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Wednesday, September 3, 2014

Riders on the Storm

September 20th is the SAGA Storm, an all-day SAGA event at Fantasy Flight Game Center. Organizers Eric Hagen and John Stenz are porting their experience running Games Workshop events into SAGA and the results to date are impressive!
Eric created a game day T-shirt and dice. I'm in for both, of course. My only worry is that wearing a T-shirt will clash with my plan to dress Berserker-style for the day.  Eric is a master painter, battleboard creator and terrain guy. He's got 10 themed boards ready for the event, each for a specific scenario.  You might find your warband raiding or defending a Viking village, escorting livestock through the Scottish highlands or fighting on the shores of Normandy. That's only 3 of the 10 scenarios!

John and his wife are master tournament organizers. When I saw John's 40K tournament this spring, I was awed by it's size, professionalism and organization.  35 tables preset with wonderful terrain, pro-painted armies, close to 100 attendants, digital clocks, organizers on the floor and loads of swag. In contrast, we can hardly get 6-8 guys out for our historical game days. All the hard work is paying off as interest in the event is very high. All signs point to an amazing day of SAGA, great company and beer.  I can't wait!

I've been running my Norse-Gael warband to warm up for the big event.  In what may be a sign of things to come, I'm finding it hard to earn a victory with these barefoot fellows.  The NG battleboard requires good dicing during personal challenges to unlock many of their abilities. Clearly, I need to get my hands on Eric's new SAGA dice because the ones I have are broken.

There is nothing quite like a big event to power up one's painting mojo.  Even though I have WW II and Old West aging out in the queue, I'm sticking to my Dark Age painting for a bit longer.  For the last 16 Norman warriors, I chose a Reconquista color scheme.  That makes these a down payment on my future Spanish warband for Crescent & the Cross.



Just when you thought you couldn't possibly look at another Spearman, I've got an angry band of Flemish Mercenaries on the tabletop with a few Anglo-Saxon warlords thrown in.  There is a story behind that, and I'll save it for my next post.





Tuesday, August 26, 2014

Painting Normans, step by step

SAGA is catching on big here in the Twin Cities. Hoping to help or inspire new SAGAmites everywhere, I'm sharing my Dark Age painting process in a single, overly long post. How fortunate that I have 48 Norman spearmen waiting for a quick coat of paint! 

Basing and priming: I used a glue gun for basing as it's fast, reliable and the glue smooths out the "pitcher's mound" on the base of the figure. I primed in brown to save a bit of brushwork. How much of the primer you keep intact is your call. The back of the shields, spears, and shoes are all good options.

Paint in sets: To maximize efficiencies, I sorted the Normans into 6 sets of 8 figures. I then block-painted each set with a single color. I'll mix sets at the finish line to achieve an irregular look. 


Block and wash: After block painting, I washed the figures with Vallejo's Sepia Game Color.   My other go-to wash is Army Painter Strong tone. Both give great results in shadows and shading.

Highlights: While painting for speed, I want my Dark Age figures to mix well.  Therefore, the Normans got highlights like the rest of my SAGA war bands.  While the primary blocking color was identical in each set, I varied my highlights slightly for variety. I avoided highlighting folds and recesses to keep a shadow effect  At gaming distance, the contrast looks quite nice.

There's a saying in miniature painting that it's all about "faces, bases and flags." To that end, I put use Foundry's flesh triad. I painted the flesh last to avoid the trial that comes from stray paint getting onto a face that is not my own.

Shield Transfers: I use Little Big Man Studios shield transfers for my SAGA painting as they both lovely and a time saver. Transfers were applied over white painted shields. Each shield got a coat of my lightest grey and then white since I can't get one coat coverage with just white. 
Color coordination: I sorted the transfers by color-red, green, blue and brown-and matched them to the warrior set painted the same color. While perhaps ahistorical, color coordination is pleasing to the eye and I do want my warriors to look good.
Paint the shields in: LBMS transfers are not a tight fit over the rimless kite shields. That's where you need to paint the transfers in. By feathering your paint just over the edges of the transfer, you'll fool people into thinking your shields were hand painted. I won't tell if you don't! 



Sealer:  I sealed the transfers with Future acrylic finish. Army Painter Matte varnish knocked down the shine at the finish line.

Basing: Bases were a mix of 1/3 fine & 1/3 medium Woodland Scenics ballast and 1/3 of a larger grit.  The bases were painted with Americana Milk Chocolate, a wetcoat of Cocoa over that and then a light highlight of Sand. I put tufts down and hit everything with Army Painter Matte Finish. With that, 32 Norman spearmen are done.  Time to crack open a frosty beverage and celebrate!  The next 16 Normans are well under way but I ran out of shield transfers, dang it.  







