Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. If you already have an account, login here - otherwise create an account for free today!
Shadow Force Dragomir - A Raven Guard Army
#401
Posted 05 December 2011 - 07:32 PM
My multi-choice story thread. Taking a break - but you can still vote. New Years instalment is up.
B&C forum rules: Linky. Octavulg's IA guide: Linky. BBCodes 101: Linky.
He that never changes his opinions, never corrects his mistakes, will never be wiser on the morrow than he is today. - Tryon Edwards
#402
Posted 05 December 2011 - 08:47 PM
Cheers on a realy sweet army mate!
#403
Posted 06 December 2011 - 06:49 AM
@Darth: Well, the original planned Force Chart is below:

But I'm most likely not going to end up with that exact force.
Right now I've got just under 1000 playable points
Dargomir
Arcolin + Command Squad
Tac Squad Rhuarc + Rhino
Tac Squad Khalid + Rhino
Ven Dread Pallas
Tac Squad Devlin (5 man)
or at least I will when I finish off the Command Squad (one Marine), add a PF Sergeant to the third Tac squad (total strength 5 and technically playable if not much use) and change the Sergeant of squad Rhuarc so he has a PW and a helm that isn't fully white (seeing as no one else has one and I think it's a bit jarring when seen with the whole army).
After that 5 vehicles and 10 Marines gets me almost to 1500 points - Predator Corvus Ferox (assembled, undercoated), Whirlwind Eurydynamus (in the process of cleaning up and building using FW WW and Damocles parts), Razorback Malifex Maximus for Arcolin and his squad (which will be MkIC Deimos based - and guess what just arrived in the mail today!?), Razorback Umbra Mortis for the Sternguard squad I need to do and the Rhino Raptor Caedes for the expanded third 10 man Tac Squad.
After that I should theoretically do the bikes to hit 1750 and then 1850 points but I'm not that enamoured of the models and am considering some Vanguard Vets, either in a RB or with the old school FW JPs I now have, in their place. I'm also considering replacing the Sternguard squad with something else - I've already built a lot of Marines with fancy bolters so I might consider some Devs, a Vindie or a Predator and some upgrades for any possible Vanguards I use.
Having said that I may need a break from black at 1500 points...
@Xavier Targhost: Sergeant Arcolin is finished, I'm using him as a Captain with Command Squad in game terms (mostly so I can have an Apothecary!) but in fluff terms he's a senior Sergeant of the First Company - there are only 10 Company Captains in a Chapter and they can't be with every fighting force after all! His squad has one more mini to go, the planned fourth mini (Elson) ended up as a Tac marine when the pose didn't hold up with the rest of the squad.
#404
Posted 09 December 2011 - 02:57 PM

Again, the theme of the squad is 'hunting through ruins' and once again a lovely pair of FW legs has given me the right amount of movement - enough to be predatory, not so much as to be charging.
So, MkVI backpack, legs and torso from Forge World, a plastic MkVII helm with extra targeting gear. Weaponry is formed of a BA chainsword arm and FW bionic arm with cool, old school bolt pistol. Again, I've added a splash of red to the mini at the shoulder as a squad identifier and of course the white 'beak' to the helmet I'm using for marking my veterans.
Next up, a
#405
Posted 09 December 2011 - 03:33 PM

In game terms they represent a Captain and Command Squad of course.
I started developing in July, you can see what it originally looked like here:

