Imagi-Nations Interlude

Rob Dean

I’ve been in a busy period at work, so I haven’t been doing too much gaming in the evenings the past couple of weeks.  I did get one thing done, as a leftover from the previous blog post.  I sat down and finished the Saxon mounted companion stand I’ve been working on, for Dux Bellorum.  I’m experimenting with some commercial flags from Wargames Designs for this project.  I also did the metal work last weekend on several more stands’ worth of troops, so I’ll be able to provide some choices in war band composition for the Saxons even if I don’t get in a casting sessions before the weather becomes too cold.
My son Norman had arranged to stop in for a visit this weekend, in conjunction with getting some car maintenance done, so we had been considering what we might do by way of gaming. He has been working (intermittently, as we all sometimes do) on a 19th century imagi-nations project for several years, originally inspired by the acquisition of some interesting toy building blocks at Cold Wars back in 2014.  He’s recently completed a few more stands, leaving him with forces that would do for Neil Thomas’s One Hour Wargames rules.  Ross Macfarlane had posted a review of One Hour Wargames back in 2015, and I didn’t have high expectations, but I also didn’t have a good suggestion for an alternative set of rules, so we agreed that we would give them a try.  
One of the nicer aspects of One Hour Wargames are the scenarios, already keyed to a three foot square map.  Norman and I both have sets of double sided mats in that size, so setting things up was a breeze.  The first game we tried was using Scenario 9 “Double Delaying Action”.  I took the Elabruenese forces, attempting to prevent the Occiterrans from capturing the town and exiting the map on the road on my side of the river, while also subject to a requirement to withdraw three units at various stages of the game.  We each had a full six unit army (the maximum given for scenarios in these rules).  I ended up able to withdraw my units on schedule, but was unable to prevent the capture of the town and the subsequent exit of a pursuit force,
Elabruen forces mass for delaying action; dice indicate remaining unit strength
Cavalry and skirmishers on my left flank guard the ford
We chose scenario 8, “Melee”, for our second game.  We switched armies, since Norman wishes to maintain an impartiality to these forces, rather than espousing loyalty to one of them. The scenario involves both sides attempting to control a dominant hill, with forces coming in piecemeal for both sides.
Elabruenese defending a large hill in Scenario 8

Since Norman’s forces started in possession of the hill, it was up to me to take it, and I did start with a larger force.  Unfortunately for me, I was still figuring out how tactics work in this game, so ended up spending too much effort uselessly attempting to get an artillery unit in position.  I was never able to put enough concentrated fire on the hill to clear it, and Norman was victorious again.

Not a good day for Occiterre…

After the game, we did a quick hot wash, and concluded that the side with the need to move into the enemy fire zone first was going to be at a disadvantage.  However, with the random force assignment, we did note that the battle would have been much different if his force had included cavalry instead of the skirmisher who had made trouble in the woods through the whole game, for example.

We had intended to play some Full Thrust, a space game that’s been in Norman’s collection for many years, but the business of digging out Legos and forming them into two spaceship squadrons took longer than expected.  We boxed the ships up for the next visit, which will give me a chance to read up on the rules as well.

 Before his departure this morning, we threw one more One Hour Wargames scenario on the table.  This time the battle was #10, “Late Arrivals”.  A random throw left me with the Elabruenese as defenders in a race against time, as I started with 2 units against his 6, and the reinforcements were not particularly prompt.

I did, at least, have a town to defend.  This time around, Norman got an army list with cavalry and no artillery, and the cavalry can’t enter the town.

