One Man Wolf Pack ... Building Vigilantes

One Man Wolf Pack ... Building Vigilantes

Judge Dredd – As part of the preparation for our Judge Dredd Campaign I needed to build some Lone Vigilantes. Part of what makes the Dredd ruleset so attractive is it allows you to build anything you want. With open ended talents and a fairly generic weapon system your can create a hero to fill any niche. You want superman, you can make him (not quite as god-like but a dude that can fly, is super strong and shoot laser beams); Green Arrow – build a guy with lots of accuracy and arm him with a suction cup gun and proxy his bow using any number of guns; the skies the limit so long and you're fairly creative. The only major limitation I've come across is the need to take the Rich talent so you can spend the full 500 points on your initial character otherwise you start at a disadvantage and will need to hire mercenaries to fill in your handicap which might not suit the feel of character you're going for.

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On A Mission ... Making Judge Dredd More Interesting

Judge Dredd – After a few multiplayer games of Judge Dredd I realized that we needed something added to the system to keep multiplayer games more interesting. Most of the missions in the book work best with two players, since we like to play big games with four or more people we needed a way to create missions that could accommodate that number of players.

My first thought was to write scenarios for (X) number of players. I abandoned that idea as it would get stale after a few games. Instead I looked at the 1.5 version of Malifaux which generated missions based on a card flip. This type of mission generation works pretty good in multiplayer games as it gives a player an individual goal and his/her opponents can try and stop that from being accomplished while still trying to accomplish their own goal. 

After some thought I created a small deck of cards with various missions on them, some harder than others. The idea is that each player will draw from the deck for their mission each game. If they can accomplish the mission they get a bonus payout for that game. I think this will encourage players to do more than just kill the juiciest target on the table. It also will help direct some of the action. If you want to try these cards out I uploaded a pdf here. This pdf is set up so you can print them double sided on cardstock.

Don't Fence Me In ... Near Future Progress

Terrain – Plugging away at my near future board I began work on the truck depot/shipping yard. I love containers as them make easily transportable terrain that can realistically be arranged in a variety of layouts to create interesting battlefields. They also provide a plausable area to be fighting over, i.e. this thing we all want is in one of these cargo containers. 

Other than the containers the only major element for the section of the yard I want to build is a chainlink fence. I've seen this done several different ways, some use granny grate, onion bags, screen material, or toule. Each method has its own merit but for my purposes I think granny grate is going to work the best for my purposes. 

They make granny grate in several sizes, I like to used the smaller grate as deck material or industrial walkways, the larger size looks better for fencing.

I started with a balsa wood frame work and built the sections to be 6"-8" long I feel making them this way I'll be able to rearrange the fencing to accommodate various scenarios and layouts. One of the things I've learned over the years is that flexibility is the way to go. Spending hours on a large fixed terrain piece can yield some stunning results however when it's all said and done that larger fixed terrain piece becomes a hindrance as it will only fit in some  areas and will have a major impact on whatever game it is featured in. (Or on the flip side it will be avoided in any game it's featured in because it's difficult to navigate or any number of other reasons.)

In addition to the straight fence sections I will need to add a gate at some point as well, and with the gate I'll need some type of guard shack/check point. Right now I'm going to avoid that as I can set up this layout so only a portion of the dockyard/shipping depot is featured on the board.

If You Build It ... More Progress Near Future Board

Terrain – I was able to get more work done on the Near Future board. I added more exterior details the the club and put a coat of primer on the exterior. When building a project like this I like to brush on a coat of primer to verify how things are going to look and see if I need to sand or fill any gaps. With the variety of colors and materials I'm using inevitably there will be some rough spots that need further attention. Luckily there weren't to many with this piece so I'll be able to fix them quickly and move on to blocking in the basic paint colors.

Also on my table recently was the apartment/office building. I was able to add more geometric shapes to the exterior and give it some interesting details. The interior received some additional attention as well with the addition of interior walls and doors. I haven't decided on how I want to furnish this yet and in an effort to getting the table into a playable state as quickly as possible I'm going to hold off on furnishings until the exteriors are all done.

For the roof I added and access door and a billboard. I think this gives some interesting areas of cover on the rooftop as well as some additional character to the building. I probably need to add some HVAC units to the rooftop as well but I'm not sure I want to add that much clutter to the rooftop yet. The next step is brush on some primer an see how the overall building looks before I do anymore work.

After a few test runs I realized I probably need to add more access doors to the building. I'm on the fence about doing it as I want the buildings to pose a tactical challenge rather than just be a protective tunnel to avoid what's going on in the street. Most likely I'm going to concede to functionality as the point of a cool terrain set is to have fun interactive games. (This is why it's a good idea to test drive terrain before you finish it.)

While this project is taking me longer than I anticipated I'm really happy with how it it progressing. My goal is to produce enough pieces to populate a 3'x3' board before creating additional elements to eventually fill a full 4'x6' table. I've always wanted to have a realistic looking set of city terrain and this project is seeing that dream come to fruition. 

