicked out too early.
- Should the respawned ally and optional interrupt deployment get an activation? Should they only come in during the deployment phase? Presumedly the ally will respawn were they have fallen and be allowed one activation for that round in total. By default I'd let the imperial activate the same round.
- Should the imperial get an extra-open group? Probably not.
C. Reward phase:
- I suspect the 5th hero shouldn't get any money rewards as loot is shared and can be redistributed each mission. However, as there are items that are particularly useful to particular characters, more money might be needed by the rebels. Perhaps give the rebels get 450 credits (i.e. only 50% of money) whenever they are rewarded.
D. Heroes:
There are some heroes with abilities that don't work in non-skirmish:
- Mak's critical hit: usually requires opponent to discard a command card. Perhaps critical hit units can never be reinforced? Perhaps he becomes focused?
- Diala's shattering blow: usually costs a command card to activate. Give Diala one 'command card token' at the beginning of every odd round? Or just start with 3?
- Fenn's trooper assault: requires rebel troopers to be any good. Bring troopers?
- I would also allow the rebels to optionally substitute reward allies in place of their character allies if they want to minimise extra influence gained by the imperial player.
Feedback?
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Nicely done tutorials for RG and Trandoshans. Deserves a bump.
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Nice. Especially love the shading on the royal guards - these guys really pop. Nexu mark II are awesome - better than mk I.
Will be painting Han soon - what colours did you use for his skin tones and shirt?
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9. Rebel Heroes
These guys just love brown.
Started with Gaarkhan (while waiting for the Trandosian guide) as it didn't seem I could go too far wrong on my own. I just had 2 shades of brown when I painted this one (and black). Mixed some of the light brown with silver to do the armour plates. The face could do with some extra dimension. I think its good enough - so I'll wait for some Guidance before readdressing it.
Gideon came after the the RGC and IG88 - had a few more shades of brown at this point. His cloak is yellower than I wanted (again, compared to the card art) and his skin tone darker. Again, good enough and I won't be re-doing any of it. He has eyeballs! Must be getting more adventurous. Well, I decided I had to bite the bullet. There are some good guides on youtube (Doctor Faust's, miniwargaming and others). Probably should mention at this point that the Game Workshop brushes I bought mid-way through the imperial's are terrible. The fine brush didn't come to a clean point. I ended up using a $2 brush from a hardware shop.
Diala has eyeballs too - that's the problem with the rebels - they all have skin and eyes! Admittedly, purple skin is probably harder to make look fake than normal coloured skin, however, the tone I picked is more saturated than I'd have liked and her top, 'skirt' and wraps are too dark after a brown wash. With the eyes, when I dotted the pupils the whole eye cavity filled with black ink (?should I use unthinned paints for this) but after I sucked it up with a bit of tissue, the dot left behind was pretty much perfect. So this one was a fluke.

For Jyn - this paint job was okay.... I think I'd like to add more texture to the hair somehow. I'll wait for more examples on the forums. She seems to be wearing the Nike's from Back to the Future. I decided to stick with a brown motif though.
These models need to be based, varnished and glossed. I'll wait to all the heroes are done so I can get a consistent colour on the base - again, probably a bronze.
That's it for today. Need to get some greens for Mak. Chewie, Luke, the guy with the gun are all WIP.
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8. The imperial heroes.
Vadar was done from The Guide - so it was the sixth type of mini painted. Issue I found here was shading black and not making it all look greyish. This was probably the result of using too thinned paints for the highlights which then ran into the blacks. Lesson learnt: I think when shading blacks the gradient from black to highlight needs to be less gradual (i.e.: a "broader" area of pure black - with a quick ramp to the highlight colour just toward the tips).
So with the Royal Guard Champion I wanted to stick with the card art and use a purple highlight to add some extra dimension to the character. Couldn't find an example of this on the inter web so here's my attempt. Went with the "Carnor Jax" colour scheme and used a dark metallic with a purple tinge for the armour plates. The cloak highlights benefit a little from my experience with Vadar.
