Tuesday, 3 February 2026

Glorious Victories Of The High Elves

Tonight was the second ever session of the LUNAR club, and it went really well. Lots of people, lots of games, lots of fun! There were games of Mordheim, The Old World, Combat Patrol, Magic: The Gathering, Unstable Unicorns, Hanabi, and quite possibly other ones that I didn't see or wasn't aware of. 

I had a game of Mordheim against B's goblins (with Troll!) and then a 750 point Escalation League game with my Maiden Guard against K's terrifying Chaos Warrior army. I lost the first and won the second, which was cheering! Then after that myself, P, T, E, and A played (and lost) a game of Hanabi.

Anyway, here's the relevant After Action Reports...

Mordheim - Wyrdstone Hunt - Goblins versus Cult of the Possessed. This was B's second game in the campaign round, and I - having already played both mine - put up my Cult as an NPC gang, meaning they didn't gain any experience or do any post-game things. 

Deployment - the goblins spread out, with a group of sword and shield armed hench-gobbos led by a Boss on the left, the troll and Big Boss in the middle, and two hench-gobbos with bows led by a Boss with bow on the right. The cultists, on the other hand, clumped together in the middle. The two chunks of wyrdstone (represented - still - by dice) were fairly central

End Goblin Turn 1 - with no targets in range and nothing to charge, the whole warband ran forwards. The Troll passed its stupidity test, because the Big Boss was yelling sufficiently loudly to penetrate its hugely thick skull and sink into the handful of brain cells long enough to get it moving

End Cult Turn 1 - the cultists split up, with a Magister, Possessed, and Mutant moving to the left and the remaining Possessed and Mutant heading towards the closer Wyrdstone shard on the hanging platform

End Goblin Turn 2 - disaster strikes! The Troll looked blankly in front of it, unable to quite comprehend the increasingly frantic yelling of "GET IT YA ZOGGIN' FICKO" from the Big Boss. The long-range charge into the Possessed, it seems, was not on the cards. The goblins with swords kept moving up, the Big Boss hid behind the Troll's enormous bulk, and the goblins with bows picked a wound off the Possessed at range!

End Cult Turn 2 - the stupid Troll's ambling forwards in the previous turn had brought it into charge range of the Possessed, who promptly ran screaming and gibbering into it at full pelt. The other Possessed ran forwards while the Mutant on the right moved to climb the stairs towards the Wyrdstone. On the left, the Mutant moved to head off the sword-goblins, and the Magister hung back a little. In combat, the Possessed didn't do much to the Troll, but the Troll vomited on the Possessed, knocking a wound off (and critically hitting)!

End Goblin Turn 3 - animosity meant that the Big Boss stood back from the combat, yelling insults at the Troll for failing to kill the Possessed quickly enough. The sword-goblins and their accompanying Boss all charged the Mutant by the corner of the steps, while the bow-goblins and their Boss fired ineffectually at the injured Possessed barrelling towards them at speed... The combat did not go the Troll's way, and the Possessed dispatched the hulking monster with a flurry of blows from its claw and various appendages. In return, however, the goblin Boss stunned the Mutant with a critical hit, enabling one of the sword-goblins to step in and take her Out Of Action. Champagne and medals all round!

End Cult Turn 3 - the Possessed on the left leapt into the Big Boss, whilst the Possessed on the right sprinted screaming into the Boss with bow. The Magister moved up a little to try to get off a spell, while the surviving Mutant ran over to the Wyrdstone and grabbed it. The Possessed handily dealt with their opponents, knocking down the Big Boss and taking the Boss Out Of Action before either could fight back