That made the open ground a dangerous place for my troops, but the difficulties Norman had in wearing down my town defenders fast enough ultimately gave me the victory, leaving me one for three for the weekend. 
Nevertheless, a good time was had by all, and it was nice to have the opportunity to get his project on the table for the first time.  I would play One Hour Wargames again; it was neither quite so static nor so fast as Ross’s review had led me to expect, but I should note that he used the ancients rules section, while we used the horse and musket rules.

via The Sharp End of the Brush http://sharpbrush.blogspot.com/2017/09/imagi-nations-interlude.html
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From “The Encyclopedia of Proxia”

Norman Dean A bit of background on some of the countries from this map

ELABRUN

The Emperor of Elabrun rules a vast large and diverse realm, from the plains of the east to the mountains in the west, and his subjects speak a dozen languages or more. This Empire has been slowly patched together since the Chivalric Age by the Falkenburg family, who started as Dukes of a small Nordoric state in the Nivean Mountains. Through advantageous marriages and shrewd alliances, they expanded their realm, and by the end of the Chivalric Age, the Falkenburgs ruled the sizable Duchy of Rugen and had holdings as far away as northern Seridia.

With the fall of the Maxenian Empire, the Falkenburgs found themselves in the path of the Koraman advance, as the victorious nomads swept through Stecjia and conquered the city-states along the Muriatic Sea. However, the Falkenburgs were able to raise an army of their own from among their vassals, and held off the Koraman invaders in the great siege of Rugen. Throughout the Rational Age, the Falkenburgs regained much of eastern Proxia, unifying it in what became known as the Empire of Elabrun, after the Falkenburgs’ original domain.

As the Empire grew, it came into conflict with other powers besides the Koramans. The Haumont kings of Occiterre resented Elabruner expansion into northern Seridia, and many of the Nordaler states were wary of their southern cousin, which often tried to expand its influence in the north. With the fall of the Haumonts, Elabrun became entangled in the Fraternal Wars, and was a frequent foe of Jules I after his rise to power. The long period of war strained the Empire, and many of the far-flung provinces began to see calls for independence.

With peace once more reigning in Proxia, the current Emperor Maxim IV has been working to weld the Empire into a more cohesive whole, and to develop good relations with the now-unified Republic of Nordalen to the north. But the recent independence of Stecjia and Dobria from the Koramans has caused some of the southeastern provinces to grow restless, and worse still, some of the Seridian provinces have risen in revolt, no doubt inspired by their compatriots across the border. The recent ascension of Jules III in Occiterre has sparked fears in the court at Rugen that he may intervene on the side of the North Seridian rebels…

FLUSSLAND

Flussland has always depended on trade. Its origins lie in the Chivalric Age, as a defensive pact between a number of merchant cities along the Sleeve. At its height, the city of Plewen was one of the busiest ports in the world, and the Flusser Republic rivaled Stratland and Occiterre in power, with profitable colonies around the globe. However, the economic tides turned, and a series of wars with its rivals left Flussland exhausted.

Nor did Flussland fare well during the wars of Jules I. The country was conquered by Occiterre, and even after the death of Jules I, Occiterre retained two of its southern provinces. The remainder of the country regained its independence, but the republic was abolished, and a cousin of the Stratish monarch was made king. These days, though neutral in theory, its interests largely align with those of Stratland, which sees it as a potential foothold on the continent. Meanwhile, the old mercantile families are using the years of relative peace to rebuild their trade networks.

GOSPODINIA

This vast country stretches far to the east, across both forests and steppes. Much of Gospodinia was once ruled by nomads from these steppes, who were slowly driven back by the ancestors of the Gospodinians. Because of its size, the country has never been subject to a strong central authority–the Grand Hetman is elected by the nobility, and the greatest magnates rule domains the size of small kingdoms. Most of the population are peasants, tied to the land in a way of life largely unchanged since the Chivalric Age.

Since the disastrous Occiterran invasion forty years ago, the Gospodinian nobility have started to take more of an interest in the affairs of Western Proxia. Several of the recent Grand Hetmans have come from the Narostki family, and have been trying to increase the power of the central government. A key part of this effort has been to build a modern national army and navy to supplement the nobles’ levies. However, a recent attempt to test these new forces in an invasion of the Koraman Empire came up against opposition from the western powers. This culminated in an intervention by the Stratish, Occiterrans, and Seridians on behalf of the Koramans, and a lengthy siege of the port of Strelopunsk.