I'm glad to have found some games that work well with functional buildings instead of the generic war-torn wasteland that has been my MO for urban terrain in the past. Also as is usually the case by building some interesting terrain, my gaming group is more likely to adopt new systems and try new things. This terrain set should be functional for MERCS, Judge Dredd and Relic Knights (when it comes out).

 

Judgement Has Come

Judge Dredd – I was able to have a few more test games with my group to teach everyone the rules and quirks of the system prior to starting our campaign. I've found that doing a few dry run games will answer most questions that can pop up during a game as well as identify anything that could pose a problem during a campaign. Luckily we didn't identify any major issues so the campaign will kick off in the next few weeks and I'll try to take better notes  and photos for these battle reports.

Game One:

I played the Justice Department (3 models), Drew and Ben each played a Lone Vigilante, Derrick proxied the Ape Gang (5 models) and Nick jumped in with a Demonic Cabal (7 models) midway through the game.

Round One:

I had some terrible rolling and put the Judges in the open far to quickly. They attempted to arrest some of the chimps and failed miserably. Ben and Drew each took to the rooftops with their jetpacks and unloaded a few pot shots at the Judges. The apes ran from the shipping yard to the club and were confused by the lack of alternate exit points.

Round Two:

The Demon worshipers enter the board and unload with their zip guns on the Judges. After some terrible rolls I'm down to a single Psi-Judge cowering behind a car. Drew moves his Vigilante to the edge of the roof and glowers menacingly at the cult. Ben used his jet pack to swoop down towards the cult. The apes continue to wander the club.

Round Three:

Drew is able to throw some fire bombs into the cult and take out two grunts. In retaliation he falls to a hail of zip guns fire from the cult and is eliminated. My Psi-Judge is able to dodge a few shots sent her way but two bad rolls and she is taken out of action. Ben charges into the cultists and does nothing. The apes find the door and make their way around the club closing in on the action.

Round Four:

Ben is able to best the Leader of the Cult in melee causing the mob of minions to take a break test; half fail and Nick loses a huge chunk of his force to some bad rolls (Making up for the ridiculously good rolls earlier in the game). The apes pick off a few of the remaining cultists ans set their sites on the remaining vigalante.

Round Five:

Ben takes out the Orangutan, but is subsequently mauled by the gorilla. His alien armour allows him to live through. 

Round Six:

Things go poorly for the apes as the Vigilantes mad Katanna skils carve them up. 

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Game Two:

We had the same set-up with the exception of the cultists and Drew's vigilante making some modifications to their gang roster after learning how the game works. We switched around the board a bit to see how that will affect the way the game plays out.

I didn't keep great notes on this play through as we were trying to see how quickly we could play through once everyone had a grasp of the rules.

In the first several turns Drew's vigilante infiltrated onto the rooftop and picked off some cultists with his long rifle. Ben's Vigilante unloaded on the Judges failing to take them out and losing several wounds in the return fire. The apes knocked down fences and made a bee line for Ben's Vigilante, eager for revenge from the last game. The cultists sat in a corner trying to summon a demon.

Things got messy quickly with the Judges able to arrest a single chimp before being forced to retreat to the apartment building. The vigilantes and the ape fought it out with Drew wining the contest and taking the fight to the rooftop. Eventually the Judge and vigilante had a shoot out on the top floor with the vigilante narrowly taking out the last Judge after ignoring the Judges attempt to arrest him.

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The Judge Dredd system is really fast and fun. Combined with the fairly open ended gang creation options you are able to build pretty much anything you want. Both vigilantes were very different characters even though the shared some of the same basic traits (Essentially you have to take rich as a trait and the alien armour otherwise you don't tend to last long against mobs of models). I was less impressed with the Judges this time around, having to attempt to arrest models unless they shoot at you first is a big handicap, granted they have some major bonuses as well it just doesn't seem as great in a multiplayer game. I'm going to try out a mobster list for the campaign and use the judges if I have to retire the mobsters.

I'm not sure about the size of the table we're using it sems to get everyon into the action quickly however with a larger multiplayer game I think I migh need to expand the table.

 

 

Practice Makes Perfect - Judge Dredd Dry Run

Judge Dredd – Before I went any further with my near future board I wanted to get a dry run of Judge Dredd in to make sure that it was going to be functional for the campaign my group is starting shortly. My big concerns were about the size of the buildings and how functional the removable roofs would be. I also was slightly concerned about my limited amount of scatter terrain on the board. 

We're going to be running the campaign as multiplayer games rather than one-on-one so that added another level of concern to the functionality. Typically multiplayer tends to bend these types of systems to the breaking point however that's the way my group likes to play so we deal with and house rule anything that breaks the system.

