On the painting table ...

MERCS – So I didn't find out about MERCS until well after the game was released. Which is a bummer because the limited edition model that was released with the pre-orders is really cool. So feeling left out I decided to make my own. I started with Kabuki miniatures Bug Hunter and added some more MERCS flavor by cutting up a CCC leader and demo.

Replacing her Alien style gun with the gun from the CCC Demo was fairly easy. I than removed the head and torso from the CCC leader to add to the base. So far I'm pretty happy with the overall effect. 

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. 

Apartment 13 ...

Earlier this week, I had a chance to play a special scenario of MERCS using some home brew rules. The game was really fun and we had a chance to try out maverickman's foam apartment building. 

The terrain piece covers a 2'x2' area and each floor consists of four separate tiles. For our game we started on the roof and had to fight our way out of the building. 

We used the zombie stats that I posted up earlier this month and each chose a five man team. The apartment building was populated with about 40 zombies. Each player randomly chose one member of their team to start. Each round a new MERC would appear at one of the entrance points. The player with the fewest MERCs on the table randomly chooses a new team member to join the fight. In the event of a tie for fewest MERCs, we rolled off the determine who got a new team member. 

The zombies would move one card length towards the source of noise anytime a shot was fired (silent weapons don't trigger a move ie flamer). After all the MERCs activate the zombies move toward any MERC in LOS, attacking if they get within a base. We also determined the zombies moved at the same time, otherwise overwatch wipes them out to quickly. 

The game was a ton of fun and I look forward to trying something similar again. During the first turn all the MERCS were wiped out and became zombies. The next turn our team members were better equipped to handle the horde, but still had a tough time clearing the floor.

Get to the Chopper

To go along with the MERCS/Zombies expansion I've been tinkering with, I decided that there should probably be some scenarios. As much fun as it is tromping a horde of zombies across the board, eventually it's going to get old. So to keep it fresh and fun I've developed some scenarios to accompany the rules.

The first set of scenarios is geared towards having one player control the zombies per the Zombie Master rules. These could be linked together as a mini campaign or just played as one of games.

Scenario 1: Patient Zero

A disenfranchised group of scientists has created a virus which is geared to bringing the Megacons to their knees. In order to develop a vaccination the original carrier must be captured.

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. Each MERCS player sets up on a board edge. The zombie player sets up anywhere 2 card lengths from the board edge.

Mission Goal: After set-up the zombie player notes one zombie to be "Patient Zero." The MERCS player must capture "Patient Zero" by reducing it to 0 Blood while in melee. The zombie player wins if Patient Zero avoids capture or all the MERCS are killed.

Game Length: The game lasts for 6 Turns.

 

Scenario 2: Secure the Lab

Intel has revealed the location of the lab in which the virus was created. The lab must be secured to further research and development.

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. There should be a structure in the center of the table. Each MERCS player sets up on a board edge. The zombie player sets up within 2 card lengths of the central structure.

Mission Goal: The MERCS must capture and secure the lab. At the end of the game if the MERCS player controls the lab (not zombies within the structure) they win. The zombie player wins if there are any zombies still in the lab at the end of turn 6

Game Length: The game lasts for 6 Turns.

 

Scenario 2: EVAC

After securing the needed information, it's time to get out of dodge. 

Set-up: The table should be set up with several one and two story structures as well as some barrels, shipping containers or other industrial terrain. There should be a structure in the center of the table. Each MERCS player sets up within 1 card length of the central structure. The zombie player sets up anywhere on the board at least 1 card length away from the central structure.

Special: Zombies killed respawn on one of the board edges adjacent to the EVAC site.

Mission Goal: The MERCS must get to the chopper. Nominate a 1 card x 1 card section on the board edge or place an appropriate vehicle on the board edge. The MERC player must get his team to the EVAC site or be left to the horde.

Game Length: The game lasts for 6 Turns.

The Rage Sets in ... (A fan-based zombie expansion)

MERCS – So I've been reading Patient Zero and am really enjoying the book. Basically it involves a secret government agency trying to stop a terrorist plot to release a bio-engineered zombie plague on the world. Reading it got me to thinking about zombies in games and if there was anything that came close to recreating the feeling of the book. Unfortunately there's not really a game that caught my interest that does this in the way I want. There are plenty of good Weird War II games around and you can find zombies in just about every game system, but none of them have that 28 Days Later raging zombie which create a better challenge.