KORAMAN EMPIRE

The Koramans were once a single tribe among the nomads of the Procalan steppe, raiding the borders of the Tyran Empire. When the Tyrans lost their western provinces, the emperor Maxenius built a new capital in the east, which he named Maxenopolis. For centuries, the Maxenian Empire held sway over the Archian islands and much of nearer Procala. The Koramans fought against the Maxenians as well, even as they grew to lead a confederation of the steppe tribes. Over centuries of war and peace, the Koraman-led confederation gained the upper hand, forcing the Maxenians out of Procala, until at last the Empire was left with little besides the city of Maxenopolis.

By this time, the Koramans had become an Empire in their own right, one of the greatest of the late Chivalric Age. When Maxenopolis fell to them at last, it sent shockwaves through all of Proxia. Koraman armies swept west, subjugating the mountain kingdoms as far north as Rugen, and Koraman fleets threatened the Seridian city-states. Only an alliance led by the Duke of Rugen was finally able to halt their advance, after a long siege of Rugen itself. Throughout the Rational Age, the Koraman Empire remained a great power, but the Elabruner descendants of the Dukes of Rugen have gradually retaken much of their eastern Proxian holdings, and in the past few decades, some of the mountain kingdoms have regained their independence. The Koraman Empire these days is a shadow of its former self, propped up by some of the western powers as a counterbalance against the increasing strength of Gospodinia.

OCCITERRE

The history of Occiterre dates back to the fall of the Old Tyran Empire, when Nordoric barbarians overran many of the western provinces and set up numerous petty kingdoms of their own. One of these was the kingdom of Lutens, centered on the former Tyran city of Lutenium. Over time, the kings of Lutens expanded their holdings at the expense of their neighbors, and by the end of the Chivalric Age, they reigned from the Stratish Sleeve to the Gulf of Lucra. By this time, their realm was more often known as “Occiterre”, the “western land”. 


As Proxia emerged from the Chivalric Age into the light of the Rational Age, Occiterre took its place as one of the great powers of the continent. Under the Haumont kings, Occiterre contended with Stratland, Pelendia, Elabrun, the Flusser Republic, the Koraman Empire, the city-states of Seridia, and the fractured fiefs of Nordalen.

But sixty years ago, with the death of Omri XII, the Haumont dynasty came to an end and the Fraternal Wars began. There were many claimants to the throne of Occiterre, both foreign princes and scions of its own noble houses. Alliances were formed and broken, and in some places the peasants and bourgeois rose up, calling for the end of the monarchy.

It was with the help of some of these radical factions that Jules Brasfort first came to the fore. A minor noble and distant relative of the Haumonts, he was a captain stationed in the port of Mayon when Omri XII died. When the Pelendians invaded, he organized the defence of Mayon, then raised an army to repel the invaders. After this victory, the people of Mayon acclaimed him as Tribune of the city. The next year, Jules marched north to Montchemin, where he defeated the army of a prince who was supported by Elabrun. In every city he passed, he gathered the people together and had them choose a Tribune to govern them. Soon he arrived at Lutens, and the people of the capital threw open the gates for him. Jules called for all the Tribunes to come to Lutens, then told them that they must choose someone to rule all of Occiterre. Naturally they chose Jules, who was crowned as the first Emperor of Occiterre.

This was the beginning of the end of the Fraternal Wars–there were still some provinces in the west that did not acknowledge Jules as Emperor, and even today there are still some “Haumont” pretenders who claim to be the rightful king of Occiterre. But soon Jules I had unified all of Occiterre and turned his attention to the rest of Proxia. He decided that the best way to keep the Occiterran people united was to lead them against their neighbors. So he began campaigns against Pelendia and Elabrun, and set up new states in Seridia and Nordalen. The Stratish became worried about his domination of the continent, and joined an alliance against him. For twenty years, he fought up and down Proxia, winning victory after victory. But finally, in far-off Gospodinia, his luck ran out when a wound from a stray musket ball festered.