We set up a three player game with each force clocking in at 500 credits. The forces included the Justice Department, Ape Gang (proxied), and a Lone Vigilante (MERCs Proxie). To test out the game we chose to just play last man standing and collect points for what you took out. Set up had two players in adjacent corners with the third in the center of the opposite side of the table (using a 3'x3'). 

The game progressed quickly with the Judges arresting a chimp early on, and then spending the rest of the game trying to keep up as the Apes converged on the apartment building where the lone vigalante was holed up. Ultimately the Apes won out with a single chimp facing off against the last judge standing, laser guns are no joke as they bypass most armour.

After the game I realized that I was referencing an older version of the pdf I had printed out and my other players had a newer version, slightly annoying as the newer version of the rules could have provided a different outcome but ultimately not a big deal for a trial run.

The system is fairly simple once you get the hang of it. Every model has 2 actions they can do each turn these can be movement, shooting, melee or special actions. You activate each model in your force and once they've all gone your opponent activates all their models. 

Moving is the same as any other system you move up to your move stat. Average movement seems to start around 5" which can be increased on heroes when they level up.

Shooting is an opposed D10 roll where the shooter adds their shooting score and the target adds their agility, if the shooter is higher they hit. The target then takes an armor check rolling a D10 and adding their armor bonus subtracting the AP of the weapon if the result is 10 or greater they suffer no damage. If the score is less then ten they suffer damage equal to the damage stat of the weapon. 

Melee is slightly different; it includes a move and then both models role their melee dice and add their melee bonus whoever scores the highest wins the combat. For every die that is higher than their opponents highest die they score a hit. Armor checks are the same as shooting. If a model is armed with a weapon that can parry you can force your opponent to re-roll a single dice. (which in our case changed the results of several close combat fights)

Special actions are all the things that add flavor to the game. They include attempting arrests, psi powers, hiding, jumping, alert status (overwatch essentially) etc. The offensive actions require opposed tests similar to shooting for the most part willpower vs. willpower. The other special actions are a catch all for anything else you want to do in the game, they also cover the needs of special scenarios and interacting with terrain.

After the battle you roll for your models that were taken out to see if they survived, were maimed etc. This includes charts for heroes and a simple 4+ roll for minions. The latest update to Block Wars includes a chart for models arrested while laying in a campaign.

Then depending on which campaign mode you're using you gain credits, the system in the core book gives each force a percentage increase for each battle. The Block Wars supplement introduces a territory system similar to Necromunda. After you cash in you can buy new recruits or better equipment. 

I feel like the dry run went well, however as with any game that has the rules online as pdfs you have to keep up with the updates unless your group agrees to just use what ever you've printed out. The bonus with it being a free pdf is that Mongoose is actively making revisions to improve the game play experience and adding additional forces to the supplement as they create them. 

 

Deluxe Apartment in the Sky ... Near Future Progress

Terrain – I'm trying to spread my time on this project so I can keep the various structures in the same state of completion. With previous projects I've been gung ho and plowed through until completion, which resulted in some less the optimal terrain pieces for actual game play. (Notably the Qi & Gong and Ressurectionist Lab, both have some spots that are hard to navigate during the game notably because of fat finger syndrome)

For this board I'm trying to get each piece to a semi finished state to play some test games before I move into painting. Because something that looks cool and fits the models doesn't necessarily mean it will be a fun piece of terrain to play games on. 

My major concerns with the apartment building lie with models moving around inside. While it was easy enough to build the floors to be stackable and removable, I'm not sure how much scatter terrain is needed inside the building. Sure it will look cool to have it fully furnished, but will it hinder gameplay?

One of the issues I have with all the laser cut MDF buildings that have popped up in the market as of late is the last of interior details. If this is an apartment complex, how do you get to the second floor? Catwalks on the exterior of the building are pretty inefficient and unlikely, unless the buildings are scavenged together from junk. Sure it makes for decent cover and what not, but then so does just building a bunch of random shapes like a paintball field. Not exactly realistic (in a game with alien soldiers wielding chainsaws and laser guns realism is key ... right?) which for some reason bugs the hell out of me.

To attempt to solve this I build a stairwell within the apartment building. It took a bit of trial and error but eventually I found a location that would be easy to move standard human size models up and down as well as be able to replicate the firefights that happen in said stairwells all the time in movies.

We Be Clubbin' ... Near Future Board Progress

Terrain – I spent some time working on the club terrain piece for my near future board. After constructing the walls I realized this was going to be a rather bland structure since it has no windows and only one entry point. The interior is fairly interesting with several height variations leading to the private rooms and stage as well as the main entry check point/bar.

To add some additional interest to the building exterior I've cut some strips of lightweight cardstock into "futuristic shapes" (yes that means variations on hexagons...) While I was cutting strips Empire Strikes Back was on Spike so I gleaned a little inspiration from the set pieces in the film. Most of the futuristic feel of the set comes from the various panel shapes in the background. I also have been paying more attention to newer commercial buildings and noticed most of them use something called efface for the exterior. Essentially what that means is the exterior walls are covered with a foam product skinned with concrete, this allows for interesting shapes at a low cost.