I went through an awful lot of evolutions to get to the finished product and I'd like to offer my thanks to all those who commented on the squad and helped me bring it to life
Only one Marine survived from that initial planning phase intact (Veteran Brother Daulk - far right), although a number of parts were shuffled around to form new and improved Marines. In the initial phase I made the mistake of just making models that looked cool, the problem of course is that there's no coherency amongst the squad at all. Some discussion on my blog and my WIP thread, especially with Povar, helped me identify the need for and develop a more defined theme for the squad.
The theme I settled on was 'hunting xenos through a ruined cityscape' and I think the revised squad does a pretty good job of presenting that theme. As I look at that group photo I'm more convinced than ever that I need to paint a servo-skull for Keldor (kneeling) so it looks like he's receiving a report or giving it instructions so he ties in more closely with that theme.
I also used red through the squad to help tie them together a little more as well, typically, but not always, on the shoulder pad.
OK, so links to individual Marines, these take you to the final blog entry for each Marine and include pics from multiple angles as well as a commentary of construction, posing and painting of each:
- Sergeant Arcolin (Shield & Chainsword, centre front)
- Brother Apothecary Leandro (rear left, BP/Chainsword)
- Veteran brother Keldor (bolter, kneeling)
- Veteran Brother Daulk (Combi-Flamer, far right)
- Veteran Brother Balfour (left front, bolter - left handed)
- Veteran Brother Renner (rear middle, BP/Chainsword)
Next up for Shadow Force Dragomir will be the Predator Corvus Ferox.
#406
Posted 09 December 2011 - 06:31 PM
Ludovic
#407
Posted 09 December 2011 - 06:46 PM
My multi-choice story thread. Taking a break - but you can still vote. New Years instalment is up.
B&C forum rules: Linky. Octavulg's IA guide: Linky. BBCodes 101: Linky.
He that never changes his opinions, never corrects his mistakes, will never be wiser on the morrow than he is today. - Tryon Edwards
#408
Posted 09 December 2011 - 07:24 PM
#410
Posted 09 December 2011 - 08:55 PM
#411
Posted 10 December 2011 - 12:47 AM
#412
Posted 14 December 2011 - 04:21 AM
Thanks Ludovic. Nothing super-special planned for the Pred - there's a pic of it earlier and it's a basic magnetised Predator with a FW RG front. Now, the Whirlwind I've been building, that's going to be a little specialVery menacing. I really like it
Anything special planned for the Predator?
@Oli: Thanks mate, he's the squad commo specialist hence the speccy helmet with antenna etc.
@Pulse: Yeah, I tried to disguise that by shaving the bottom of the foot to make it less obvious but it clearly hasn't worked. Last time I chopped off a toe and tried to put it back on straight and GS it I made an awful mess so I wimped out this time
@Lord Bearer: Thanks, I look forward to seeing what you come up with.
@Batu & Reed: Thanks guys
Updates will be a little slow over the next little while - I subluxed my shoulder last week so I can only paint in very short bursts which means Corvus Ferox will take a while...plus, SWTOR is out soon and that'll require some time no doubt...
#413
Posted 14 December 2011 - 04:48 PM
It isn't that noticable, nothing is taken away from the model as it is ace even with the wonky foot!@Pulse: Yeah, I tried to disguise that by shaving the bottom of the foot to make it less obvious but it clearly hasn't worked. Last time I chopped off a toe and tried to put it back on straight and GS it I made an awful mess so I wimped out this time
Hope your shoulder gets better soon mate!
Edited by Pulse, 14 December 2011 - 04:50 PM.
#414
Posted 14 December 2011 - 09:14 PM
.. I mean, it's not gonna built itself, y'know.
.. Monopoly just wasn't the same after I called down an orbital strike on Baltic Avenue.
.. There is no problem that 42 heavy bolters can't cure.
New Reno or Bust - The Enclave thread
#415
Posted 15 December 2011 - 07:41 PM
I think you should do that strike cruiser next.
.. I mean, it's not gonna built itself, y'know.
LOL... Heck.. I'd be happy with a Thunderhawk. ;-)
I once had an idea to add a Strike Cruiser to my army....
I was thinking of getting a Battlefleet Gothic ship and painting it up for his army. I was then going to attach it to a long thin clear plastic rod. Then build it onto a piece of army-specific terrain. A small ship flying over the battlefield??? Looks like a Strike Cruiser in low orbit.
Cheesy?? Probably
Fun?? Yup!!
Edited by Lord Bearer, 15 December 2011 - 07:42 PM.
#416
Posted 17 December 2011 - 08:29 AM
---Midnight---


Work in Progress.............check them out if you dare: HERE
Index Astartes: Flesh Eaters...........when fluff attacks: HERE
Look out! I won something ...........SB's MAKE YOURSELF
#417
Posted 29 December 2011 - 04:09 AM
-Kal
#418
Posted 22 February 2012 - 02:34 PM

