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Dash Two

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  1. Haha
    Dash Two got a reaction from Tubb in Order token coin capsules!   
    @NukeMaster  I did not even look at that.  On a proverbial slow boat.  Maybe, mixed in with Armada product?  
  2. Like
    Dash Two got a reaction from C3POFETT in NeonWolf's Rebel Scum   
    It's my favorite representation of Luke and 100% due to the emotional attachment to the action figure.  Very good work
  3. Like
    Dash Two got a reaction from C3POFETT in NeonWolf's Rebel Scum   
    I like the nostalgic, Kenner action figure feel to Luke.  Big fan.  
  4. Like
    Dash Two got a reaction from srMontresor in Base Altering Question   
    Because I am new to hobbying and trying how to learn to do diff things
    Not about time or money
     
  5. Like
    Dash Two got a reaction from Chucknuckle in Base Altering Question   
    @Chucknuckle I always appreciate the advice.  Have something I want try that is not available via 3rd party, which is how I have arrived at this point.  Trust that I looked.  Aware of the difficulty.  
    So i can try or shelve the idea.  My preference is to try. 
     
  6. Like
    Dash Two got a reaction from NeonWolf in Base Altering Question   
    Because I am new to hobbying and trying how to learn to do diff things
    Not about time or money
     
  7. Like
    Dash Two got a reaction from thebigeb2589 in Base Altering Question   
    Because I am new to hobbying and trying how to learn to do diff things
    Not about time or money
     
  8. Like
    Dash Two got a reaction from Jman444 in Solo   
    @Admiral Deathrain ... agreed
    Sometimes, a movie can just be a movie.  Entertainment.  Doesn't need to have an agenda ... you can determine your own definition of agenda in media.  
    It's just a solid movie
    FFG wise ... yeah, missed opportunity to reveal/release Solo that same weekend.  Not a marketing guru ... not my area ... but I feel like there was a moment they failed to capture 
     
  9. Like
    Dash Two got a reaction from BigBadAndy in Fleet Trooper WIP   
    @BigBadAndy ... trust me.  I know you are right;  After my black primer on white carpet debacle, which is my new guy thread, I am lucky to be alive and have had a small reprieve of painting in the house.  The ask on the airbrush ... little aggressive on my part.  Conversely ...
    You miss 100% of the shots you don't take .... shooter gonna shoot ... can't have less than zero ... you get the idea
    I tried.  Shot down before I finished the thought.  
  10. Like
    Dash Two reacted to Jake the Hutt in Solo   
    It did have a bigger opening than any other movie released on memorial day for the last 4 years. Millions of people saw it. It wasn't the enormous hit that the last 3 Star Wars movies have been, but it still was seen by tons and tons of people. 
  11. Like
    Dash Two got a reaction from Caimheul1313 in Scum and villainy faction talk(Solo spoilers)   
    This.
    Not a Star Wars historian.  Just a fan and 2 months into gaming.  This seems like a polarizing discussion based on whatever happened in X-Wing, which I have never played, and logic.  Or, maybe, thematically accurate instead of the word logic.  It appears people are all-in or out and not many in the middle.  I see/appreciate both sides.  
    If it were done in a way that it was in the spirit of all digital content/books and exhausted of any chance of tilting the intent/design of the game, why not?  
    Where it goes wrong is ... somehow ... it is done and, as was hinted at by @Caimheul1313, you end up playing a game of nothing near the spirit of Star Wars.  Or a unit or two are just low cost/ridiculous ROI in a game.   
    You arrive at here is a master list that by the rules I can build and, well, has zero applicable ties into anything related to anything in the Star Wars universe ... but ... allowable by the rules ... and ... well, I am that guy so ... deal with it
    Now that I have played a few games I respect the concept of immersion.  I like that and would like to keep it.  
     
