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it begins. (DIY Halo-style vehicles - FLYER)


Nostromo

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many hours and 8 attempts for a single pair of parts - i still refuse to believe it. But now enough parts of the turret are in place to give an impression on how it will eventually look.

And with a turret, the whole thing starts to look not only like a tank - it also begins to look like the Macharius/(Halo-)Scorpion it is supposed to become.

Tank 13   1 Von 2

Tank 13   2 Von 2

 
I just am not happy with the rear section. ... i need to do something with the area over the rear track guards. Stowage maybe.
But on the other side, the idea was to have moveable quad tracks (as can bee seen in another artwork of Ben Wotton on that tank). But... it still looks weird
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If you mean the stowage on the repulsor - that is roughly what i have in mind. Though, the hull will still stay set "inside".

The reason is that i just can not do the details on the hull again - which would be required to make the rear section wider. 5 times is enough :rolleyes:

Here is a detail shot of the rear section:

Tank 14   1 Von 1

 
As for other progress... i am still working on the tracks and will most likely return to something else that is more worth showing.
 
Maybe i should mention at this point that my infanterie does NOT consist of GW models, but will include 2 3rd party miniature ranges.
The core of the first contingent is almost complete and consists of Dreamforge Eisenkern Storm Troopers.
The second contingent will consist of Mantic GCPS Marines (the newer ones... not the old ones).
That does not fit together? Right. Read the story.
Edited by Nostromo
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With the exception of the under side of the hull and the tracks, the level-0 structure is finished - in some areas i am even done with level 3.

What levels?

Level zero consists of all parts that make of the shape. Completion of that level means, there are no more gaps and the silhouette stays as it is now. Hopefully.

Later levels indicate layers of details that are added to the basic structure - like the armour around the stubber. That section is almost finished already. The Top-Rear of the turret is another example for an almost done level 3 structure.

The plan is to have the whole tank covered with 1 to 4 more layers of details.

 

In this stage i have compensated 2 stupid measuring errors. First, the section behind the front-hatch. A height difference of 6mm is QUITE embarrassing. Hiding that error made me add a couple of unplanned details - like a bay for a sensor array. Visible on the first photo, on the second i had already added additional protection for that array.

You noticed that the hatch sits too low for the sensors surrounding it actually making sense any more?

Grrrr.....

The second measuring error is a consequence of increasing the whole tanks height to make space for side-sponsons above the doors. The little rectangular areas. I needed to add height to the center to allow the turret to pivot. Magnets added... works.

Tank 15   1 Von 3


Tank 15   2 Von 3


Tank 15   3 Von 3


 

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The turret has received a few more details.

Tank 16   2 Von 2

That should be about half of the details the turret will get. More likely less than half. A few more surface details, rivets, sensors, maybe an antenna... but the end is visible on the horizon.
The hull will get the same treatment - and there is still the hell of wheels and tracks. :censored:
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in-between, because gluing the current parts is very complicated and time consuming...

i am playing with the (first) infantry color scheme.

Any thoughts on those?

utgardian color scheme

 
Insecurity comes from:
- i like the green - and the world is no desert world
- i also like the idea of weapon casings being from the same material and color than the armor (base color at least)
- just the weapon being green does not actually look bad... but a bit strange
 
Earlier, i experimented with more greens, but that looks a bit too much like woodland/jungle camo. Again, not really bad, but the above schemes look better.
 
For the US-Marines-style GCPS-Rangers i will generally use at least similar colors, but another camo-pattern.
According to my background, the two model ranges represent two factions that fought against each other on the same planet until they were pressed in service by the empire and only from outside are treated as one regiment now.
 
For the rules, i am not yet sure what regimental rules to use. Regarding my own fluff, it actually makes much sense to divide the two in separate regiments.
It WOULD make sense to just use the Eisenkern storm troopers (in combined armies) as ... storm troopers (also because of the heavier armor) and the Rangers as IG (damn, i just CAN'T write "Astra Milit... or Tempes...... just can't).
Edited by Nostromo
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Military and paramilitary forces (including a police department's SWAT teams) will paint their guns to camouflage them, in which case, you might as well have the weapons share their wielders' camouflage patterns.