Couple that with the fact that I recently got a great deal on some fantastic zombies from studiominiatures.com as well as some neat modern zombies from the Chronoscope range, I really want a fun game to use them in. 

After thinking about it and trying a few different things, I decided to modify the rules for an existing game to make what I wanted to do work. I chose to go with MERCS because I find the system to be fun and some of the mechanics can be used to represent zombies being shot up but not yet dead.

Using a variation on the Black Ops theme of the FCC I developed two different ways to incorporate zombies into your games of MERCS. The first is to use them as a team vs. another player, and the second is to add a random element to your game.

Zombie Master

Using this variation the zombie player picks (5) zombies for each MERC on their opponent's team. You can only ever have (5) of any type of zombie except Zombie Walkers which are unlimited. The game is played as normal with the zombies having access to their Personal Abilities.

Notes:

• Zombies can never Overwatch

• Zombies can not Snap to Cover

Not "Dead" Yet – When a zombie loses it's last wound roll a D10 on a 7+ it remains with 1 Blood

• MERCS killed by a zombie return to the game as a Zombie Walker

Zombie Apocalypse

Using this variation the zombies are uncontrolled and lose access to their personal abilities. For every MERC on the table include 2-5 zombies. Zombies roll for initiative just like players. Players alternate activating zombies. Zombies must move towards the closest non-zombie model in LOS, if no model is in LOS roll a D10 and move the zombie in the direction of the tip of the dice.

Notes:

• Everytime a shot is fired move all zombies 1 card towards the shooter

• MERCS killed by a zombie return to the game as a Zombie Walker 

• Not "Dead" Yet – When a zombie loses it's last wound roll a D10 on a 7+ it remains with 1 Blood

I mocked up some card for the variations on zombies that I could think of and they are available here.

merczombie.gif

 

This is in no way endorsed by the makers of MERCS and should be viewed as a parody. MERCS and the MERCS logo are trademarks or registered trademarks of their respective owner.

Interview – Brian Shotton, MERCS Miniatures

I recently had the opportunity to interview Brian Shotton of MERCS Miniatures. In the interview we discuss the future of MERCS and a little bit of how the game came to be, and get some background from the creator. To learn more about the game visit mercsminis.com

 

TE: Could you give a little background about your company, and a little bit of your "gamer cred"?

 

BS: MERCS started as a minis company. Keith and Tom started making minis just to see if they could. People loved them. They won some TGN awards; next thing you know people are clamoring for more: more minis, more background, and a game. Keith and I knew each other from our day jobs; he knew I played all kinds of games. He asked if I would write some background for the website, and if I thought I could design a game.

I obliged. A couple months later, I invited Keith and Tom over to play MERCS. Everyone had a ball.

Keith is relatively new to gaming. I, on the other hand, have been playing games for more than two decades now. I cut my teeth on AD&D, early GW fantasy, old SSI wargames. Moved to 1st edition Space Hulk, Mordheim, Puerto Rico, Advanced Squad Leader, Fortress America, Shogun (Samurai Swords), Tigris and Euphrates.

TE: MERCS is a true skirmish game with only 5 models per side, why did you chose to limit the factions in this manner? 

BS: We wanted to make the game cheap to get into for one. However, with only five models the stakes are pretty high. I liked the tension only five figs. It was also the average number of people in a fireteam when I was in the army.

TE: For those who don't know the story behind the game could you briefly summarize the backstory?

BS: MERCS is our world; it is Earth circa 2170. Corporations have merged with nations to create giant mega-conglomerates, or what we term as MegaCons. These MegaCons have elite trained security forces called MERCS. MERCS do all kinds of jobs, some on the record some not.

TE: With a limited number of models needed to play how do you envision the game growing? Will there be new models for the existing teams or will you be releasing sets of new factions that don't mix with the existing factions?

BS: All of the above. I can't wait for people to see what we have in store for them. Each MegaCon can have multiple MERCS groups. The FCC has a potential of twelve distinct houses. It is our intention to continuously add to the existing MERCS groups, both with regular team members and special limited edition one-offs.

And the MERCS world is a living world, MegaCons can rise and fall . . .

TE: The models for this game are really great sculpts, could you give a bit of background on how you developed the concept?