     
  12. Like
    Dash Two got a reaction from Mep in AT-RT is not a good platform   
    This ...
    My experience is running at least one with the Laser Canon gives you an "artillery" presence.  Paying for the extra range and, potentially, needed ability to handle armor.  Place it last during set-up.  Run long range comm.  Be in control of when it activates and put down suppression fire in R1.  Or run a couple with the Canon and do the same.  I have done this correctly and in R1, someone walked right into range; suppressed and 2 units gone by end of R2.  They never moved again.  Never fired a shot.  
    Ignore the AT-ST, while forcing the opponent to decide ... shoot the AT-RT or shoot the units.  Word distraction is being used.  I prefer opponent's choice or making them divide their fire between units.  Not just throwing away the points sunken into the AT-RT.  Simply making my opponent decide how to allocate their fire and, hopefully, they divide it between multiple units, which means my AT-RT lives longer.  Or my squads.  Or both.   But by no means just donate an AT-RT for clear demise or throw it out there for target practice.  
    Create LONG firing lanes due to either R4 (Canon) or R3 (Z6).  Attempt to have 2 of the AT-RT with arcs that intersect the field like an "x"  The terrain will always have natural lanes.  During set-up put the canons in position to own the lanes.  Let the opponent walk into the lane vs walking the walker into the field.  I knew my years of archery hunting would eventual pay dividends in other ways.  
    When archery hunting, you pre-range trees or rocks or colored grass patches ... objects ... LONG before anything walks into view.  You know this tree is at 40 yards ... shrubs at 30 yards ... boulder at 20 yards ...  you are prepared, as you only have a few seconds to make a decision when necessary.  
    You can range at any moment once the game starts on your turn.  Use that to your advantage on your very first activation.  Get an idea of what building or rock or vehicle ... object ... is at R3 or R3 or R2 at the intersections of long firing lanes ... pinch points ... and at the end of each firing lane.   Plan AT-RT moves or non moves around controlling those and move your squads to cover areas on the sides of those lanes, while in pursuit of objectives.  Either way when the opponent moves he is most likely walking into range of the squad or the AT-RT.  
    Likewise, you can walk the AT-RT backwards.  It is possible to walk back; still be in range of the target/shoot, while no longer being in range for a volley back.  Laser Canon at 4 allows this.  Then, you can walk right back into range on the next turn.  
    If I use a 3rd AT-RT, wander and force some action or, if needed, tie up the AT-ST, as to allow the troopers the chance to move around.  I finally realized the game is not about killing all the other guy's minis ... even though that is awesome ... it is about objects and, perhaps, time measured objectives in game.   That 3rd AT-RT is like a cattle dog or bird dog.  Funnel the herd or flush the birds in a desired direction.  
    Sort of had a new guy, break through gaming moment in my last game.  Someone that whipped my tail 2 weeks ago spent a solid 30 minutes post game helping me.  You did this ... consider this ... don't be so quick to do this ... wait on this ... really solid gamesmen stuff.  Made notes.  Applied in most recent game.  
    Last game I let my opponent come into range.  Suppressed.  I knew what corners and edges of firing lanes were at distance 2-4.  Then, used the nimble/quick function of the Rebel squads and Luke to quickly get into range at start of R2 and just ripped through stuff.  Once I knew I had units pinned I made sure I won priority in R2.  Luke and troopers move in to finish off squads/claim objectives and the fire of the AT-RT moved onto other units, which were now also in range.  
    I feel the Rebels require a little more of an aggressive/move play style.  Definitely require thinking 3 moves ahead, as let's face it.  White defense dice are HORRIBLE and many Rebels will die.  Quickly.  Keep the squads moving.  The AT-RT, though, can be parked and used pretty effectively or engaged and walked out of range.  
    I tried the Flame Thrower once.  Blown apart after it moved in R1 and before it was shot.  Priority target vs target of opportunity.  Wasted points.  Admittedly, I am not a savvy enough gamer to pull of the FT yet.  HIGH cool factor.  LOW ROI for me.  
    Not an expert by any means.  Have just learned from my mistakes and started to figure out how to leverage the AT-RT and couple them with Luke's  jack rabbit movement.  I have not found the AT-RT to be as faulty as others.  
  13. Like
    Dash Two got a reaction from Contrapulator in AT-RT is not a good platform   
    This ...