Taking these two points of reference I've added quite a bit of exterior detail that will bring out interest areas without resorting to the typical rivets everywhere look of some futuristic terrain.

I also created the removable roof. Initially it fit a little to snug, after trimming the paper backing off the foamcore on the interior side it is now easier to remove and shouldn't cause to many problems lifting off during gameplay to place models inside.

For the large sign on the exterior I opt to go with a silhouette and a large billboard. I'm still contemplating how I want to do the name of the club. Most likely I'm going to cut out the letters and paint them like neon but I'm still on the fence. For the actual name I'm leaning towards "The Slippery Kitty Lounge" this seems to be a solid name that will fit in numerous settings. 

The roof needed quite a bit of detailing. Because the structure takes up a significant portion of the 3'x3' board, I have a feeling the rooftop is going to be a popular perch. Because of this I added some HVAC units and other structures to the roof to provide some cover. Ideally I don't want the roof to be just a sniper's nest but an area that could be contested by several models without becoming a no mans land if there is a model at a higher vantage point. The HVAC units were made from some Platformer parts I had laying around as well as some other bitz.

I still have some other details that need to be figured out before I can move onto painting this building but at this point I think it's ready for a test game to be sure it works as intended.

On the Painting Table ... Prepping the Perps

Judge Dredd – While my near future city seems to have stalled out I've begun work on some gangs for the Judge Dredd miniature game. In order to get them ready for the tabletop as quickly as possible I spent some time reviewing the rule book and building a few gangs of paper to see what I could come up with. Unfortunately most of the models in the line that Mongoose creates are pretty ugly. The Justice Department models have a cool retro feel that reminds me of some of my first Citadel models (and the basis for most of the Warhammer 40K universe) but many of the models in the range are just plain bad sculpts or feel extremely dated (not a bad thing).

Luckily I have a ton of models from Necromunda that fit the role of generic street gang and the weapon options match up fairly closely with the options available in the rulebook. I also have an extensive bits box of models I've picked up because I like the sculpt or thought I might have a cool conversion idea. For this game these conversions are finally going to see some time on the tabletop. In Mega City One pretty much anything goes which means I can build whatever I want and potentially have rules for it on the table top.

Judge Dredd – While my near future city seems to have stalled out I've begun work on some gangs for the Judge Dredd miniature game. In order to get them ready for the tabletop as quickly as possible I spent some time reviewing the rule book and building a few gangs of paper to see what I could come up with. Unfortunately most of the models in the line that Mongoose creates are pretty ugly. The Justice Department models have a cool retro feel that reminds me of some of my first Citadel models (and the basis for most of the Warhammer 40K universe) but many of the models in the range are just plain bad sculpts or feel extremely dated (not a bad thing).

Luckily I have a ton of models from Necromunda that fit the role of generic street gang and the weapon options match up fairly closely with the options available in the rulebook. I also have an extensive bits box of models I've picked up because I like the sculpt or thought I might have a cool conversion idea. For this game these conversions are finally going to see some time on the tabletop. In Mega City One pretty much anything goes which means I can build whatever I want and potentially have rules for it on the table top.

I decided to use a purple and gray scheme for this gang to tie them together. Even though they aren't in a specific uniform it's important to carry common colors through the group so that they look cohesive on the tabletop. 

Next up is the Justice Department. Again 500 credits isn't much to spend so I went with two Street Judges and and Psi-Division Judge. These are right out of the box with no modification necessary. I decided to use the movie color scheme for my Judges as I feel the bright blue and yellow looks far to comical for the feel of game that I want to have. As such I painted the body suits dark gray, olive green boots, pads and gloves with gold shoulder pads. I like the feel of them and just have to do some details before they're ready to be sealed.

In the year 2000 ... Building a Near Future Board

Terrain – I've begun the groundwork for my near future board. After doing a few sketches and looking at the large amount of laser cut terrain available in the market today I decided to pull some inspiration from these designs. While I really like the look of the laser cut mdf I can't justify the cost when I can build eactly what i want myself. Sure it might be easier to just buy and glue together a kit (probably will go that route in the future...) but I'd like to build everything from scratch for this board.

After laying out some paper shapes on my Zuzzy mat I got a rough idea of what type of layout I wanted to create. My thought is to create a slum/industrial area and I drove around Detroit for some inspiration. In many seedier neighborhoods you have truck depots/shipping yards that but up against residential areas and also feature some of the less desirable businesses. For my purposes this is going to be the ideal battleground. The structures I have planned are a three-story apartment building, liquor store, gentleman's club and a fenced in shipping yard; combined with the variety of 1:43 scale cars I've found I'll be able to detail out the neighborhood easily.