IG 88 - not sure how to make this one more interesting. Rather than duplicate the techniques used for the probe droid/E-web, I just painted a dark metallic base and then added so bronze metallic (you can just mix silver and brown) for the cables and some other bits.
IG88 and RGC are yet to be varnished and glazed. I'm planning on basing all the imperial uniques with dark metallic, the rebel heroes in probably a dark bronze, and the rebel units in a flat brown. If I'd planned ahead, I might have based the mercenary units differently - but as my group have been predominantly playing the campaign this should be fine.
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Hi all.
Have some painting down time today as I'm considering getting some extra colours for the final rebel heroes. Shot some pics of the minis so far - unfortunately it's night so this is under mixed light.
This game and its mini's is the first that really peaked my interest into painting. I started by following Sorastro's process for pretty much for all of the imperial units - his Guides are highly recommended. Unfortunately, they are so good they take him ages to make (think original music score, video transitions, etc) so.....
Anyway here are the minis and some general thoughts.
1. Stormtroopers- Although these guys are essentially white, I've found that thinning and layering white paint to be the most difficult. It seems to me that the pigments broke down (gw white) easier than other colours - I'd get clumps, the paints would be too thick, or it would run everywhere.- I've avoided coloured shoulder plates to distinguish teams to be most true to the original trilogy. I've gone with white/grey and red base plate borders instead.2. Probe droids- These were pretty easy following the guide....3. E-web - a cross between 1 and 24. Imperial officers- Happy how these turned out. The shading on the skin is a bit flat (everything is so tiny) and I painted over the eyes after my first attempt - they were looking too goofy.5. Imperial guards- Very happy how these turned out. A really nice model to learn how to do shade/highlight transitions on as they're all just cloak! A lesson from these might be to be a bit more careful using washes. Although these have proven invaluable - you do need to watch where the pigment is pooling - you can see some globs and missed areas towards the base of the minis. I'd probably use less and repeat a wash again if necessary if I was being more careful. Truth be told, I'm still too impatient to wait for washes/layers to dry properly. Also, with layering thinned paints, you won't get a true impression as to how opaque the layer is when you first apply it to the model. Again, you'll have to wait till they dry.6. Trandoshans- Wanted these to all be unique. The right two (urban came and Bossk) are from The Guide. I'm quite partial to the orange shirted guy (uses GW's Troll slayer orange and fire bright orange). -
Hi All,
----- Official answer from Fantasy Flight Games -----
Hey REDACTED,
Depleted in the sense that they can no longer be used, yes, but I wouldn’t frame it quite that way since you can’t do the same thing to hero abilities. Basically, abilities cannot be used by or on incapacitated heroes.Thanks,
Justin Kemppainen
Assistant Board Game Manager
Fantasy Flight Games -
When a hero is defeated for the first time:
1. You flip over the character card to the wounded side.
2. All damage tokens are discarded (the excess damage was inflicted already). So they have no damage tokens.
3. Discard only excess strain to the new endurance attribute (usually one less than when healthy).
4. Keep all attributes (good (focus) and bad (bleeds and stuns).
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Thanks Fizz, was hoping you would weigh in.
I've contacted the team:
------MESSAGE BELOW------
Love the game. Have a query from the community forums our collective wisdom has been unable to solve.
Essentially, it is:Do incapacitated heroes retain their upgrades and abilities that do not require actions/stress/etc?My original query regarded Fenn's use of tactical movement [both when he is incapacitated and (on incapacitated heroes - ANSWERED)]. However, this would also apply to other upgrades (movement speed, garkan's ability to give defence bonuses, etc.)Should all incapacitated heroes ability/equipment cards be depleted? (This would seem thematic) Or do their effects persist?Thanks.















Sorastro's Painting
in Imperial Assault Painting and Modification
Posted
Beautiful result with Chewie and Gaarkhan. Probably looks better than the movie Chewie suit!
Will be using these steps for the expansion wookie warriors. Shame they will (hopefully) look better than my heroes. May inspire me to repaint them..