Apologies for the photo(s) I still haven't replaced that broken light...
OK, so a standard plastic Rhino with a FW RG glacis plate to give it that RG feel, added to that are the FW etched brass 'Corvus Ferox' name plate on the turret, RG symbol on the ammo box at the turret rear, some tiny aquilas on the HB mounts and half-ravens on the HB casing itself. There's a FW tow-cable too.
I have of course also added Greif lenses as targeters (because I still can't paint lenses - see the green 'windows' on the turret hatch as Exhibit A in that prosecution), there's a close up at the middle right of the image that'll show some of those little details. Other than that, it's pretty much your average Predator really with a fairly subdued paintjob in keeping with the rest of Strike Force Dragomir.
Whilst I'm fairly happy overall with Corvus Ferox there's plenty I'd do differently next time around. First, I wouldn't magnetise the HB sponsons, if I'm honest I'll be lucky to ever actually play a game so the flexibility to change weapons is pretty much unnecessary and it's a pain in the backside. The main problem of course, is that whilst everything was fine with the dry fit (bottom right) once both sponson and mount had undercoat on 'em that lovely fit wasn't so lovely any more and, naturally, every time I tried to fix it I just made it worse by snapping off magnets, cutting bits of plastic that oughtn't be cut and so forth.
I'd also go harder on the highlights, even for SFD Corvus Ferox is pretty low-key, a few extra high points wouldn't hurt. I also need to try another coat of Dull Cote to try and smooth out that varnish on the front of the tank around the visor, extra highlights at the same time will help make sure they aren't swallowed by the varnish.
There are also some issues with the neatness/placement of the highlights I'd like to tidy up, but (despite the poor odds on ever playing a game with these guys) I'm still going with 'play, not display' so I'll be moving on from these guys and starting up the next FW RH1NO, which will, coincidentally, allow me to fulfil my Librarium Painting Challenge vow
#419
Posted 22 February 2012 - 02:38 PM
Good to have you back
Ludovic
#420
Posted 22 February 2012 - 05:02 PM
Check out our Warhammer blog! OrbicularisOculi
__________________________________________________
#421
Posted 25 February 2012 - 10:53 AM
Front:

Lots of little etched brass pieces (as usual) to help break up all the all-black colour scheme of the RG. You can see various places I've had to GS some holes, gaps or minor miscasts but overall the fit of the resin over the regular plastic chassis was pretty impressive. On a note of caution for anyone else building a Deimos - the two bolter turrets are different - make sure you fit them into the correct space on the chassis (there's one deep and one shallow).
Close examination of the missile will show I've flattened them from the rounded shape of the originals, I'll be drilling shallow holes for some Greif lenses for those, I plan on having the Damocles and WW as a 'matched pair' with 'guided' WW missiles slaved to Damocles' sensors in fluff terms (no game effect mind, but it's cool to think about these things).
Left side:

I do wish instead of the slat vents it had the mesh of the original RH1NO design, I miss those.
Right side:

I also miss the flat side doors with a simple flat edge, would've been a great place for some decals or etched brass. I'm going to try to fit a Dev decal on the doors, or maybe even paint the inverted 'V'.
I do like the new exhaust though, nicer than the old ones, they looked like something off a Mack truck with that curve...
Despite the issues I had with the magnetised turret/sponsons on Corvus Ferox, I decided to magnetise the WW launcher on Eudynamus so it could rotate freely (the FW kit already cleverly allows it to elevate/depress as built):

Dead simple - magnet on the bottom of the turret, magnet on a cut down plastic rod pinned and glued to the floor of the chassis.
Victoris aut Mortis:

I love FW etched brass
I really need to order another RG set now I think about it, I'm running out of the smaller, more detailed ravens at a rate of knots.
#422
Posted 25 February 2012 - 11:42 AM
#423
Posted 25 February 2012 - 12:35 PM
I hope you will start painting it soon
#424
Posted 25 February 2012 - 05:15 PM
I curse you - with the pain of ten thousand days in the Dark Place, with the life's blood of a mage's sacrifice, with Death's authority held in my hands.
I curse you, and I strike your name from history, stripped of arrogance and pride, empty of the self you once knew, gutted of all you are. I take your name and all you have won by the strength of your hand. I curse you for eternity, to find only darkness where once you knew your own face.
And I dub you the Ragged Man."
#425
Posted 25 February 2012 - 06:15 PM
As well as the Whirlie (above) my super-detailed Damocles class Rhino is also coming together, albeit more slowly:

I'm still working out the best way to get the vehicle commander standing in the hatch (not the guy there now, that's just a test fit). At the moment it looks like he'll stand on the seat and be just about the right height. The black circles at the front of the pic are magnets that will allow me to remove the front armour plate at will to display the interior.

Cogitator banks in the rear compartment, as I'll have a driver and a Marine in a hatch there'll only be one marine at the sensors.

From here you can see the commander's seat, sensors and so forth as well. I'm trying to work out whether the seat needs armrests to stand on, whether I should try to have him stand in the seat or even one on the seat, one on the arm and have him at a bit of an angle
Argos thinks a folding seat might work too, but I can't work out a way to pull that off in the space I've got left (even with the seat removed). I'm hoping the FW vehicle commanders will prove something suitable for the commander, I'm planning on using some biker legs as they're nice and straight and should be (hopefully) simple to convert to a standing, peering out the hatch. Or I could just keep the seat up front, wimp out and have two marines at the sensors and none at the hatch...
All ideas, help and examples welcome!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users
Sign In
Create Account

Back to top