End Goblin Turn 4, End Game - the sword-goblins charged into the Magister, and the bow-goblins, passing their Fear test, charged into the Possessed. The Big Boss shook his head, and stood back up, ready to 'ave anuvver go (maybe he should have stayed on the ground)! The Possessed promptly did him in again, taking him Out Of Action with another critical hit... but that wasn't the last critical hit! One of the bow-goblins, armed with a dagger, rolled a 6 to hit, a 6 to wound, a 5 on the Critical Hit chart, and the Possessed gurgled wetly and was taken Out Of Action! By a WS2 S3 goblin! The shame! As for the Magister, well, she didn't last long either - the Big Boss took her Out Of Action without breaking a sweat. After that, I voluntarily routed, leaving the field and one Wyrdstone to B and her goblins

The most amusing part of the post-game sequence was B's Big Boss rolling a 16 (Multiple Wounds), followed by 43 (Full Recovery) and 46 (Fill Recovery)! Happy that I could hand B's goblins a victory, and glad that I didn't have to suffer any terrible consequences from having three out of five Heroes go Out Of Action, I moved on to my 750 point The Old World game against K and his Chaos Warriors.

We played War In The Shadowlands from the Arcane Journal: Razing of Westerland  with a fixed length of five turns. I brought my experienced army - now bolstered with a Battle Standard Bearer and some more troops in each regiment - and K brought his scarily large Chaos Marauder army, which boasted a Level 2 Wizard, a Marauder Chieftan, a big block of T5 Marauders with great axes and full command, a big block of normal Marauders, and a blender - I mean a block - of Bezerkers with two hand weapons each.

Deployment - the two blue dice are objectives, which we promptly ignored for the whole game. The Maiden Guard are laid out in a firing line (or will be, once the Tears of Isha move up onto the hill), while the Marauders are mostly hiding behind the T5 Marauders! The Berserkers are in reserve, in Ambush

In order to decide who gets to go first in this scenario, each player nominates a 1-wound Champion from one of their Infantry or Cavalry units, and the two Champions then fight to the death. Winner's army goes first, loser's army goes second and has a dead Champion! Raliemne, champion of the Tears of Isha, stepped forwards to challenge the brutal, fur-covered Norscan...

...and slew him in the second round of combat! Elven skill and Ithilmar blades proved too much for the foul champion of the Dark Gods, and Isha smiled on the Maiden Guard

End Elf Turn 1 - having won the fight to go first, the Tears of Isha along with Commander Aeilliniarie and Finelle the Herald moved up onto the hill while the Eyes of Isha shifted forwards to get a better firing angle. All three regiments loosed their bows, firing into the 20 Marauders with great axes at the front of the enemy army. Seven fell, in all, their bulky bodies collapsing to the ground transfixed by shimmering red-fletched arrows

End Chaos Turn 1 - unable to act with any subtlety, the Chaos force marched forwards. Their wizard unleashed The Summoning, causing seven S4 AP1 hits on the Eyes of Isha, immediately reducing them to just three Sisters of Avelorn! That was a shock, and underlined how important it is to have a wizard of one's own to provide magical defence; the Fated Dispel just doesn't cut it... In retrospect however this was incorrect, as the wizard, tucked safely behind the Marauders, had no Line of Sight to my Sisters of Avelorn, and should not have been able to cast the spell. No matter! A learning point

End Elf Turn 2 - enraged by the slaughter, the Maiden Guard raised their bows and loosed again, reducing the T5 Marauders to just five!

End Chaos Turn 2 - the Marauders facing off against the much-depleted Sisters of Avelorn tried to charge but failed - the Stand and Shoot reaction however did kill two of their number, leaving just the command group. The Berserkers arrived, much to my consternation - that was a very close and very scary unit - while the other Marauder unit advanced behind the wood, hoping to hide from any incoming arrows. The wizard tried to cast The Summoning again, but failed

End Elf Turn 3 - the Heart of Isha shuffled around, presenting their front to the threat on their flank and retaining sight of the Marauders behind the wood. Both they and the Tears fired into the larger unit of Marauders in front of them, reducing them to just six - 11 dead in a single round of shooting! Meanwhile the Eyes of Isha killed the musician from the T5 Marauders and braced themselves for the inevitable charge...