His son, Jules II, was only fifteen when his father died, and so a regency was set up. The generals and statesmen of the regency council negotiated an end to the wars and began rebuilding the country. Once he came of age, Jules II continued these policies. Under his rule, the first railroads and telegraphs were built in Occiterre. Trade flourished, colonies were set up in far away lands, and Occiterre became a great power in Proxia once more. But new powers were on the rise as well: the Confederation of Nordalen that Jules I had set up soon collapsed, but from its ashes emerged the Republic of Nordalen. And in the south, the Seridians also formed a Republic, whose leaders still look north to those territories still held by the Empire of Elabrun. Occiterran governments greeted these developments with cautious optimism, hoping that these new nations will be allies against the old powers of Stratland and Elabrun.

Two years ago, Jules II died, and his son took the throne. Jules III is a brash young man who idolizes his heroic grandfather and wishes to see Occiterre dominant in Proxia once again.

SERIDIA

The Seridian peninsula was once the heartland of the Old Tyran Empire, one of the mightiest powers of the ancient world. Bolstered by the Archian diaspora after the fall of the Islands, the Tyrans built an empire that spanned much of western Proxia and nearer Procala. But that empire collapsed thirteen centuries ago, in an invasion by Nordoric peoples from the north, who even sacked Tyra itself.

Throughout the Chivalric Age, Seridia was a backwater, sometimes dominated by foreign powers and sometimes by city-states that rose above their neighbors. But when Maxenopolis fell to the Koramans, the Seridian cities became havens for the new Diaspora. The advances in arts and sciences brought by the fleeing scholars of the east marked the start of the Rational Age, and the city-states of Seridia were among the first to benefit. For centuries, they were unsurpassed in culture–yet politically they remained weak, and often influenced by Occiterre, Elabrun, Pelendia, or the Koramans.

It was not until the wars of Jules I that Seridia was united once more. Jules conquered both the northern regions–then controlled by Elabrun–and the Pelendian-backed kingdom in the south. In their place, he established a republic, harkening back to the pre-imperial traditions of Old Tyra. This republic did not long survive Jules’ death–the Elabruners reconquered the north, and a king was restored in the south following the Treaty of Rugen. But it endured long enough for a generation to come of age knowing Seridia as a united country.

One of these was Alessandro Capporossa. Born in Zampogna, he was a student in Tyra when Jules captured the city. He served as a representative for Zampogna during the First Republic, and when the king was restored, he fled overseas to the Pelendian colonies, where he fought in aid of the revolutionaries there. Twenty years ago, with the death of King Luigi III, Capporossa returned to Seridia, with a force of three hundred fellow exiles. Together they marched on Tyra, and proclaimed a new Republic. Despite the efforts of Elabrun, many of the southern cities raised the Green Star once more.

Now an old man, Capporossa still dreams of liberating the north from Elabruner rule. Seridian patriots in Turchino, Melaponte, and even Trampoli have repeatedly risen in revolt, but still Elabrun has maintained their hold. With the ascension of Jules III, the Seridian government has renewed hopes that Occiterre may help them regain the lost provinces.

STRATLAND

This island country has long been the premier naval power in Proxia. Known to the Old Tyrans as the Tin Isles, when the Empire fell, the islands were conquered by Stratic raiders from across the Cold Sea, cousins of the Nordoric tribes. In the early Chivalric Age, the Stratish frequently raided the coasts of Occiterre and Flussland, until finally an invasion led by the bastard son of the king of Lutens crossed the Sleeve and brought the islands under control. The descendants of Martin the Bastard set up their own kingdom in Stratland, which would prove to be a great rival of Occiterre throughout the Chivalric and into the Rational Age. Since the beginning of the Rational Age, much of the power is held by the House of Thanes, some of whom are hereditary, but others of whom are elected from among the free yeomen.