    My experience is running at least one with the Laser Canon gives you an "artillery" presence.  Paying for the extra range and, potentially, needed ability to handle armor.  Place it last during set-up.  Run long range comm.  Be in control of when it activates and put down suppression fire in R1.  Or run a couple with the Canon and do the same.  I have done this correctly and in R1, someone walked right into range; suppressed and 2 units gone by end of R2.  They never moved again.  Never fired a shot.  
    Ignore the AT-ST, while forcing the opponent to decide ... shoot the AT-RT or shoot the units.  Word distraction is being used.  I prefer opponent's choice or making them divide their fire between units.  Not just throwing away the points sunken into the AT-RT.  Simply making my opponent decide how to allocate their fire and, hopefully, they divide it between multiple units, which means my AT-RT lives longer.  Or my squads.  Or both.   But by no means just donate an AT-RT for clear demise or throw it out there for target practice.  
    Create LONG firing lanes due to either R4 (Canon) or R3 (Z6).  Attempt to have 2 of the AT-RT with arcs that intersect the field like an "x"  The terrain will always have natural lanes.  During set-up put the canons in position to own the lanes.  Let the opponent walk into the lane vs walking the walker into the field.  I knew my years of archery hunting would eventual pay dividends in other ways.  
    When archery hunting, you pre-range trees or rocks or colored grass patches ... objects ... LONG before anything walks into view.  You know this tree is at 40 yards ... shrubs at 30 yards ... boulder at 20 yards ...  you are prepared, as you only have a few seconds to make a decision when necessary.  
    You can range at any moment once the game starts on your turn.  Use that to your advantage on your very first activation.  Get an idea of what building or rock or vehicle ... object ... is at R3 or R3 or R2 at the intersections of long firing lanes ... pinch points ... and at the end of each firing lane.   Plan AT-RT moves or non moves around controlling those and move your squads to cover areas on the sides of those lanes, while in pursuit of objectives.  Either way when the opponent moves he is most likely walking into range of the squad or the AT-RT.  
    Likewise, you can walk the AT-RT backwards.  It is possible to walk back; still be in range of the target/shoot, while no longer being in range for a volley back.  Laser Canon at 4 allows this.  Then, you can walk right back into range on the next turn.  
    If I use a 3rd AT-RT, wander and force some action or, if needed, tie up the AT-ST, as to allow the troopers the chance to move around.  I finally realized the game is not about killing all the other guy's minis ... even though that is awesome ... it is about objects and, perhaps, time measured objectives in game.   That 3rd AT-RT is like a cattle dog or bird dog.  Funnel the herd or flush the birds in a desired direction.  
    Sort of had a new guy, break through gaming moment in my last game.  Someone that whipped my tail 2 weeks ago spent a solid 30 minutes post game helping me.  You did this ... consider this ... don't be so quick to do this ... wait on this ... really solid gamesmen stuff.  Made notes.  Applied in most recent game.  
    Last game I let my opponent come into range.  Suppressed.  I knew what corners and edges of firing lanes were at distance 2-4.  Then, used the nimble/quick function of the Rebel squads and Luke to quickly get into range at start of R2 and just ripped through stuff.  Once I knew I had units pinned I made sure I won priority in R2.  Luke and troopers move in to finish off squads/claim objectives and the fire of the AT-RT moved onto other units, which were now also in range.  
    I feel the Rebels require a little more of an aggressive/move play style.  Definitely require thinking 3 moves ahead, as let's face it.  White defense dice are HORRIBLE and many Rebels will die.  Quickly.  Keep the squads moving.  The AT-RT, though, can be parked and used pretty effectively or engaged and walked out of range.  
    I tried the Flame Thrower once.  Blown apart after it moved in R1 and before it was shot.  Priority target vs target of opportunity.  Wasted points.  Admittedly, I am not a savvy enough gamer to pull of the FT yet.  HIGH cool factor.  LOW ROI for me.  
    Not an expert by any means.  Have just learned from my mistakes and started to figure out how to leverage the AT-RT and couple them with Luke's  jack rabbit movement.  I have not found the AT-RT to be as faulty as others.  
  14. Like
    Dash Two got a reaction from CaptainRocket in AT-RT is not a good platform   
    This ...