The first step was determining a size for my buildings as there are several different systems I plan on using this board for it was important to make sure the scale made sense for everything. In MERCS the movement cards are about 3.5" long, so I used that as my basis for the height of a standard wall, this way it's easy to determine how many MP it takes for a model to ascend a level. Most other systems have 4"-6" as a standard move so this size will work with them as well.

I happen to have a bunch of 1/2" gator board that I saved from a dumpster (technically) which I decided to used as the basis for my walls. The nice thing about gator board is it has a styrene skin which holds up better than paper. This board is very dense and provides a sturdy foundation for the walls, especially when cut down to small sections like these buildings. It is however difficult to cut as the plastic skin is so durable it will take a few passes with the blade before you get to the foam.

After messing around with a few designs I came up with a look I like for the apartment building and have begun cutting out the windows and cutting cardstock to detail the exterior of the building. I'm going to give the impression of concrete formed material with some geometric patterns. I think this will look futuristic enough without going over the top.

I also cut out the walls for the club. I went with an "L" shape that can break up the table in some interesting ways. My plan is to fully detail out the interiors of these buildings and add removable roofs so you can easily enter and exit them.

Next steps are to continue detailing the building exteriors and devise a method for stacking them that won't be to difficult to remove during game play. 

I Am the Law Comrade ...

Book Review – I just finished up reading Judge Dredd: The Complete Casefiles Volume 5. This is the fifth collection in the series and collects some major story arcs in the Judge Dredd Universe.

The first half of the book collects a series of shorts detailing the rackateers of Mega City One. Each story focuses on a particular type of crime perpetuated by the syndicates. Some of the more memorable ones are body leasers who put a loved one in cryogenic sleep as collateral for a loan. These stories are really fun and give a sense of what the Judges deal with on a day to day basis.

The second half of the book is dedicated to the Apocalypse War. This huge story line begins with Block Madness erupting all over Mega City One; think civil war with each giant block of people fighting against every other block. 

Parking Lot Pimping - Near Future Gaming

I'm beginning to re-look at a near future terrain project I've had sitting on the back burner. I've been kicking around the idea of running a Judge Dredd game as well as busting out MERCS again. Both of these games take place in the near future and as such need a different style of terrain than my ruined city scape from 40K and my wild west/victorian themed terrain from Malifaux. 

The problem with near future is getting it to feel right. We're obviously not going to have flying cars all over the place anytime soon. Maybe some type of hovercraft or VTOL style transports for the military and very rich but the common man is going to be stuck on the ground for the most part. I like the take on vehicles from the Dredd 3D movie and also in Looper. In particular in Looper with many cars having solar panels or other modifications to older model cars to make them use an alternative fuel. It's subtle but you can see it if you look close. In Dredd they look very similar to what we drive around today.

Keeping that in mind I've been looking for a good solution for cars in the 28-30mm scale. I've found the 1:43 scale is pretty close for most miniature lines in those scales. Some look chunkier than others but overall it's a passible solution. 

Having settled on a scale that should work I set off to find some cars that would work without breaking the bank. First stop was Toys R Us, having been in the car aisle more often as my son has decided cars are his favorite toy, I remember seeing something that might work. Toys R Us carries a store brand called Fast Lane which is fairly inexpensive and of decent quality. (This is the same brand that makes the Western Train I use for Malifaux) I was able to find some three-packs of 1:43 scale cars, mostly of the sports car variety, but higher up on the shelf I saw some semi-trucks in the same scale. One of which had a bunch of wooden pallets which will be useful for scatter terrain at a loading dock. They also had some helicopters that might be cool, but I passed on them at the moment.

The next stop was Dollar General. Here I was able to find some 1:43 scale Bburago cars. These are also really close and they have a few different styles on the cheap (under $3). The store by me was fairly limited in selection but I was able to find a few different body styles. 

Once I got them home and unpackaged everything, (stupid twist ties and zip strips) I set them up with a variety of miniatures from different lines. Pictured are a Zombie Stripper from Reaper, a Zombie from Studio Miniatures, a Judge Dredd model from Mongoose, a CCC MERCS model, and two Necromunda Gangers from GW. As you can see from the photos they're a really good fit. I imagine I'm going to need to repaint them all to match the look and feel of the models but until I get around to that they look nice on the tabletop.

Chop Shop – Repainting 1:43 scale cars

I decided to begin work on my Near Future board. Well, not really the board itself but rather some of the scatter terrain. With all the cars I have laying around now it makes sense to begin the repaints so they match up with my style of painting. While I suppose I could just dip them in stain and call it a day ... that's not really my style.

Step one is to mask off all the windows and headlamps. I like how the clear material looks and don't want to loose that with the repaint. So I dug up some blue painters tape and began the tedious process of masking and trimming each window. It's not a difficult process however it takes time and patience to do it right and not scratch up the plastic with my blade.