End Chaos Turn 3 - the turn of charges. The Berserkers lunged into the Heart of Isha, which stood, shot, and reformed, killing two before the foaming barechested Khornate worshippers slammed into their shield wall; while over on the right flank the champion and standard bearer charged into the Eyes of Isha. Just before combat began, the wizard managed to cast The Summoning again, on the Tears of Isha - how many hits? 12 S4 hits please. 10 of the Maiden Guard fell to the terrible creatures, but the survivors simply recited the lament for the dead and stood, steadfast, on the hill. The Sisters of Avelorn were unable to kill either of the Marauders as they came forwards, but in the ensuing combat the standard bearer was slain along with almost all the Sisters except the champion, who merely Gave Ground. Over on the left flank, the Berserkers rolled badly and killed just two Maiden Guard after losing two of their own to the Elven spears - a drawn combat!

End Chaos Turn 4 (I forgot to take a photo at the end of my own Turn 4, so a quick recap of that - Commander Aeilliniarie charged out of the Tears of Isha into the T5 Marauder Champion, while the  Tears of Isha as well as the Herald fired at the wizard, but only managed to cause one wound; the Heart lost their combat against the Berserkers and were pushed back; the two champions and the Commander on the right flank fought hard but failed to wound each other) - the remains of the Marauders in the centre charged the Tears of Isha, whose shooting as they came up the hill reduced them to the Marauder Chieftan, the Standard Bearer, and the Musician. The wizard cast The Summoning again, but this time a Fated Dispel saw the dark incantation fail. In combat, the Berserkers pushed the disciplined Maiden Guard back and back, but they held on, just remaining on the table and frustrating the enemy. The Tears of Isha, striking first, slew all except for the Marauder Chieftan, who fled 12" right past the stunned wizard, who looked up to see, in front of her, some very angry Elves - the Commander had finally managed to kill the Marauder Champion, and the Sister of Avelorn champion had run forwards, eager to kill the foe and revenge her warriors

End Elf Turn 5 - the Commander climbed back up the hill to get a better line of sight, while the Tears and the champion of the Eyes stood still to make their shots count. They calmly and methodically dispatched both the Marauder Chieftan and the wizard, avenging their fallen sisters as they did so. Meanwhile the Heart of Isha eked out a drawn combat, with the champion challenging, and then killing, the Berserker champion in single combat - the last turn was about to come, and it felt like the game was in the balance

End Chaos Turn 5, End Game - the Berserkers, Frenzied to a man, slew the last of the Heart of Isha who had slowed them down and bled them for the last six rounds of combat, and then promptly pursued 2"... which was just enough to leave the board, as the base of the rightmost front ranker slid over the board edge and pulled the whole unit off the table! The day belonged to the Maiden Guard, but it had been a bloody toll indeed

In the end, I won 674 to 385 VP, and even though neither of us had paid any attention to the objectives K would still have lost by a good 190 or so VP even if he'd held both objectives for as long as he possibly could have. In the aftermath, I rolled Insurmountable Losses for both the Tears of Isha and the Heart of Isha regiments (which is appropriate, given one suffered 100% losses and the other a mere 85% losses) and Terrible Losses for the Eyes of Isha. This means that both regiments of Maiden Guard lose all their XP and Veteran Abilities, and the Sisters of Avelorn keep their XP but lose their existing Veteran Ability. Ah well! That Ld 9 was nice while it lasted.

Tomorrow, I might even do some painting. Who knows what'll happen, eh?





Monday, 2 February 2026

Back To The Printing Mines

The last few days have been very full of people-related activity, and not so much on the hobby front. I did finally pick up some new black spray undercoat, so I might actually try that out at some point, but other than that I've sort of avoided the painting table for a while. Which is annoying. I have stuff to paint!