    My experience is running at least one with the Laser Canon gives you an "artillery" presence.  Paying for the extra range and, potentially, needed ability to handle armor.  Place it last during set-up.  Run long range comm.  Be in control of when it activates and put down suppression fire in R1.  Or run a couple with the Canon and do the same.  I have done this correctly and in R1, someone walked right into range; suppressed and 2 units gone by end of R2.  They never moved again.  Never fired a shot.  
    Ignore the AT-ST, while forcing the opponent to decide ... shoot the AT-RT or shoot the units.  Word distraction is being used.  I prefer opponent's choice or making them divide their fire between units.  Not just throwing away the points sunken into the AT-RT.  Simply making my opponent decide how to allocate their fire and, hopefully, they divide it between multiple units, which means my AT-RT lives longer.  Or my squads.  Or both.   But by no means just donate an AT-RT for clear demise or throw it out there for target practice.  
    Create LONG firing lanes due to either R4 (Canon) or R3 (Z6).  Attempt to have 2 of the AT-RT with arcs that intersect the field like an "x"  The terrain will always have natural lanes.  During set-up put the canons in position to own the lanes.  Let the opponent walk into the lane vs walking the walker into the field.  I knew my years of archery hunting would eventual pay dividends in other ways.  
    When archery hunting, you pre-range trees or rocks or colored grass patches ... objects ... LONG before anything walks into view.  You know this tree is at 40 yards ... shrubs at 30 yards ... boulder at 20 yards ...  you are prepared, as you only have a few seconds to make a decision when necessary.  
    You can range at any moment once the game starts on your turn.  Use that to your advantage on your very first activation.  Get an idea of what building or rock or vehicle ... object ... is at R3 or R3 or R2 at the intersections of long firing lanes ... pinch points ... and at the end of each firing lane.   Plan AT-RT moves or non moves around controlling those and move your squads to cover areas on the sides of those lanes, while in pursuit of objectives.  Either way when the opponent moves he is most likely walking into range of the squad or the AT-RT.  
    Likewise, you can walk the AT-RT backwards.  It is possible to walk back; still be in range of the target/shoot, while no longer being in range for a volley back.  Laser Canon at 4 allows this.  Then, you can walk right back into range on the next turn.  
    If I use a 3rd AT-RT, wander and force some action or, if needed, tie up the AT-ST, as to allow the troopers the chance to move around.  I finally realized the game is not about killing all the other guy's minis ... even though that is awesome ... it is about objects and, perhaps, time measured objectives in game.   That 3rd AT-RT is like a cattle dog or bird dog.  Funnel the herd or flush the birds in a desired direction.  
    Sort of had a new guy, break through gaming moment in my last game.  Someone that whipped my tail 2 weeks ago spent a solid 30 minutes post game helping me.  You did this ... consider this ... don't be so quick to do this ... wait on this ... really solid gamesmen stuff.  Made notes.  Applied in most recent game.  
    Last game I let my opponent come into range.  Suppressed.  I knew what corners and edges of firing lanes were at distance 2-4.  Then, used the nimble/quick function of the Rebel squads and Luke to quickly get into range at start of R2 and just ripped through stuff.  Once I knew I had units pinned I made sure I won priority in R2.  Luke and troopers move in to finish off squads/claim objectives and the fire of the AT-RT moved onto other units, which were now also in range.  
    I feel the Rebels require a little more of an aggressive/move play style.  Definitely require thinking 3 moves ahead, as let's face it.  White defense dice are HORRIBLE and many Rebels will die.  Quickly.  Keep the squads moving.  The AT-RT, though, can be parked and used pretty effectively or engaged and walked out of range.  
    I tried the Flame Thrower once.  Blown apart after it moved in R1 and before it was shot.  Priority target vs target of opportunity.  Wasted points.  Admittedly, I am not a savvy enough gamer to pull of the FT yet.  HIGH cool factor.  LOW ROI for me.  
    Not an expert by any means.  Have just learned from my mistakes and started to figure out how to leverage the AT-RT and couple them with Luke's  jack rabbit movement.  I have not found the AT-RT to be as faulty as others.  
  15. Like
    Dash Two got a reaction from jgibbs2 in List Building & 800 Points   
    I like the challenge associated with 800 pts.  The addition of specialized forces will create a new revolution once said units are available.  The 800 pts will change.  The options greater.  Choices harder.  For me it is the perfect amount.  
    @jgibbs2 ... agree on the set-up/break down time, as it stands.  I could envision a special, tourney or "occasion"  offering a 1, 000 -1, 200 pt game but do not expect that to become the norm.  
     