After trimming them up I sprayed each car with Duplicolor Dark Gray primer. I really like this stuff it drys fast and smooth giving me a nice surface to paint. 

I've decided to recreate some of the cars I've pimped out in Saints Row 3. I really like the purple and silver scheme of the protagonists in that game and think it will add some much needed color to what could be a rather bland board. (most urbanscapes have this boring gray tone which I want to try and avoid this time around). 

I'm also working with some Laser Decal paper to try and figure our how to tint the windows out. I'll probably add some of the decals to the windows as well to call out and personalize the cars similar to what you see in urban neighborhoods.

The Law in Miniature ... First Impressions

Judge Dredd Block War – While I didn't participate in the Kickstarter for the Judge Dredd Mini game (Essentially it seemed to be almost retail for the rewards) I did recently find a good deal for some of the box sets on ebay. After looking over the free rule set, I realized that for the most part you'd be able to use Necromunda figures to represent the street gangs and some of the other options. I haven't played through the intro scenario yet but on the surface it seems to be similar to Necromunda but using a D10 with modifiers which should allow for a more varied experience. Once I have time to play a few games I'll post up a more detailed review of the system.

In the mean time here are some shots of what comes in the Justice Department box set and the Holocaust Judges box set. Both of these sets contain Judges which are very specific to the Judge Dredd universe (most of the other models in the range are easily replaceable with similar scale models) and are really a must have to play a game to feel like the comic. 

The Justice Department box comes with three Street Judges, one Psi-Judge, two Riot Judges, a Tech Judge and a Medic. The models feel very similar to the old Necromunda sculpts, chunky oddly proportioned and slightly cartoony. Some people might have a problem with this as it does look slightly dated, I however like the look and feel of the models. Something about them feels nostalgic and I like that they match up well with other models I own. 

The quality of the sculpts is pretty good. There is a ton of flash and mold lines that will need to be removed. You're probably going to want to have a file on hand as the vent spots have a pretty sizable attachment point. The models also seem to have a good solid coat of mold release on them which means a dish soap bath and scrub is a must before attempting to assemble or paint. Not that there's much in the way of assembly as these are all one piece sculpts.

The Holocaust Judges come with three heavily armored Judges. I think I'm going to mount these to 40mm bases rather than the 30mm that they came with. The models are very bulky and hang over the base pretty significantly if left on 30mm. The flash isn't as severe on these sculpts but you do have quite a few pieces to clean and assemble.

I'm still the Law ...

Book Review – Judge Dredd: The Complete Case Files Vol 2 continues the adventures of everybodies favorite lawman. The second collection is more interesting than the first as it begins to tell more epic tales that introduce you to the insane world that is Mega City 1. 

The first of these tales is the Cursed Earth Saga. This tale has Judge Dredd leading a convoy to Mega City 2 (Essentially L.A.) to deliver a cure for the disease that is running rampant in the city. Unable to fly Judge Dredd has to trek across the radioactive wasteland that is the Cursed Earth. The stories are fun to read however due to some copy right issues several installments were not included in the collection. Apparently two of the story arcs had Dredd fighting against the descendants of McDonald's, Burger King and Kentucky Fried Chicken. Honestly I'm really bummed about that and am trying to track down someplace to read these stories as they sound like a blast. The stories that are included in the collection have Dredd fighting dinosaurs, mutants, robots mecenaries, rat worshipers and the corupted judges of Las Vegas.

The next big epic in this collection is The Day the Law Died. In this story Judge Caligula becomes the Chief Judge and has a rein of terror. Fun story and I can see how they'd be fun to play in the tabletop game.

The rest of the collection has random one shots about Dredd patrols of Mega City 1.

Overall I enjoyed this collection a bit more than the first one. It's still crazy and off the wall (much like most comics from the late 1970's) but you can slowly see Dredd developing into the facist lawman that I've always known his character to be. I have a feeling the next volume will be even better, as the writers seem to be developing along with the characters.

Paid in Full: Commissions - How much is your time worth?

Random – Lately the number of inquires I've recieved about commission work has dramatically increased. Many of these questions have been about how to determine a price when doing commission work. So in an effort to answer these questions for the larger population, here's the basic principles I use when putting together a quote.

1. How much is your time worth? When considering doing "craft" projects that you intend to sell to others the first thing you need to consider is how much is your time worth. For the most part you're not going to make $16-$30 an hour painting models or building terrain. Even when painting to a Golden Daemon or Crystal Brush winning level the amount of time you put in usually won't equate to "real job" money. Most gamer's won't pay more to have a model painted then it cost them to purchase so keep that in mind when putting together a price. Also remember if you have a wife and kids or girlfriend your hobby time is probably limited. When I started this site I was between jobs and had much more time to build and paint stuff. Now my time is limited so it's important I enjoy every project I take on and be as efficient as possible so I'm not working for pennies an hour during my free time.