On the other hand, I have done a little bit more 3D printing. I sent an Iron Sultanate warband to a friend in Sheffield, and a bunch of monopose 1980s style Skaven and shields for the same all the way round the world to another friend in Aotearoa (New Zealand, for those of you who aren't aware that it has another, older, name). And for myself, I printed some more Maiden Guard and a couple of options for a Level 2 Wizard to bump my Maiden Guard force up to 1,000 points for the next stage of the Escalation League.

There's two missing Maiden Guard, because of a misprint. I'll make more tomorrow I think. The mage at the right rear is a female version of the mage from Heroquest, while the mage at right front is just a generic elf. I cut down her ears, which were ridiculously huge, and gave her a bow and arrow because I decided she'd have the Shadow Stalker Honour, letting her pal around with the Sisters of Avelorn and add a bit of firepower if her spells weren't up to much in the shooting phase - after all, Wizard she may be, but that's still BS4 she's got!
 
So other than that I have The Itch to do some painting, but I probably won't have any time to actually do any until Wednesday, because tomorrow I have a game of Mordheim with B and a 750pt Escalation League game with K, both at the LUNAR club (which now has a funky logo, courtesy of my partner P):

Tomorrow I get to hand out membership cards and induct people into the cul- errr club. Should be a nice time, and I'm looking forwards to the games!

Thursday, 29 January 2026

An Undercoat Is Still Painting, Right?

Yesterday I didn't do anything hobby related, really; apart from putting together some pre-generated characters for a one-short Dark Heresy 1st Edition game I was going to run tonight at the local TTRPG club. Alas, the Omnissiah was not with us, and a fault with our car meant I had to cancel. With the newly freed up time, I did the only thing I could possibly do:

 No, not work on the commission.

 Of course not. Why would I do that?

I painted the names on the latest additions to the Ninefold Path of Eight Ways! These three are the "Arrows of Fate", a small henchman group to support my various close combat monsters and to provide a bit of a guard for my Magestrix in case something nasty comes to try and fight her

That said I didn't just paint the names on some models. Oh no. I also broke out the Abaddon Black and some recently 3D printed minis, and undercoated them. This included...

...this chap! I finally managed to print the Yuzbasi who commands the Iron Sultanate Warband without the top half of his strange harpy-creature's head disappearing. I did need to fill a bit on one of her wings, but that wasn't nearly as difficult as replacing the top half of her head!
 
The other figures include two copies of a woman with a spear; one for my putative Slaaneshi Chaos Warrior army and one for a vaguely-conceived idea of a Skavenslave unit that's made up of a whole range of various figures (not just Skaven!); both of which are 6th Edition Warhammer armies. There's also a prisoner who'll work nicely as an objective for Mordheim scenarios, and a slightly misprinted (as it turns out) High Elf wizard that I was planning to add to my Maiden Guard army. Having undercoated her I'm not sure I like the model enough to actually use it, so I'm on the hunt for a new model now. Ah well.

Speaking of new models, a while ago I backed a Kickstarter for a new Mordheim warband: the Court of Profane Pleasures, sculpted by Dario Biancheri. I got access to the STLs today, and now they're all downloaded I think I'll probably print a few over the weekend. They'll be great to scatter around all sorts of places, from Mordheim to 40K.

 

Tuesday, 27 January 2026

A New Game And Another Victory

Some years ago, when the Warcry boxed set with the Darkoath Marauders in came out, I asked for it for a present (I think it might have been my birthday). At any rate, I assembled it, flicked through the rulebook, painted a couple of the Darkoath, and then... didn't do anything else with it. I have never actually played a game of Warcry. Then, tonight, at the Llangefni Wargamers, I spoke to K and got him to teach me.