BS: Thanks! We are very proud of them as well. The process has evolved a bit, but this is the method that we have found to work well:

Once we have determined where a faction is from in the world and their general play style, it goes into the game test phase. Brian, Kenny and eventually the beta team test play and tweak until they function properly and are balanced. During this time, there may be sketches and concepts roughed up. Nothing is super concrete yet though.

After testing is complete we move into the visual concept. At this point I have a list of each characters stats, such as the weapons they wield or equipment they may have, their armor value, movement speed, etc. It’s most important to be faithful to their in game stats, but other elements like their nationality, location in the world, and cultural history can be referenced as well.

I begin by designing a base armor model. Since all the soldiers are humanoid, I differentiate them mainly by their armor and weapons. Important things to consider are their general silhouette (and how this contrasts against the other factions), form and functionality of the armor, color palette, etc. During this time we also talk about poses we like. I do lots and lots of thumbnails of interesting poses. There's a great deal of trail and error involved. Sometime we'll shoot photos of ourselves in crazy poses and I'll draw from them.

Once the armor is designed, the final characters are rendered, with any variations on the armor made to models that need it. I do spot illustrations to show different angles, and design the weapons at this time as well. Then it's all emailed to one our great sculptors!

TE: In the demo games I've seen (and played in) the Kemvar faction seems to be really strong, have you had any complaints about the power level of the different factions?

BS: KemVar isn't stronger or weaker than any other faction. It simply is a very good faction for beginners to play as their Active Camouflage softens mistakes that beginners often make. As players start to figure out MERCS and their own MegaCon's strengths, the edge KemVar appears to have vanishes rapidly.

TE: Do you have plans for releasing mission packs in the future? The missions in the book are fairly robust but gamers always want more options.

BS: Do we ever. We have plans for a pretty large campaign that will be published and tied into the MERCS world in a number of ways.

I am writing the second MERCS book as you read this. It will have many thing in it (new faction portfolios, additional rules, etc.), but it will be in large part a campaign book. This will tie directly into the fiction that Jennifer Sims is writing now as well (she wrote the short story in the MERCS Game Rules). The fiction, in turn, feeds back into the next campaign book, and back and forth we go. In addition, we'll have side-scenarios in a couple gaming magazines throughout the year that tie back into what people have read and done.

It is ambitious, and I hope we can pull it off. The entire campaign is planned out. It actually feed back into my answer for the fourth questions a little.

TE: Digging through your forums I found some pictures of a melee orientated faction, could you give some details on how they'll play?

BS: sefadu! Yes, they are very exciting. I love their look and their play style. They are very cool looking, fast, and play very fun to play. I can't give many details out, but they rely on their Leader more than other MERCS groups. If he is successful, his team has a easier time hitting targets. THey have a lot of tricks but are still easy to use. I think people will really dig them.

TE: What games have you or are you currently playing?

BS: I have played too numerous games to mention, but I am currently playing K2, Notre Dame, Tichu, Here I Stand, Dominant Species, and 7 Wonders. And a couple games of my own design. 

TE: What are the next Megacons up for release? Should we expect them at GenCon?

BS: sefadu and Keizai Waza are the next two factions. Unless something goes horribly wrong with the sculpts or casting they should both be available at GENCON. After that it is Texico and Ios. Texico is almost ready to launch to my beta players now. Ios is in the early stages of Alpha currently.

TE: In the story from the book, KemVar repulsor tags can target buildings, is it to game breaking for them to be able to do so in game?

BS: Yeah, the same with shooting your own guys. It is one of those things that just doesn't work in a game without really complicating the game to such a degree that we lose a good portion of the audience. Creating a list of what it can and can't stick to is not something I wanted to do. I realized in beta testing them that there would always have to be a line drawn somewhere, so why not draw it in such a way that the rule is easy to remember and follow.

TE: You recently announced several accessories that will be available soon, do you have any other details?

BS: Sure. We are very excited to be working with Battle Foam and Gale Force Nine.

Gale Force Nine will be producing counters for MERCS and printing our maps that we have at shows. Everyone always wants the maps and they are something we have tried to manufacture for quite some time. John came over to our booth at GAMA Trade Show and told us he could do the maps if we wanted to try.