2. What are your material costs and how do you recoup them? Paint, primer, glue, sand all cost money. Good paint brushes and glue cost more. While it can take a while to burn through a pot of paint, you have to consider the costs when figuring your price. One thing I've instituted is buying new pots for army scale projects and billing them as a line item. Once you're done with the project your can give the remainder to your client in case they need touch up or add models they don't need or want you to paint.

Terrain Projects can get tricky as sometimes you use found materials and other times you need to buy foam and other raw materials. Most of the time you're going to buy in bulk and have a bunch of stuff you need to store. If you have limited room you might need to invest in space to store that stuff. Right now I'm not quite at that point but it's getting close.

3. What are your customers expectations? This is a big one. Some customers just want a three color minimum. While other might ask for table top quality expecting to be able to enter them in a juried contest. Managing those expectations and delivering as promised is huge. I've heard many horror stories from painters about unreasonable clients that make requests well beyond what the initial request was and then want to pay less because the quality is what was expected. On the flip side I've also heard numerous stories of painters that send over a quick shot of the base coated model only to have the client "love it and want to know how quick it will ship." That second one is rare but important to remember as some clients dont' want you best work. They just want some color on the models. Knowing this you can save yourself a ton of time.

4. How are you going to get it to the client? Nobody considers shipping costs. One more then one occasion I've  had to deal with customers complaining about shipping, "DUDE the flat rate box is only $5, why does it cost $20 to ship to me in Antarctica? You're trying to RIP ME OFF!" You also see this all over several companies forums. The reality is shipping is expensive, foam and packing materials are expensive. Tracking and insuring packages is expensive. And even it you do everything right the post office, UPS or Fed Ex will inevitably screw up on a one-of-a-kind rare product. It happens, sending boxes across the country or world has risks. Most of the time it's not an issue but when it is will be the one time you didn't insure or track a package. C.Y.A. 

While the post office and FedEx provide free boxes the packing material is not free. Even cheap foam is a $1-$5 a yard minimum. If you're shipping painted models wrap them in foam and pack them well. Otherwise it's likely to be damaged during shipping. For an order of several models you can quickly burn through a large amount of foam and tape. So figure in the cost of shipping and add a few dollars to cover packing materials otherwise it will eat into your already tight bottom line.

5. Don't get burned. When painting models this isn't as big a deal as if you don't get paid keep the model and resell it. So long as it's nothing to obscure you should be able to get at least 40-50% of the retail cost, more if you're willing to wait. But terrain projects are another beast entirely. Custom terrain is hard to sell once its built. Particularly if it's custom to specific client. After getting burned a few times I put forth a 50% nonrefundable deposit. That way if I have to go buy a bunch of supplies for a project I'm not going to be out of pocket if the client changes their mind or "is broke this month bro."

6. Be transparent. Have examples of your work and the various levels of quality and pricing tiers available. Put them out there for the work to see. Eventually people will start to connect with your work and ask about pricing. For example for a table top quality miniature from a skirmish game I typical charge by model size: 30mm - $8-$12; 40mm - $10-$15; 50mm - $15-$30. This gives a good starting point. But for an army level game it's unlikely you'll get that much per model. At this point most people want a "lower table top quality" which falls more in line with the 25mm- $2-$3, and goes up from there.

For terrain projects it helps to come up with some designs you can quickly replicate and make a bunch of them at once. Assembly lines are good for managing time and if you make something that can be used for several systems you diversify your client base. For example the swamps I sell in the online store I typically make 6-10 of them at a time. Since they use water effects it's better to mix a larger pot of it and pour all at once than to make small pot and have a bunch of waste. Having an existing stock also lets you focus on other projects and have a reference point for custom orders.

Being consistent helps you to manage your time and be able to quickly quote a price to a potential customer. I hope this answers any questions for aspiring painters and potential clients.

 

Brown Black really? – Step by Step Library Board (Part Four)

Relic Knights – Continuing my progress on this library board I've gotten some of my bookshelves assembled and smoothed out. Gluing them together I ran into some issues with gaps and shelves that are slightly different heights. I used some Dap spackle to fill these in.

After sanding them smooth, it time to paint. I found a dark brown satin finish spray paint to do the base coat. I have this crazy idea that the book shelves should be the same color as the Ikea book shelves I have in my game room. The problem I have is: What color is black brown exactly? It's not really a color at all at first glimpse it seems like I could take in in and have it color matched at Home Depot, unfortunately the effect seems to be from layering two colors so you get hints of brown when the light shines on it.

My solution was to spray them with a dark satin brown and then apply dark walnut acyclic wood stain. This did my basic shading for me and brought the color closer to what I was looking for. I'll tweak it more as I move into the detail painting of the shelves.

With the sections I've base coated so far I have a pretty decent area of the board covered and once I add in some statuary I think it will start to look more like what I've envisioned in my head.