     
  16. Like
    Dash Two got a reaction from Matt Antilles in AT-RT is not a good platform   
    This ...
    My experience is running at least one with the Laser Canon gives you an "artillery" presence.  Paying for the extra range and, potentially, needed ability to handle armor.  Place it last during set-up.  Run long range comm.  Be in control of when it activates and put down suppression fire in R1.  Or run a couple with the Canon and do the same.  I have done this correctly and in R1, someone walked right into range; suppressed and 2 units gone by end of R2.  They never moved again.  Never fired a shot.  
    Ignore the AT-ST, while forcing the opponent to decide ... shoot the AT-RT or shoot the units.  Word distraction is being used.  I prefer opponent's choice or making them divide their fire between units.  Not just throwing away the points sunken into the AT-RT.  Simply making my opponent decide how to allocate their fire and, hopefully, they divide it between multiple units, which means my AT-RT lives longer.  Or my squads.  Or both.   But by no means just donate an AT-RT for clear demise or throw it out there for target practice.  
    Create LONG firing lanes due to either R4 (Canon) or R3 (Z6).  Attempt to have 2 of the AT-RT with arcs that intersect the field like an "x"  The terrain will always have natural lanes.  During set-up put the canons in position to own the lanes.  Let the opponent walk into the lane vs walking the walker into the field.  I knew my years of archery hunting would eventual pay dividends in other ways.  
    When archery hunting, you pre-range trees or rocks or colored grass patches ... objects ... LONG before anything walks into view.  You know this tree is at 40 yards ... shrubs at 30 yards ... boulder at 20 yards ...  you are prepared, as you only have a few seconds to make a decision when necessary.  
    You can range at any moment once the game starts on your turn.  Use that to your advantage on your very first activation.  Get an idea of what building or rock or vehicle ... object ... is at R3 or R3 or R2 at the intersections of long firing lanes ... pinch points ... and at the end of each firing lane.   Plan AT-RT moves or non moves around controlling those and move your squads to cover areas on the sides of those lanes, while in pursuit of objectives.  Either way when the opponent moves he is most likely walking into range of the squad or the AT-RT.  
    Likewise, you can walk the AT-RT backwards.  It is possible to walk back; still be in range of the target/shoot, while no longer being in range for a volley back.  Laser Canon at 4 allows this.  Then, you can walk right back into range on the next turn.  
    If I use a 3rd AT-RT, wander and force some action or, if needed, tie up the AT-ST, as to allow the troopers the chance to move around.  I finally realized the game is not about killing all the other guy's minis ... even though that is awesome ... it is about objects and, perhaps, time measured objectives in game.   That 3rd AT-RT is like a cattle dog or bird dog.  Funnel the herd or flush the birds in a desired direction.  
    Sort of had a new guy, break through gaming moment in my last game.  Someone that whipped my tail 2 weeks ago spent a solid 30 minutes post game helping me.  You did this ... consider this ... don't be so quick to do this ... wait on this ... really solid gamesmen stuff.  Made notes.  Applied in most recent game.  
    Last game I let my opponent come into range.  Suppressed.  I knew what corners and edges of firing lanes were at distance 2-4.  Then, used the nimble/quick function of the Rebel squads and Luke to quickly get into range at start of R2 and just ripped through stuff.  Once I knew I had units pinned I made sure I won priority in R2.  Luke and troopers move in to finish off squads/claim objectives and the fire of the AT-RT moved onto other units, which were now also in range.  
    I feel the Rebels require a little more of an aggressive/move play style.  Definitely require thinking 3 moves ahead, as let's face it.  White defense dice are HORRIBLE and many Rebels will die.  Quickly.  Keep the squads moving.  The AT-RT, though, can be parked and used pretty effectively or engaged and walked out of range.  
    I tried the Flame Thrower once.  Blown apart after it moved in R1 and before it was shot.  Priority target vs target of opportunity.  Wasted points.  Admittedly, I am not a savvy enough gamer to pull of the FT yet.  HIGH cool factor.  LOW ROI for me.  
    Not an expert by any means.  Have just learned from my mistakes and started to figure out how to leverage the AT-RT and couple them with Luke's  jack rabbit movement.  I have not found the AT-RT to be as faulty as others.  
  17. Like
    Dash Two reacted to hemblecreations in HembleCreations - Painting, Converions and Scenery   
    Hi All,
    The Imperial building are now done, I sprayed them with Tamiya's Neutral Grey and once dry I then drybrushed them with Army Painter Spacship Exterior.
    I then went in the line recess's with a led pencil and then used pastel chalks to weather them. The sand is a 50/50 mix of sand/spakfilla and once dry I then painted it with Vallejo's Iraqui sand.
                                                                                                                                                                                                                                                                                                                           