I won, although I did accidentally cheat a little because I was using Strength rather than Damage to cause Damage... oops. Anyway, here are some photos to explain what happened in a bit more detail:


To play a Warcry scenario, first of all you roll to randomly create a deployment map. The six little symbols correspond to where the three groups you split your warband into deploy - in this instance one starts on the board, and the other two groups come on at the start of the second Round

Then you roll to randomly generate a victory condition! This is what we ended up with

This was the warband I used - the Untamed Beasts - painted by K, and incredibly badly photographed by me

The Cursed Relic! Otherwise known as a little token. All the scenery was provided by K; he is a Warcry fiend in much the same way as I am for stuff

A really nicely painted statue of Sigmar. I love the way the verdigris and moss have been done - top notch stuff from K here

Deployment - K's Lizardmen (which included THREE Kroxigors) have the top and right hand sides and their on-board group have deployed on the wrong side of the wall from the objective. My Untamed Beasts have sent in their most rubbish fighters to go and grab the objective as quickly as possible, with the heavy hitters standing back to come in and do mischief later

End of Round 1 - my bunch of Plains Runners have surrounded the objective, while the Kroxigor and the Saurus Champion leading the Lizardamn warband swing round opposite ends of the central wall to try to threaten the obective

End of Round 2 - the Lizardman champion ran up and obliterated one of my Plains Runners with a single hit, while the Kroxigors in reserve wandered on to be met with excessive violence from my warband's Heart-Eater and a Preytaker. Meanwhile my own left flank reinforcements swamped the Lizardman champion and killed him with a huge number of attacks from three models. Although actually, in retrospect, I probably shouldn't've done because I wasn't using the right stats for the damage...

End of Round 3 - it was midway through this Round that we realised I'd been doing damage wrong. The main difference this would make is the number of wounds I did to the Kroxigors; as I killed one and put a lot of hurt onto another. In return a Kroxigor hurt one of my surviving Plains-Runners, and injured the Rocktusk Prowler quite badly. I did however manage to despatch one of the Saurus that had come on as reserve from the top edge last Round

End Round 4, End Game - I managed to finish off the second of the Kroxigors, and reduced K's warband to just two models - an injured Saurus and a Kroxigor. Meanwhile I had almost my entire warband within 3" of the Cursed Relic, so I won!

It was a really fast, fun game, easy to pick up (once you recognised what the symbols meant) and flowed nicely. Lovely crisp mechanics. I think I'll play some more of this, using my Daughters of Khaine, and see how they fare. As A said however I think the campaign is where my real interest will lie. We'll see how that goes in the future, maybe.
 
Speaking of campaigns, I got my second game of the first round of the Mordheim campaign in tonight as well - my Cult of the Possessed against M(i)'s Orcs, Uzgak's Maggoty Brute Boyz. We rolled up Defend the Find as the scenario, and as I had a lot less models than M(i) did, I was the defender...
 
Deployment - the Cult are in the tower in the middle of the board, ready to defend their gains from the yelling and raucous orcs, who are approaching from just two sides
 
End Orc Turn 1 - M(i) went first as the attacker, and as there was no Animosity to worry about this turn, moved up everyone except his Big 'Un with bow and the hench-orcs with bows, who fired (ineffectively) at the Magistrix in the tower's first floor

End Cult Turn 1 - I rearranged everyone to avoid being shot at as easily, getting the Magistrix, Karina and The Lover into cover in the tower, while The Blessed and Elizabet moved around the rear to guard that angle and cut line of sight to the bow-armed orcs

End Orc Turn 2 - the Boss and his ladz moved up on the left of the ruin next to the tower, while the two hench-Orcs under Big 'Un Auzbosh Wukgukk took the right. None of the Orcs suffered from any animosity (again), while one of the hench-Orcs with a bow critically hit my Magistrix, who - luckily! - was only stunned. Yikes - what a shot!

End Cult Turn 2 - the Magistrix rolled over and became knocked down, groaning a bit and thanking the Dark Powers for the extra eye in her side that the arrow had hit, while Elizabet charged the oncoming Orcs on the left of the ruins... and promptly completely failed to hit or wound. As did the Orc she'd charged!