Shelved - Step by Step Library Board (Part Three)

Relic Knights – With the basic board done it's time to populate it with terrain elements. I sat down and did some sketching to plan out what it is this board will need to feel like a library/school. Usually I don't really sketch anything when I'm building terrain as I like to play it by ear and build what I see looking at the parts I have to work with.

While that system has worked well for me in the past it also have some drawbacks, namely not having a solid plan means some projects just go on forever. I've also run into the problem of playing it by ear and having a piece that looks great but is impossible to store. 

After doing some thinking I decided that I will need several elements to make this board look and feel like a library. I also came up with some optional elements to make it feel more like a school, anytime a board can pull double duty with minor tweaks you should include that in your planning.

BOOKSHELVES – I decided the primary terrain element for this board is going to be various bookshelves. To make the best use of my time I decided on several configurations that could be easily repositioned to create a new layout and were small enough to be easily stored. I settled on a single-stack L shape, a double-stack L shape, a single stack S shape and a few straight sections.

STAIRS - I'm still looking for some inspiration on these. My first thought was to use wooden balls and build the stairs going around them. I think that could look mystical and cool, but I'm afraid they won't have enough height. I've been looking at using a tube and ringing the steps around that to give some more height and provide someplace for snipers to nest. 

STATUES - I need to find some cheap Egyptian style statues. I see this more as a library/museum of mystical power and history so incorporating some statues and other relic type items will give more scatter terrain and add a bit more character to the table. While the bookshelves I found are really cool a table of nothing but bookshelf is going to feel like a simple dungeon.

ARCHES - To help give the feel of being in a massive structure I'm considering building some arches. These will provide some more interest areas as well as some minor cover for long hallways. I'm not 100% sold on the idea yet but will  probably at least build one to see how it looks.

Here's the optional stuff. To try and get more life out of this board I'm considering adding some school elements.

DORMITORY - Essentially the idea would be to create some rooms (or walls) that can divide up sections of the board into rooms (essentially buildings on something this big). I have some beds that will make a good dorm room, they're just over 1" high so it will be a bunch of light cover in a small area that could be interesting.

LOCKER ROOM - I'm not sure about this one. On one hand I think it could be fun to build on the other I don't know how functional it will be in game terms. I'm going to revisit my sketches before I try to build anything.

BOILER ROOM - This will be easy a room full of pipes and techy looking things. Gives me the chance to pull in some additional sci-fi elements and add some grime to the table. I'm not sure it's necessary yet but as an option I like it.

STAGE - Most schools have stages for presentations and talent shows. If I build one this could potentially serve double duty as the Star Theater for Malifaux. Not sold on it yet but we'll see.

Nemisises, Nemisii ...something like that

Rogue Trader – Continuing on the 40K kick I've been on I've been building more models. Some of these could be used as NPCs on the my Players Groups vessel and the others will represent a Rogue's Gallery or recurring villain.

First up is the rival rouge trader. This is based off a Reaper model with some minimal weapon swaps. I think the modified plasma pistol/gun comes off as pretty lethal. I armed him with a Xenos blade which to me screams bad guy or at the very least morally flexible. To accompany this villain I created twin combat servitors each wielding a plasma pistol and chain blade. If you had vast sums of money and resources at your expense would you really have a walking corpse that looks the part as a body guard? I think not which is why these servitors are modeled after some favorite servants/mistresses that wronged the trader in some way.

The next model can double as a house agent or another trader if need be. I really like the model as it came stock and didn't do any modifications. The watch/compass fots so well with the naval feel I wanted.

I found the Chronoscope Crime boss to be a great fit as well with minor weapon swaps he can play a variety of potential "boss" characters or a brawny member of the crew.

For the Rogue Trader I chose a Privateer Press model and made a weapon swap. The look an feel of these fit really well with the piratey/naval look portrayed in the Rogue Trader books.

The mechanic doesn't really fit in with the established Mechanicus fluff and I see her more as a technosavant maybe a psyker with and affinity for machines. Or a random rouge fixer. In some of the Necromunda fluff there's reference to all types of individuals in the underhive so it makes sense that real mechanics might exist.

I really need to track down some guitar wire to finish these off, unfortunately all the music stores  near me have closed up shop. 

 

Working in the Stockyard

MERCS – I've been working on building a dedicated MERCS table. Currently I'm feverishly working on building a massive amount of ISO shipping containers. My goal is to have at least ten of these built and painted for games of MERCS. 

What I like about these is the versatility they provide in setting up a table. They stack easily and can add a level of elevation that is consistent and simple. With MERCS using cards to measure it becomes tricky to use more complicated terrain as you can't get the card inside of buildings or around corners etc. 

To go with these I've picked up a Zuzzy mat. These are really great if you don't have space to store a full size table. The mats are nicely detailed and fairly simple to paint.