 

Overall, I like the camouflage patterns, though you may want to limit their use to elites- Tempestus Scions, Honor Guards, etc.- to spare yourself the time and effort necessary to paint your models.

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That summarizes some of the things that bug me.

Weapon: camouflaging the weapons might look good - at extremely close distance. However, there is the classic problem that camo on Minis always has. It eats details and I am pretty sure it would simply obfuscate the weapon. For the regular arms man that would not really be much of a problem- but it would make special weapons harder to identify.

On the other side... i assume it would not be that hard to make special weapons stand out with brighter colors. I think i will try that - in that case the colors will be the same as for armor.

 

I will use camo for all troopers. Time is nothing that keeps me from doing that... hell, i am working on three tanks for almost a year now :-)

But I could use two camo base colors to differentiate between regulars and veterans.

when looking at the picture... would that look similar enough for the same regiment?

My preferred alternative so far was color-coded badges on a shoulder- like in actual armed forces. That might work if the colors shine with enough contrast. Even if that ruins the camo to a certain degree :-)

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A last update before i gon on vacations for three weeks.

Tank 17   1 Von 3

Tank 17   2 Von 3

Tank 17   3 Von 3

 

If you have followed the evolution of the design, maybe you also have noticed that for some elements, it is a constant development. I have again tried something new with the hatches and the fire points on the rear. Many tiny parts - and even worse: many bent tiny parts. Gluing alone took hours, but i think it paid off.

The track guards and the area above the front hatch received the second level of armor plates and the front was worked on a bit more.

 

The downside is that the last parts are still very fragile - but i am positive that soaking them with superglue will help.

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  • 2 weeks later...

The level of insanity is absolutely through the roof here. The Imperium is pleased with you. Amazing scratch builds. If superglue isn't enough to strengthen it you might have to think about a supporting sub-structure.

 

In regards to your infantry I'd give you the same advice you gave me. Less camo is sometimes better. I'd advice against painting the weapons' casings in camo in risk of obscuring the miniatures. Another thing you can try is to give the underlying cloth patches in your test schemes a brighter/more contrasting colour to set them apart from the body armor.

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Living i a tent helps reducing the insanity. The tanks are about 400km away at home - but i have wifi, so i can at least discuss.

I actually have used support structures in some large parts that are too exposed and fragile. I wonder if it is visible on some photo... not in this thread it seems.

With the last parts, such a structure may be possible and now that i think of it, it really makes sense. Sometimes it just needs somebody else to point out the obvious solution...

The domed structure of the hatches is flat, but maybe the most fragile part so far... even more than the hunter killer missile launcher.

 

Regarding infantry camo:

The more thought i give to it, the less i tend towards camo on the weapon (and the respective parts actually are REALLY small).

As for the cloth - the second scheme has the least contrast to the armour. What might work is starting with the second scheme and giving the cloth a wash with brown ink. The first scheme is a bit too brown for my taste.

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For the meantime, i have made up my mind on what to build next.

Already "in the pipe" is a counts-as for Sentinel/Tauros/Venator. I am drawing templates based on Antenocities Workshops Warthog - which itself is just a more heavily armoured Halo Warthog.

http://www.brueckenkopf-online.com/wp-content/uploads/2016/03/Antenociti_warthog-ADV2.jpg

 

For a valkyrie/vendetta/vulture i have not only found the right inspiration from the Halo universe - i have also found a papercraft template that i hope will work as a basic structure that i will just need to modify and add surface details to. That should reduce the effort drastically because for the first time i do not need to make the whole construction myself.

H3_-_D77H-TCI.png

 

For Lightning/Thunderbolt i think i will leave the Halo universe and use this - another template that i hope will provide at least a good basic structure:

http://www.papercraftsquare.com/wp-content/uploads/2013/08/Stargate-F-302-Fighter-Interceptor-Paper-Model.jpg

 

Thoughts?