End Orc Turn 3 - at last, Animosity happened! Both the Boss and one of his arrer Boyz decided they needed to leg it towards the Cult, and did so. The Boss then promptly failed a Fear test to charge The Lover, and instead waved on his ladz and pretended he'd not really intended to try and charge in anyway, and if you said different he'd smack you one, so that was that. Over on the other side of the ruins, the Big 'Un and accompanying Orc Boy piled into Elizabet. In the ensuing slap-fight no-one managed to hit, or, if they did, then failed to wound...! The arrer Boyz and Big 'Un with bow didn't shoot at anyone as they had no targets
 
End Cult Turn 3 - while the Magistrix stood up, dusting herself off, The Lover and Karina sprinted out and charged the two Boyz on either side of the Boss. On the other side of the ruin, The Blessed charged into the Orc with a spear, who failed his Fear check and missed before being crushed into the ground by The Blessed's claws - so long Kezbigh! While this was going on, the Magistrix tried (and failed) to cast Visions of Torment on the Orc Boss. Elizabet, the Big 'Un, and the remaining Orc Boy all continued to flail around, unable to do anybody any damage. Karina, meanwhile, missed both her attacks and was then promptly skewered by her opponent's sword, becoming stunned. Uh oh. The Lover and the Orc it was fighting exchanged blows, but failed to wound each other
 
End Orc Turn 4 - Animosity struck, paralysing the Boss as he stood his ground, grumbling angrily about Ladz These Dayz and similar things (too much Dwarf in his diet no doubt). A sneaky Boy managed to get righ up to the base of the tower, threatening the Magistrix, and potentially starting to meet the victory conditions of the scenario. The Boy on the Boss's left handily despatched Karina, while the Arrer Boyz and bow-armed Big 'Un continued to fire at the Magistrix. No expertly aimed arrows this time, however, and she weathered the arrows with ease. The Lover finally landed a blow on its opponent, knocking down the Orc. The ridiculous pantomime fighting between the Big 'Un, Orc, and Elizabet continued as yet again no damage was inflicted to anyone. I have no idea what they were doing, but either it was a really expert display of skill, or a comedic scene of bumbling worthy of Laurel and Hardy (probably the latter, frankly)

End Cult Turn 4, End Game - the Magistrix charged down from her first floor perch and into the hapless Orc who'd tried to sneak round the back, but she continued to fail to be able to harness the fickle winds of Magic and couldn't summon the power to cast Visions of Torment on him. Meanwhile, The Lover charged the Orc Boss, and The Blessed charged the Big 'Un next to Elizabet. The Magistrix may not have been able to cast, but did, however, manage to whack her opponent with her huge magic staff, causing him to become knocked down. The Blessed's flurry of attacks on Auzbosh Wukgukk the Big 'Un overwhelmed him, and he was taken Out of Action. Inspired by this, the fight between Elizabet and the Orc in front of her finally went her way, and Agoc was also taken Out of Action. On the other hand, in a recurring theme, neither The Lover nor the Boss could really hurt each other, despite a couple of hits each. With that, M(i) decided at the start of his turn to voluntarily rout. His Orcs had lost three models and he doubted his ability to overpower my surviving heroes and take the centre tower. The day belonged to the Cult again!

Obviously the most important part of any Mordheim game is the Post Battle Sequence, during which the Ninefold Path of Eight Ways uncovered a total of 5 shards of Wyrdstone (promptly sold to various buyers for 100 gold crowns), and found a vaguely intact fletcher's shop with two Short Bows remaining in it. Karina survived but lost her right eye (-1 BS - not that she needs it), while Elizabet increased her Strength to 4. The Blessed developed a new skill, Mighty Blow, making all its attacks in combat more potent (S6 for its normal attacks and S7 with its Great Claw!). The Lover, on the other hand, became faster, gaining Sprint. One of the two short bows was sold, making just enough money to afford to hire and equip three Brethren with bows and clubs. The remaining short bow has been picked up by the Magister, to give her something a little more dangerous at range than her spell...
 