I'm planning to use these figures to turn my SAGA Norman warband into a playable Hail Caesar or Impetus army. To that end, I need many more mounted warriors. And Warbases bases to rank up my skirmishers. And more shield transfers.  And a local opponent would be good unless I want to paint up both sides.  I guess my last bit of advice today is to look before you leap!


Thursday, August 14, 2014

The Quick & the Dead -Dead Man's Hand AAR

Hugh and I got to run the new gangs in DMH. Hugh played the banditos and I ran the Pinkertons in the Judge Barker scenario.  DMH is played in 3 rounds, or scenes, that roughly model classic Western films. The first scene is a small and fast showdown leading to second fight, and ending with a Big Showdown that sees both sides field their full gang.

SCENE 1 Judge Barker Must Die!: The banditos are out to kill Judge Barker as he's sentenced one of their brethren to hang. The Pinkertons must keep the Judge alive and kill 2 of the 4 banditos.  Hugh took to banditos like a duck to water. Plethora of Pistols meant his pistol-armed bandits never ran out of ammo.  Ambush let him remove a bandito from the table and bring him back later in the game. Using Ambush, his shotgun armed bandito became the Grim Reaper. One by one, my Pinkertons fell to the shotgun and then Judge Barker fell too. Scene 1 to the banditos and I do hope the Agency collected in advance for this job!
A sleepy Western town. 
Deploying in front of the Undertaker's Office is never good.  
Banditos pop an ambush. The Judge can run but cannot hide.  
"4 large coffins, please. To go.   "
Business is booming.
Pinkerton down. Pinkerton down.  
"I'm afraid there's been a terrible misunderstanding, Mr. Muerte!" BLAM!
SCENE 2 The Gauntlet:  With the Judge dead, the Pinkertons loaded a witness into a wagon with 2 Pinkerton guards. All I had to do was get the witness off the table.  Easy right?  Well, no actually. The banditos put riflemen on rooftops and gunmen in the livery where I was starting from.  Just as my wagon passed by, a shotgun opened up and down went my first Pinkerton.  They were all to fall in my run to the border, er, other side of the table.

The wagon made it to the table's edge before a bandito rifle dropped my driver and halted the wagon. I sent a Pinkerton agent to replace the driver but he went down in a hail of bullets, as did my witness. With my Pinkertons failing to keep the Judge and the witness alive, I'm forced to change the agency motto from "We never sleep" to "Bad stuff happens!"
Things get hot from the start.  
The well sited riflemen caused us no end of difficulties.  
The banditos sweep the "Whose hat is bigger?" contest.  
Trouble.
Double trouble.
Last Pinkerton standing. 
The "forever" siesta.  
The Big Showdown:  This town ain't big enough for the both of us! Each side put 7 gunmen on the table and quickly, a back ally became a hotspot.  Both bosses and shotgun armed fellows answered the call. My shotgun wielding agent whiffed with both barrels 3 times at short range, earning him the nickname Mr. Magoo. Before he could procure glasses, he was cut in half by the shotgun-wielding bandito, Mr. Muerte. I did manage to kill the bandito boss and that came into play at the game's end when both gangs had to take Big Nerve tests.



Outside of Rogan's Bar, I had a run of good luck when my agent  dropped 2 banditos in cover over 2 rounds of shooting.  
Now you see 'em.
Now you don't.  
I ran my surviving Boss and right hand man to an alley near the outhouse.  Both gangs were below 50% so we started each round with a Big Nerve test.  Hugh and I passed our tests round after round, and we both continued to bleed out.  At the end, I was down to just my Boss and the banditos were down to two Caballeros. Finally, Hugh failed his nerve test and ran. The good guys win but it's nothing to celebrate.  The Pinkertons have 6 new openings to fill and they need to ensure the press doesn't publish the story of Judge Barker and the witness. The shame of it all!

The new gangs were a blast to run and I must say I like Dead Man's Hand more with each play.  It is fast yet challenging with so many options on a well set table.  The 3 scene structure builds a colorful story and energy for the Big Showdown.  The clever activation system keeps both sides guessing and plotting. Lastly, the game goes  well with beer.  What more could you ask for?
This woman means to kill us, boss!
Hiding in the alley by the Thunder Box.   
 A small queue builds outside of the Thunder Box.