  18. Like
    Dash Two reacted to Rogue Dakotan in Rogue Dakotan's Legion Painting   
    Finished Leia. Colors not inspired by any character in particular. Just picked some colors that I had already used in other units so she should fit in well color wise. 



     
     
     
    Now the question is how to paint my fleeties? I'm leaning towards using Ahsoka or Rex as inspiration for the colors but idk. maybe just standard but with orange instead of blue...
  19. Like
    Dash Two got a reaction from hemblecreations in HembleCreations - Painting, Converions and Scenery   
    Really, really, really solid work ... wow
  20. Like
    Dash Two got a reaction from wintermoonwolf in HembleCreations - Painting, Converions and Scenery   
    Really, really, really solid work ... wow
  21. Thanks
    Dash Two got a reaction from Rogue Dakotan in Rogue Dakotan's Legion Painting   
    @Rogue Dakotan ... the statue came out great.  
  22. Like
    Dash Two reacted to Rogue Dakotan in Rogue Dakotan's Legion Painting   
    Chopper Squad posing with the finished monument to their namesake. Pretty pleased with the final result. 
     




  23. Like
    Dash Two got a reaction from azavander in Dash 2-Need Airbrush Suggestions. What to Get?   
    Wow ... I knew it had been a month since I have been able to play (launch weekend) and it appears I have barely painted in a month.  Jealous of some of the time/speed folks have.  
    I carved out a few hours the past 2 Saturdays and have made incremental progress on my first AT-RT and my first 2 squads.  My third team is just about to get the final zenithal layer of priming.  
    Been trying to take PTO the last 6 weeks.  No dice.  Travel and availability for the local game night also has not worked out due to work.  However, I  have some PTO this week and my goal is to finish the AT-RT; highlight layers on my 14 shaded guys and, then, base coat my last 6.  I have a 7th that is a Bossk IA conversion (a side project, as if I have the time) that is temporarily on hold.
    Figured out my hands have max of 3 hours of painting/modeling time prior to going numb.  Previously mentioned the limitation.  With that I have embraced the suck, if you will, and gotten ok with being slow.  From my first IA practice guy a few pages back until now ... progress.  Getting better.
    AT-RT
    This was done via hair spray technique I had let it set for nearly 2 weeks.  Came back.  Hit it with water.  Sure enough it reactivated the hair spray.  Lesson learned.  Once that stuff is sealed it is there until another coat of matte or gloss is applied Oh, bunch of time needed between steps on this I wanted random and rusty.  By God this thing is random and rusty Little monochromatic and boring.  Some regrets there but I have learned a bunch Vallejo pigments and weathering effects (fluids) are AWESOME.  Hard to tell in the photo but engine oil effects added to parts of the legs (shock and gear area right under seat & the cables coming out).  In person ... totally looks oily  And I added a side saddle bag.  Not digging it.  Done in haste and regret it

     
     
     

     
    I still have to paint the control panel; bags I added and driver. Then, debating some really light and strategic edge highlights.  Not sure.  
    Other new guys ... time consuming ... oh, yes ... this took time due to the multiple steps.  Skill level?  Easier than painting a tiny dude to look pro level.  
    Speaking of minis ... here are some of the figs I have gotten done
    Base coated
    Washed
    Quick note to other new guys ... I STRUGGLED with washes.  I hit these with light, light layers of washes mixed with Lahmian Meduim.  To help guarantee I had it thinned enough I used several soda/water bottle lids.  Each wash went into one.  Enough medium went in to make it clear enough for me to see through the wash to the bottom of the lid.  Then, controlled layers, while wiping off what I did not want where it did not belong.  Layer.  Let dry.  Layer.  Let dry.  
    Taking these photos and getting them to come out awesome is harder than painting.  It's hard to see on all but the squad leader and the Rex like mini.  Very subtle, which is what I wanted.  
    Now, I have 14 of these to hit with highlights and, most likely, it could just be edges and, then, working on the coats on the leader and both ion troopers.  To me the zenithal priming; light layers and controlled washes finally worked in my favor.  Oh, and have to finish their faces.  