The Ninefold Path of Eight Ways now has a Warband Rating of 98, two victories under its belt, 8 members (praise be to the Dark Powers!) and a totally empty treasury. Time to see what Campaign Round Two will bring in a few weeks. 











Monday, 26 January 2026

Just A Little Distraction

Well, I've had a bit of a quiet day apart from work, and the end result of all of that is that rather than do any painting, I've put the 3D printer to work. I've promised to send a bunch of very old style monopose Skaven command, as well as 32 shields for the same sort of model, to a friend in the Antipodes. Then I've also offered to send some Iron Sultanate troops to another friend in Sheffield, and, of course, I have to print the My Little Pony Marauder IIC for C's comedy purposes.

A 3D print file! This is a monopose Skaven musician

So I've been setting up various 3D print files, and eyeing up the commission miniatures, and organising a game of Mordheim for tomorrow night with B, who has Orcs and Goblins... and a troll. So that'll be interesting for my tiny little band of cultists to deal with! Anyway, I'm off to press "print" on a plate full of rats and other random figures.

Sunday, 25 January 2026

Uh Oh

Well, I got the commission pieces out, and I put paint to model... then I ran out of brain to paint. This has happened before and it's usually a sign of burnout or of lacking the desire to work on something. Which is fine when it isn't a commission! This, of course, is a commission, and I really need to crack on with it. Being able to work on it for about ten minutes before going "URGH" and stopping is not, shall we say, ideal. My brain is full of ideas of things to print - another Battletech mini for C, the Level 2 Wizard for my Maiden Guard (as well as more Maiden Guard and a Bolt Thrower!), some Skaven and shields I promised a friend I'd print and post to her last year, and some other bits and pieces.

And then there's that church, which I really want to paint up, glue together, and fix to a board so that it can be used for basically any 28mm gaming from fantasy to historicals and even some SF if you squint at it right.

But I really have to do the commission, so here are some photos of the "progress" I made today to try and chivvy myself on:

The commission pieces - 11 in total, one yet to be undercoated; three completed

I highlighted the red and did a bit more of the white. Great success!

 I'm also in the process of arranging to run a D&D campaign with some new friends from LUNAR, which will be good fun. On Tuesday I'm not entirely sure if I have a game lined up for the Llangefni Wargamers meeting, so I should organise that, too.

And then I really need to get painting on this commission...

 

Thursday, 22 January 2026

Hang On, That's Not A Spaceship

So today I was intending to get some commission painting done. What actually happened was I did a whole bunch of admin stuff relating to our finances, went to the local RPG group to play some D&D as my wood elf Circle of the Moon druid, came home, and realised I needed to make a blog post and go to bed. Oops.

Anyway, here's a church my friend A gave me the other day, and which I have only just worked out the footprint of and how it goes together:

 

It's a 3D printed job, using FDM technology, unlike my resin printer. These are the component parts...

...and this is what it looks like put together. It's 19" long, 11" wide and 11" tall! 

Lots of room inside for models, too, and the rubble is a really nice mix between looking great and being practical for gaming with

Anyway at some point I'll get a load of cheap acrylics and get this finished. I'll definitely put it on a base, though.

Wednesday, 21 January 2026

A Very Small Update

I have had a remarkably busy evening today, or so it seemed, so my hobbying today consisted of writing names on the bases of my Cult of the Possessed and making sure I had the commission painting stuff lined up to start tomorrow. I have a day off work so hopefully I can actually make some progress on that and can get it posted off to the commissioner as soon as possible.

L-R: Mutant with extra arm-tentacle, axe and sword; Possessed with tentacle; Magestrix with double-handed weapon; Possessed with great claw; Mutant with great claw and axe - together they are the Ninefold Path of Eight Ways

It's funny how doing social things with one's time reduces the amount of time one has to paint... very odd!