Despite their long rivalry with the Haumont kings of Occiterre, the Stratish were no happier to see Jules I on the throne. The formidable Stratish navy fought many battles against his empire, and the profits of Stratish trade and industry funded alliances against him on the continent. Since the death of Jules I, the Stratish have been content to maintain the balance of power in Proxia, even cooperating with their old Occiterran rivals in some cases. Stratish interests are increasingly taken up with trade and colonization abroad and booming industries at home, fueled by the islands’ rich resources of coal and metal.

from Junkyard Planet http://junkyardplanet.blogspot.com/2017/09/from-encyclopedia-of-proxia.html
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Frostgrave “Thaw of the Lich Lord” Bone Wheel: Simple Halloween Scratchbuild

Chris Palmer     This past week I assembled a prototype Bone Wheel terrain piece for the “The Bone Wheel” scenario in the Frostgrave supplement book, Thaw of the Lich Lord.    Since we usually have 6-8 players in our Frostgrave Campaign games, I intend to make three more of these now that I have finished the prototype.
     The scenario describes the Bone Wheel as, “A gigantic wheel, sitting some eight feet off the ground on a central axle…the wheel is constructed of human bones, bound together with old leather straps…”   I knew there was no way I was going to make a big wheel out of 28mm bones, as it would take hundreds, so I headed to the local Dollar Tree store in hopes of finding something that would be bugger than 28mm but not so large that it wouldn’t look too out of place with 28mm scenery and figures.
    Happily, I found a skeleton Halloween garland that looked like it would suit the purpose perfectly.

   But, before I built the wheel, I wanted to make the central axle.  So I dug through my wood bits box, and found some pieces I thought would work; a disc, a couple small spools, and a small soda bottle shape.  I glued those in a stack on a 2" fender washer.

    I then cut off the skeletons’ arms and legs, and then cut the feet of the legs.    Next, I hot-glued the legs to a 1" fender washer, and then hot-glued the arms around the outer edge.

      I decided the center needed some sort of cover piece,  so I cut one of the ribcages in half, and glued that to the center.  I then did a test fit of the two parts.

      Happy with the fit, I used some of the string that came with the garland to make some lashings around the bone junctures, where the central spokes met the outer rim bones. I then sprayed the parts with flat black primer.  And, as seen in the photo below, I began drybryushing the central axle with some aged wood colors.

          It was just a matter of finishing painting everything, and then fitting the two pieces together.

Shown with a 28mm Reaper figure for scale.
    I’m happy with how the project turned out.  Since this is a scenery piece that will probably only ever be used for this scenario, I didn’t put a lot of effort into it.   Still, for a quick job, I think it looks pretty good.

via One More Gaming Project http://onemoregamingproject.blogspot.com/2017/09/frostgrave-thaw-of-lich-lord-bone-wheel.html
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HAWKs Launch Battle in a Box Contest

Buck

The Harford Area Weekly Kriegspielers are launching the Battle in a Box contest for Fall In! 2018.  Pass the word!

See more information here:  http://www.bucksurdu.com/Buck_Surdu/Battle_in_a_Box_Contest.html

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54mm French and Indian Figures

Buck

My dad has been collecting Britains and other similar figures as long as I can remember.  He must have 10,000 of them in show cases.  In recent years, he has been collecting the Collector’s Showcase French and Indian figures.  He sent me these pictures today of his “pseudo diorama.”

He doesn’t enjoy gaming, so these figures (and the rest of his collection) are in display cases.

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Aaaaaah!

Buck

Stout-hearted adventurers defend their raft against the giant tentacle monster.

Almost a year ago I found these goofy octopus tentacles in a bin at a store and immediately decided they would be useful for gaming.

Silly Octopus Tentacles

I finally got around to mounting them to heavy washers so they would stand up.  I then used ModPodge to create some texturing on the bases.  Then four coats of paint in progressively lighter shades, and here they are.

Fending off the tentacles!

They are all the same shape, so I put some sticks inside a few to make them stand a little straighter, and I bent two and glued them.  This was to provide a little variety.

Using a pike to keep the tentacles at bay

Could this be the end?!

Yes.  Thanks for stopping by.