The MERCS Battle Foam bag is going to blow people away. Keith and I are pretty creative guys and when Romeo asked what we wanted to do, we told him. I can't give details yet, but MERCS was designed around the philosophy that a players didn't need to own a small moving van to play our game. We have never been a fan of gaming luggage; the bigger the more we hated it. I think our bag will fit our philosophy very well and introduce something very cool and very different in gaming carrying cases.

We are also very close to doing faction specific dice and retail group packaging. Things are very exciting.

 

MERCS Multiplayer – First Impressions

Most tabletop games are built geared for two players. The rules are balanced and tested in the most typical type of game you as a player will be exposed to and the rules "work." When you introduce multiple players with most games you'll find some type of breakdown of the system. Most of the time the worst breakdown is the guy that goes first/last getting beat on by every other player or you have a "vulture-type" player that hangs back and swoops in to feast on everyone's scraps. In other systems with limited resources (like Malifaux) you run out of steam mid-way through your activations with four or more players and either leave yourself open to attack or have to be miserly with holding your cards until you MUST use them. And of course there are the systems where one player can quickly run away with a lead that's nearly impossible to catch up to (Necromunda mulit-player). 

If games address multi-player at all it is typically shoehorned in late in development or applied after the fact to sell another expansion/optional ruleset. While this is cool that a game takes the time to cater to gamers that like multi-player the adjustments to the rules don't always equate to a balanced game. Most of the time the games are fun, but homes rules become a requirement so there is a lack of consistency when you travel to other places and play multiplayer.

Now that that's out of the way let's get to the point. Earlier this week I had a chance to play a three player game of MERCS. I played KemVar, maverickman played FCC, and breadcrab played USCR. This was really only my second time playing a full game, so I'm still picking up the tactics and learning the ins and outs of the system.  We played 5 man teams and decided to just try and kill each other, last man standing wins.

What impressed me with the game at this level is it truly simulates a firefight (or at least what I imagine one would be like). Getting into a favorable position and overwatching is key to being able to put out a ton of potential damage. Most of the time shooting on your turn is the last thing you want to do, since it's incredibly hard to hit unless you can rack up a bunch of modifiers. Several time we had our heavies in favorable position and triggered each others overwatch to blast away at anything that moves. Because the firing numbers are so high it's not as broken as once might think (unlike Necromunda, where overwatching has the same chance of hitting regardless) because moving targets get bonuses.

The other thing that was interesting was rolling initiative for each guy. Because it's random you have less control over combos with certain models, which means the "last guy going is screwed syndrome" doesn't happen to the same player over and over again (unless you roll terrible). 

To me the multiplayer game of MERCS is more fun than a two-player game because it limits the amount of running and hiding and forces players to get involved in setting up good firing positions. In multiplayer there can be moments of hilarity such as a USCR jumping on a EMP grenade so a Kemvar Sniper can shoot a tag to push someone off a building and other silly things that add another level of fun to the game.

As I said in my initial impression of the game, you need to play a few demos and a few games before it clicks. But once it does I think most players will find this to be a challenging fun game. Not so much if you like lining up hundreds of models and removing them the following turn, but for a sci-fi type skirmish game this is much better than the other systems I've tried and it's fast enough to play between other games.

Product Review – Chessex Custom Dice

It's no secret I'm a huge fanboy. I love stuff that fits with my faction of choice in games, be it buttons, dice, shirts or pins. Unfortunately it's not easy to come by this stuff for every faction or game system. 

I've used Chessex Custom Dice for several projects and have always been happy with the results. The process is fairly inexpensive and really easy. All you have to do is send them a jpg or eps file of the logo or design you want and they can engrave it on the dice. The catch is the logo has to be one color, as it's not a photographic process.

Also it seems like logos that are more solid show up better than things that are outlined. Important to keep in mind as a few of my friends have ordered dice that just have thin outlines and they're pretty hard to read. 

There is a limited selection of colors but for the most part you can find something to fit your needs. I've used them to create six-sided dice for my 40K army and have found they seem to roll better. Of course when using rending lightening claws it's always great to see a bunch of ravens show up. 

I recently found out that they can also customize ten-sided dice. Having recently got into MERCS I have been looking for dice to match the color scheme of my chosen factions. After doing some research I found that ordering a set of ten customized dice isn't really that much more that buying a good set in an odd color. 