Edited by Nostromo
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If you go with the F-302 you need to model SG1 to go with 

 

This must be done now! :D

 

Or if you're really clever you could find some of the old Stargate TT game mini's ;) 

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Or if you're really clever you could find some of the old Stargate TT game mini's ;)

 

*groan*

No, that is very unlikely to happen. But i just realized that with the Eisenkern accesory set i have the almost perfect head for an O'Neill. Let's see how that head fits on a GCPS-Ranger.

 

And a brief advert for the now finished background story:

http://www.bolterandchainsword.com/topic/347218-utgardian-armed-forces-finished/

 

... i will need a model for inquisitor Helion.

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  • 1 month later...

It is always the same with every one of those tanks... the tracks and wheels are a hard challenge for motivation because of SO MANY small parts for each element and SO MANY of those elements.

Meaning:

The individuals track parts are done, but not assembled to the actual track "chains". I need 4 tracks in total and 2 are done at approximately 50%.

Of the wheels, i need 24. 8 are 70% done, 16 are at 40%.

 

Regarding infantry, i have at least bought all i assume i can get (due to discontinued models...).

Meaning:

3x10 Dreamforge Eisenkern troopers

1 Dreamforge Command Squad

(Commander, 2 Sniper Teams, Medic, 2 Teams i think i will use for heavy weapons but actually communications specialist and forward observer, flag bearer)

2x10 Mantic GCPS Marines/Rangers

2 Mantic GCPS heavy weapon teams

1 GCPS Officer

1 GCPS Engineer (no Machineseers in my army. We know what we are doing instead of believing. Inquisition and Mars are NOT amused.)

 

Next steps for infantry: see which special weapons i can use, what i need to modify, scratch build, cast...

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Just a life sign and some change of plans.

i am STILL working on the wheels and tracks.

The tracks may be done - i will see when they fit on the wheels, but first the wheels must sit on the tank.

However, the wheels are still not done.

20 wheels are 80% done, 4 are 90% done.

So, with 15 minutes per wheel between the 80% and 90%, that step will take 5 more hours. 5mins more for the last 10%, so roughly 1,5 hours more.

The end is nigh!

 

And now about the change of plans.

Everything i wrote so far about what to do stays on the list. However, the pelican requires MUCH more work than anticipated. The template i found is... crap. But i found a .stl file that i could turn into a template. A template with >300 parts. And since that step was done by pepakura, there are no instructions on how to assemble those 300 parts. A friggin puzzle... Priority: Far at the end.

 

The buggy (tauros/sentinel) also has a low priority.

The F-302 has the lowest priority of all.

But, i look out for heads for SG1-characters that will be based on GCPS-Marines. So far i have heads for O'Neill and Carter - the others are a bit more complicated. Maybe i still have a bald Space Marine head somewhere that fits on the torso... After all, i still have a stargate on my to-build-some-day-list. Though, the current long time building project (weathertop) needs to be finished before. Making SG1 from the GCPS-troopers also determines that i can only build 1 Ranger squad (i love those Halo-style helmets they have), the other one will be regular Marines (no difference ruleswise for the army list)

 

This leads to the top priority tasks: Get the list playable. And that means for the next months: reproduction of tanks i have already built once.

Which means:

1. At least 3, better 4 Leman Russ tanks in total. So far i have one punisher finished, so i will start with one more punisher and 2 Battle Cannon ones. Then, i will think about alternative main weapons.

2. A second artillery tank, i am still not sure about the weapon priority. But since the actual weapon will make little effort (by comparism), i will make a second earthshaker and 2 medusas.

3. With Leman Russ types done, i have the chassis to convert them to chimeras - which i am rather unsure about at the moment. I want to HAVE chimeras... but i am not sure if i want to USE them.

 

In between, i will see what i can do regarding infantry weapons.

 

No photos of the current stages - wheels and tracks look the same as the ones i made for the Basilisk, though with a slightly different technique and there is little value in showing 24 unfinished wheels and 4 tracks lying around.

 

Oh, and something regarding the Mantic GCPS-troopers. They really look nice - even unassembled as they are. Regarding the design and price, they look like a perfect replacement for Cadian troopers. 20 Troopers, 2 heavy weapon teams, an officer and an engineer cost merely 24€ / (28$ ?).