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Labor Day Weekend Hobby Stuff

Buck

Last week I spent the evenings assembling a stack of 1:48 scale WWII and Star Wars kits.  Over the weekend I had a chance to finish them up and base spray them.  In addition to a reinforced platoon of US Marines and a handful of Fallschirmjaegers, you can see the weekend results in the picture above.  These vehicles are waiting for next weekend when I will break out the airbrush and some some camouflage and/or weathering.

The vehicles sprayed gray will merely get some highlighting and some weathering.  The German vehicles in desert yellow will get a full camouflage scheme.  The British Matildas have a unique camo scheme that I will try to reproduce.  The M-48s will probably just get a little weathering.

Most of the vehicles will be used in Combat Patrol.  The M-48s likely will be used against aliens, Godzilla, or giant ants using GASLIGHT.

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Wild West Wizard of Oz Dorothy and Toto: Bones 3 Figures

Chris Palmer

     This past week I continued on with the Wild West Wizard of Oz set from Bones 3,  and painted Dorothy & Toto.  I still have the Wicked Witch and Flying Monkey remaining.
     To see the figures from this set that I have already finished, see: Tin Man, Scarecrow, and Lion.
     I prepped the two figures in the usual way; soaking them in a dish of water with a couple drops of dish-soap added, then giving them a light scrub with a soft toothbrush, and then rinsing and drying them.    I then glued the Dorothy figure to a black-primed 1" fender washer, and Toto to a .75" black-primed fender washer, both with Aleene’s Tacky glue. I then glued the washer-mounted figures to a tongue depressor with a couple drops of the Elmer’s glue.

     I wanted to try to see if I could figure out a way to paint her dress so it looked like gingham; so I asked around if there was any trick to getting that look without doing the impossible of painting the tiny check pattern in scale with figure.  There didn’t seem to be any real trick other than trying to paint it as checkered, or trying to use either blue dots on white, or white dots on blue.

     So I started off painting her skin with Apple Barrel “Apple Flesh”.  I then painted her petticoat, apron, shirt, and socks, with Duncan “Slate Grey”.  After that, I painted the dress with reaper MSP Bones “Tropical Blue”, and then, when dry, I applied a wash with thinned Crafter’s Acrylic “Navy Blue”, paying particular attention to get it down in the folds of the dress.

     When the wash was dry, I carefully tried to apply the smallest White dot pattern I could to the dress.  That didn’t look right, so i went back and tried adding small dots with the “Navy Blue” between the rows of White.

    I just wasn’t happy, so I decided to scrap the idea of painting an actual gingham pattern, and just settle for a mid-blue dress.  So, feeling that the results of the dress with dots (as they appear in the photo above) was too dark, I gave the dress a thin wash of White.  This made it a little too light, so I went back and gave it a thin wash of the “Tropical Blue”.  I was basically happy at this point so I took the opportunity to apply a wash of Citadel “Agrax Earthshade” wash to her face, arms, and legs, using a wet brush.  When the wash was dry, I went back and added some specific highlights to the dress with Crafter’s Acrylic “Cool Blue”.   I then painted highlights on her shirt, apron, and petticoat with White.  After that I painted her hair and Toto with Accent “Real Umber”