Overall I'm really happy with how they turned out. And having something cool and different that no one else has is well worth the $15 a set they cost. I highly recommend the custom dice service as they have the best quality and price of any manufacturer that I've looked at.

Busy like a YellowJacket

MERCS – I've had some time to work on my second MERCS crew. To me the  CCC are more or less the generic "hero" faction in the game. They're really solid all around and seem to be more forgiving tactically than the other factions. I picked them up at the same time as my KemVar with a special deal on the MERCS site.

I've found that anytime you want to get your playgroup into a new game you have to pick up at least two of the factions. If you don't odds are you're not going to have anybody to play with, unless the game turns out to be a surprise hit that takes off (or has a long standing following). 

I decided to paint my CCC in a scheme close to what it pictured in the book. This is partially because I've always wanted to do a yellow "army", and partially because I really like having "official" schemes with a game that is just starting to gain a following. 

To begin I assembled and cleaned up all the models. The MERCS miniatures don't have terrible mold lines like some models but with this group I did come across quite of bit of flash. Mostly it seems to be from channels on the thinner bits. I than pinned the models to my "Imported from Detroit" base set. Given the home base of the CCC an urban base set seemed to be the best choice. After the glue dried I primed them using Duplacolor Black Primer. I've really grown found of this primer as it comes in several colors and goes on smooth, I've also never had an issue with it fuzzing up.

To block in the color I use Adeptus Battle Gray and Iyanden Darksun foundation paints. I really like the coverage these provide. They do require some thinning as out of the pot I find them to be far to thick. I then used Baal red as a wash on the yellow to bring out the detail. From here it's just a matter of picking out all the details and working up the highlights.

To create the Asphalt on the bases I used a dark gray, dry brushed with a light gray and washed with two coats of black wash. The shells were picked put with copper, washed with Devlan Mud and highlighted with gold. If you'd like to pick up your own set of these bases they're available in the online store.

It's so clear now...

I've begun experimenting with Crystal Clear casting resin. I was inspired by my friend Dave's (nerdelemental) current ice pillar project and decided to work on something similar. Dave was experimenting with using Envirotex Light to make casts which turned out really cool.

Snatching up his idea I visited the local plastics/SFX supplier to see if there was a material that might work better. They suggested trying Smooth-ons crystal clear series. To be honest looking at the giant red sticker on the box warning about toxic fumes I was a little nervous. The salesperson assured me it wasn't as difficult to work with as it seems, so I picked up a trial size to test out.

According to the box it's best when the material is less than 3" thick. My mold for Ice Pillars is pushing the limit but I figured why not try it out. Worst case I ruin my mold and have to make another one. At the same time I go out the mold I created for my rock bases to see what type of effect I could get.

Mixing isn't quite one to one so it's recommended to use a scale. Also it's important to gently stir the product to prevent bubbles. According to the instructions it takes 16 hours to cure. I found I could pop them out after 10 hours but they are a bit tacky. Lesson learned: put the bases on wax paper or some other nonstick surface the yellow bits are from a cardboard box I set them on ... doh!

The end result is pretty cool and I think I might offer them up on the online store once I work out the kinks in casting. 

Now Available – Rock Bases

I'm proud to introduce the next set in my line of round lipped bases, creatively titled

Rock Bases. These are great to represent a mountainous region or to add some height to a model. There are several variations in each size with bases available in 30mm, 40mm and 50mm. 

The realistic texture was created using actual rocks. Cast from a urethane resin they're much easier to pin models to than real rocks and much lighter.  

Now Available – Twilight Emporium Bases

After shopping around for bases to use on my Hell Dorado miniatures, I gave up and decided to create my own. My problem was I wanted something with lots of skulls on the bases but I also wanted a rocky surface to mount the miniature to. It seems like most manufacturers make skull bases that consist of a bed of skulls.

After spending the weekend sculpting and crafting bases that would suit my purposes, I decided to make a mold and cast them myself. Now that I have a mold that will last for quite a while I'm going to start offering round lip base sets in my online store

First Impressions – MERCS

Yesterday I had the opportunity to try out MERCS, a tabletop miniature game. The system uses a D10 and an interesting card based movement gimmick. Being a skirmish style game you only have 5 models per side, at the moment each faction only has 6 and there are no point values associated with the models you just pick 5.