The disappointment is the engineer... he has a few metal parts including the head, and the head has the poorest casting quality i have ever seen in 30 years. Bad luck, i assume. That head is ruined.

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The worst part is done - the "Macharius" finally has wheels and tracks.

... and the first aproximately 200 rivets on the hull.

gallery_20618_14115_182018.jpg

The next step are more details (tools, stowage, more rivets, antenna) and the sponsons (magnets for those are also in place above the doors)

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  • 2 weeks later...

Construction of the buggy finally makes some progress - i gave 3D CAD another try and it is beginning to resemble a Warthog. Let's see,...
The Macharius gets more and more rivets (approximately 400 so far) and i am experimenting with sponson constructions.

A bad combination: a boost of motivation to try out color schemes and camo patterns with temperatures that let the color dry as soon as it touches the brush. Damn...

In the mean time, a summary of the background story. The actual story seems to be too long to read...

Both regiments are at a technical level completely different than anything else in the empire of man in the 40. millennium. Utgard has been colonized only about a century ago... local time. However, the colonists had left earth in the 22nd century to escape the expected destruction of humanity... which was averted soon after they left.
Differences in the passing of time play a major role here - first, the journey took several millennia - though, by far not as much for the colonists due to several physical phenomena. Utgard itself is located in a region of space where time passes MUCH slower than almost everywhere else (due to the relative proximity of a massive black hole). This is also the reason why the whole region (which is actually pretty close to earth) is considered uninhabitable and mostly uncharted.
This had - beyond the existence of men from the 23. century in 40k - a few more remarkable consequences.

First, the colonization itself. Two ships arrived on Utgard - one with colonists who wanted to set up a working colony, the second one just wanted to take over the existing colony by force. Just... the time between the arrival of the two ships was longer than expected, giving the colony to develop further than the second ship assumed. And not only further, also in a completely different direction due to an act of sabotage on a system that was intended to inject knowledge directly in hybernating colonists on the long journey. So, the colony was not the peacefull community that had just overcome the hardest obstacles... it was a facist society with a violent suppression of "lesser humans". As a result, it was no simple take-over... it was the start of a war between the two colonist factions that lasted for about one century - when the Utgardian timeline caught up with 40M.

Second, during the first contact with the empire. Only hours after the accidental arrival of an Inquisitor (who never planned to end up in this region of space), while he still tried to communicate with the utgardian barbarians, sector command had sent an Imperial Fists battle barge after the Inquisitor that had been missing for months then. So the arrival of the Space Marines came surprising even for the Inquisitor, decapitated the military organization of both factions and ended the war on the planet within hours. And the first faction of colonists learned very quickly that their concept of superhumanity became quite relative when confronted with space marines.

Third, with no potential of integrating Utgard in the empire due to the different passage of time, the Inquisitor left as soon as possible, took all armed forces of Utgard with him (no matter of which of the two previously fighting factions) ... and destroyed the planet on his way out of the system.

So now we have an extremely small force with no chance of reinforcements. Two regiments that can hardly communicate with imperial authorities with equipment and beliefs on the wrong side of heresy... but that does not mean that they can't serve the emperor. Thrown in the next warzone, they will either kill enemies of mankind or die.

A win-win-situation.

Edited by Nostromo
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  • 2 weeks later...

doing multiple things in parallel comes at the cost of visible progress...

i concentrated on drawing and calculating elements for the buggy and starting the first test builds. Nothing worth showing so far, but it looks promising.

As for the Macharius...

besides a few dozen additional rivets (i assume i am about 80% done with those now) now i have

- side sponsons. Magnetized and pivotable - but not very impressive as that was to be expected.

- Sensors/spotlights (not decided yet what they will be... maybe both) on the turret (and as well magnetized)

- a radar dish on the turret (magnetized)

gallery_20618_14115_316925.jpg

gallery_20618_14115_168153.jpg

huh, no feedback at all on the beckground - even the summary? Come on guys, it is not THAT crappy :rolleyes:... or... is it?

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