     Next, I applied highlights to her hair with Crafter’s Edition “Spice Brown”, and then Americana “Sable Brown”.  I then went back and added hair ribbons with the “Tropical Blue” highlighted with the “Cool Blue”.  Next, I painted her eyes and lips.  I discovered her face had some very slight casting errors in it, which I tried my best to hide when I highlighted the skin with some Crafter’s Acrylic “Flesh”.    I then painted the shoes with Folk Art “Deep Tomato Red”, and the gun with Black.  After that, I went back over the shoes with DecoArt Dazzling Metallics “Festive Red”, and then highlighted the gun with Folk Art Metallics “Gunmetal Grey”
    I then turned to toto, an gave him a light drybrush of Ceramcoat “Territorial Beige”, after which I did a drybrush of Folk Art “Butter Pecan concentrating mainly on his back and head.  I then gave him Black eyes with tiny White highlight dots, and added a little hint of tongue wth Crafter’s Acrylic "Tutti Frutti”.   Lastly, I painted both figures bases with Americana “Charcoal Grey”.
      Looking at the finished Dorothy, I realized her ruby slippers didn’t really have the sparkle they needed.  My wife recommended red glitter nail-polish, which reminded me that I had bought a bottle of Folk Art Extreme Glitter “Hologram” (which is basically clear) paint somewhere along the way. I applied this and it really gave the shoes the extra sparkle I wanted.
     When I was done painting the figure, I used some white glue to glue a mixture I made of some fine brown sand, and courser black sand to the base.  When this was dry, I drybrushed the sand and the figure’s own base with the “Territorial Beige”, and then with some Americana “Antique White”.  When dry, I glued on some bits of flock and grass tufts.
      I let the figure dry overnight and the next day I gave him a coat of Americana “DuraClear Matte” varnish.  Another overnight dry, and I sprayed it with Testor’s Dullcote".  I found the Dullcote blunted the impact of the ruby slippers a little, so I went over them again with the “Hologram” glitter paint once more, and then hit them with a little Americana “DuraClear Gloss” Varnish.

     I really like how these figures turned out.  While I wish I could have achieved the gingham effect, I think just the plain blue dress gets the idea and “look” of the character across enough.
     And here is a look at the whole gang of heroes together…

     I’m pretty pleased with how the group looks together as a whole.

    And, I was lucky enough to already have had the opportunity to be using them as a gang in a game using the post-apocalyptic rules “This is Not a Test”

I added a figure (A Partizan give-away figure of George Stephenson) to be Professor Marvel “the Wizard”.

A shot from during the game of Dorothy carefully peeking around a corner as the Lion backs her up.

via All Bones About It http://allbonesabout.blogspot.com/2017/09/wild-west-wizard-of-oz-dorothy-and-toto.html
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Bones 4 Kickstarter Enters Last Two Days!

Chris Palmer

  I just wanted to send my readers a reminder that there is only 2 days left to get your pledge in for the Reaper Bones 4 Kickstarter!  A great opportunity to get lots of great Fantasy, Pulp, and Sci-Fi minis at a really great price.
   Check out all you get for $100.  Plus, there are a lot more add-on figure sets you can get.
Just click here to get all the details:  Reaper Bones 4 Kickstarter

Here’s a couple of preview videos they’ve posted.

via All Bones About It http://allbonesabout.blogspot.com/2017/08/bones-4-kickstarter-enters-last-two-days.html
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Ghost Archipelago Skull Rock Terrain From Dollar Tree Halloween Decor

Chris Palmer    This past week my local Dollar Tree started putting their Halloween decorations on the shelves, and I grabbed one of their plastic skulls to make a skull-shaped rock terrain piece for Ghost Archipelago.

     I began by slicing off part of the lower jaw at an angle, so the skull would sit more upright and less leaned back.

     I then hot-glued it to a CD.

     I also hot glued a bit of pink foam scrap under the back overhang so it wouldn’t look quite so unbalanced.

     I then sprayed it with flat black primer; and when that was dry, I sprayed it with stone texture spray paint.

     When the stone texture coat was dry,  I drybrushed the skull with various light grays.   When the drybrushing was dry, I used a little green stuff, some small twigs, and some spanish moss to make a little bird nest to sit in one of the eye sockets.

     I then hot glued various plastic aquarium plants onto the base.

     After that,  I flocked the base and added some more clump foliage and some grass tufts.    Finally, I sprayed it with some Testor’s Dullcote matte spray paint.

Shown with a 28mm Reaper pirate figure for scale

     I’m very pleased with how this turned out!   I’m thinking I may like to make some smaller ones as well.

via One More Gaming Project http://onemoregamingproject.blogspot.com/2017/08/ghost-archipelago-skull-rock-terrain.html
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