At the beginning of each turn you roll for initiative for each model on your side and then the highest score goes first and moves down the chain. In the event of a tie you reference a stat on the models card. Each model can chose to perform one action from a list on the quick reference card. For the most part this is either move or shoot. There are some special actions also available that add more depth to the game. Your movement number is the number of cards you can move. This is where the gimmick kicks in, each model has a stat card that has notches cut out of it. To move you place the card with the model in a notch and than move the model to another notch. Kinda cool but on a cluttered terrain heavy table it gets pretty awkward to accurately measure.

Cover is determined by levels, if you can't be seen you get a +3 to your evasivness and if you're partially obscured or snapped to cover your get a +1. Out in the open you get a negative.

When a model is shot if the strength equals or exceeds the armor value than the model suffers a wound (or more than one depending on the weapon) If you hit and don't exceed the armor value than the model has to test and see if their armor locks up. Which cause them to lose abilities and have negative modifiers.

During the demo I used the KemVar faction against the USCR. Just getting familiar with the rules the game seemed really imbalanced. The KemVar have special armor that always has them in cover, and if they're obscured or snapped to cover then they have full cover. Which meant the USCR player was unable to hit the models because even with modifiers it would require him to roll a 10 or higher. So his slow ponderous faction was plinked away by the speedier faction that he couldn't hit.

It seemed odd because if you can get the right modifiers you can auto-hit or auto-fail with no random chance or rolling a natural 10 equaling success or a natural 1 equaling failure. I suppose it could create a more tactical game but it seemed counter-intutitive to the way most games function.

The other oddity was the way the template system works. Having to roll against everything you hit (without some type of positive this is a friggin' template modifier) seemed odd as well. The USCR player unloaded his big template on my assassin and still need a 10 to hit him. Even with 3 dice he didn't come close and was charged, locked down and killed over the next two turns.

Of course one game is not enough to pass judgement, and I imagine there are more tactics and depth than what can be presented in a demo game, but based on the interactions we had during the game it seems like there may be some serious balance issues, further play is needed to make that determination.

I like the idea behind the game, the miniatures are great and as something to just pick up two factions or so I'd recommend it. It for nothing else than as a novelty to play once in a while. I don't know much about the company or their future plans but based on the current releases it seems to be a buy everything and you don't need anything else kind of game. Until I've seen and tried more games I'm gonna stay on the fence with this one.

 

In the desert you can remember your name.

I've begun creating some new terrain pieces for my large table (4'x6'). While I have several city blocks built for this table, after a while it starts to get a bit boring using ruins every game. The terrain I've built for Malifaux works fine on the smaller tables, however when spread out on a larger table it tends to look a bit sparse. 

I began by cutting green foam with a hot wire cutter. This is the easiest way to create rock formations that resemble something you'd see in the American west. Simply move the cutter in and out to create the striations in the rock face. Once these are cut and shaped, I mount them to MDF with wood glue.

To match the texture of the table I use a textured wallpaper as a base. This gives an interesting look without creating so much texture that models won't stand properly. Around the edges of the rock formations I used wood filler to createdebris piles where material would naturally collect. One the shape has been built up a give it a good coat of wood glue and cover it with a mixture of kitty litter and sand.

After that has dried overnight shake off the sand and use a dust whisk of soft bristly brush to knock off any loose material that didn't come off when you shook it.

I like to use Behr paint and primer for terrain projects. They can color match any of you model colors and have a good selection of the board. For desert terrain I like to use a terracotta color as a base. This can then be dry brushed with a light brown and cream to mimic the formations you find in the American west.

To finish off the project I like to apply some lichen and dead looking tall grass to areas that scrub may take hold. I use Tacky Glue or Super Glue for this. Either product with hold the material in place, but I've found that Super Glue dries faster and leads to better results for the tall grass. After everything is dry I spray it with Krylon Low Odor matte finish. This gives a durable coating that doesn't look glossy.

How I felt

Finishing – It's important to me that my models be complete. You spend so much time painting and basing your models, why would you leave the bottom of the base plain? For me I use a compass cutter and some self stick felt to complete the base. Not only does this give your model a finished look, the felt will help to keep them in place on the battlefield.

Finishing – It's important to me that my models be complete. You spend so much time painting and basing your models, why would you leave the bottom of the base plain? For me I use a compass cutter and some self stick felt to complete the base. Not only does this give your model a finished look, the felt will help to keep them in place on the battlefield.