     
     

     
     

     
     

    My man got an unfortunate poke of wash right under his eye.  IT. IS. BUGGING. ME.  Sorting that out during the highlight process.  I am pretty proud of my Duros.  
     


     


     
    New guys ... pick up those brushes!
    Holding out hope I have a an AT-RT and 14 guys along with some pending items to take to game night next week in Austin.  
  24. Like
    Dash Two got a reaction from ABXY in Dash 2-Need Airbrush Suggestions. What to Get?   
    Moving an army from work space/garage to tourney never really dawned on me until last Friday night.  Tourney was Saturday and I had zero clue what I was going to do.
    Prior to buying something like Battle Foam I need to see it.  Hands on ... eyes on ... get an idea of how good/bad the product is.  Goes with everything I do.  Just thorough.  I took an inventory of what I had in my growing hobby work shop ...
    Left over dark brown, tan and textured brown/tan spray paint from Rustoleum that have been used for a number of things hobby/non hobby A bunch of magnets I ordered for magnetizing my AT-RT And I got this ...

     
    It has varying, random shades of browns.  Little texture.  I sealed it.  My dudes stick to it.  It was a cooking sheet destined for a recycling bin.  Also, it is good enough.  Not perfect and my OCD let this one go.  It's just good enough to do a job until I can sort out a proper storage/moving solution.
     
    Now ... this I had worked on in my spare time over a few weekends.  It had a previous use and I decided it was time it was repurposed.  I had some extra foam paper ... not foam board ... and I applied it to the inside of each individual container to keep down any noise in transit or giving me an option to move minis in a pinch, while mitigating damage the mini could suffer with plastic on plastic crime.  I covered the inside of each box in said foam paper.  
     

     
     
     

     
    That is 2 core sets; 1 expansion set and 2 AT-RT sets of gear.  Drop it on the floor under the table.  Take out the smaller containers you need.  GO!  There is enough clearance to carry the quick reference guide and rule book(s) when closed.  My first game ... just took the dice tray out; middle of table; opponent and I shared it and saved time/space.
    The cards are in  plastic sleeves and protected.  If you look REALLY close ... you can spot my tokens and alt art cards in the bottom tray.  Still pumped about those.
    Home Depot ... Amazon ... these are all over.  Stanley is the brand on this one.  
    Some general army shots ... still in need of final highlights and basing ... did not feel like dragging out another light and paper to help with the photos today ... fully aware these photos are not Nat Geo'esque today

     
     
     

     
    Yeah ... gotta adhere and address the arms.  FFG ... I need more alien troops ASAP.  
     

    Such a cool model yet may not always see the table/game 
     

    Hard to pick up but the dark, dark hues are olive drab and grey green (Luftwaffe hue).  A random spectator told me they liked the effect on I got on their coats (look like old leather) and that made me feel like the hours of youtube video watching is paying dividends
    Hope everyone that reads this and follows along realizes a lot ... most of what I say ... very tongue in cheek.  
     

    Reminds me of G.I. Joe.  
     
     

    I cannot stand this model.  In my games Saturday this was the red shirted Ensign from Stark Trek ... or the first person to venture off in the opening scenes of a horror movie ... just not a fan and tired of painting this fella.  
     

    Yet to have a chance to attempt the hot barrel effects on first on left.  On my mini list of projects
    I read in another person's painting thread ... @BigBadAndy ... about painting fatigue.  Yeah ... when I realized I have to paint 14 more of these ... oh man ... just not feeling it right now
    My goal is to get highlight layers done on the 3 squads and AT-RT.  Then, sort out my other 2 AT-RT.  I learned A LOT with the hair spray technique on the first AT-RT.  I want my other 2 to have little more color ... match my other squads ... and looked weather but not forgotten in desert weathered, which is how I wanted AT-RT 1 to look.
    There is a color scheme
    Squad One ... accented with grey 
    Squad Two ... accented with green grey 
    Squad Three ... accented with yellow and light blue
    Primary colors ...
    olive drab (all gaiters, some pants)
    Zandri dust (some pants, shirts, brim of hat, some backs, some web gear)
    grey green (helmet band, some paints, some shirts)
    Averland sunset (yellow on helmet)
    flat tan (some gloves, webbing, pack backs, all boots)
    Ogryn camo (some gloves, webbing)
    Mahagony brown (some gloves, webbing)
    Visually, it looks like a lot of color, which was my goal.  You add in the gunmetal grey and silver I used for all metallics and that is it.  10 total colors with 3 accents colors of grey, light blue and desert yellow.   I got a random yet cohesive looking group.  
    The brightest highlight will end up being the Ushati Bone needed over the Zandri Dust.  My thoughts are using that to mix ALL my highlight layers in a 50/50 mix and, then, 100% U Bone.  In theory I think that should pull the high light colors together.  No art training.  Just seems logical. 
    As usual, thanks for following along.  Any help ... observations ... always appreciated.  
     
     
     
     
     
  25. Like
    Dash Two got a reaction from ABXY in Dash 2-Need Airbrush Suggestions. What to Get?   
    So I finally tried my hand at basing.  The model, though, still needs a final highlight layer.  Instead of the textured paint and, then, steps of dry brushing I opted for, well, real sand and real rocks.  
    The pet store has about every color of sand you could want in LARGE bags for $10-$15.  Austin, Texas has similar colored rocks in just about every direction.  
    The basing is by far the funniest part of the modeling so far.  
     
    New Guy in a tourney ...
    First, we have a really awesome local group playing.  Super nice.  Super patient, as I think  I am the first time gamer of the group.  Great store supporting the activity (Dragon's Lair)
    What I Learned .... side bar ... I don't or have not gotten into theory crafting or the math of this ... work is complex enough and this is 100% about entertainment ... 
    Yeah ... I have more models that I have to buy and, then, paint.  Used Table Top Admiral and did not have enough models for the list I wanted.  Whereas I thought I was nearly done painting, I am half way done and have to buy another set of troopers. Which forced me to ... Use Scopes on my Rebels and instead of having option for 1-2 squads I ended up with 4.   Just not a high ROI with scopes.  Yeah, I just said I wasn't into the math but it was bad enough I ran the tab.   I ran 3 AT-RT ... 2 Laser Canons & 1 F Thrower F Thrower was totally due to a potential cool factor.  Wiped out before it could do much Laser Canons at range .... covering firing lanes ... high ROI.  Someone is either starting in range or walking right into range Round 1 Playing with patient/other new folks and or patient/experienced gamers is 90% of the enjoyment.  I doubt I would like literal translation of millimeter type play yet appreciate folks that into that level of gaming This Veers/2 AT-ST business ... yeah ... just yeah ... another less expensive Rebel commander cannot arrive too soon I opted not to take the Ion Trooper.  Ironically, I ended up in a 400 pt Rebel v Rebel match.  Sure enough I faced an Ion Trooper and got to learn what those hits were all about.   Today were only my 3rd and 4th games.  Had to leave tourney early before game 5.  Rebel defense dice are not awesome.  Conversely, they can lay down some damage on offense.  Like, Stormies drop quickly It's about the objectives not mass destruction.  I need to write this 1000x It's about suppressing fire It's about move/dodge ... move/dodge I am WAY aggressive in play style and had built a force like that ... Battle Med & Long Range Comm Links ... and got either drug into fire fights and suppressed or quickly pinned down by an AT-ST.  Our set-up had very few terrain pieces that walker could not see over Forcing the opponent to act or make a decision can work in favor and can end really, really, really badly Sometimes, Luke goes 0-6 in melee on back to back ... you read that right ... rolls/turns I need to go back and digest the rules a few times Terrain makes the game.  Given I am in ATX, very, very, very lucky to be around/playing with Dave from Imperial Terrain.  Our tables are SLICK.  Like, as a new gamer the immersion bar is set HIGH. You know ... I have worked at being a decent painter and still knock myself from time to time.  Folks were complimentary today and my confidence to pick up a brush super high.   The set-up/placement of troops something else I have to put my effort into especially the direction an AT-RT is faced/rotated An average to bad ... if a bad day of gaming is possible ... is better than work Seeing the Scout Troopers and Fett posted stings.  Like, that is a deal breaker and probably buying all the Imperial stuff ASAP
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