July « 2009 « Do-it-Yourself Terrain

Archive for July, 2009

Thrift Shopping

Tuesday, July 21st, 2009

One of the key components to making terrain, to me, is doing it as cheap as possible to get the greatest effect possible.  Of course there are times where I won’t necessarily stand by that based on the quality of a more expensive product, but generally, I use thrift store shopping to augment my terrain building.  One of the better parts of making terrain, especially Sci-Fi futuristic terrain, is that you can pretty much take any household bits of junk and garbage and create something futuristic looking…it’s all about the paint and the construction of it, not so much about what it’s literally made out of.

I usually stop at various thrift stores through out the week, when it’s on my way to this or that, and every once in a while it turns up something great.  Today I managed to find this:

Thrift Shopping can be your friend

Thrift Shopping can be your friend

This cost me a grand total of $7USD which is basically nothing in comparison to what it would take to make a crane by hand…not to mention, I can make my own custom additions to this one to make it that much better.  There is a project just on the horizon that involves Warmachine, Ships, and Cranes.  This crane is basically the last piece that I’ve been looking for in terms of parts.  This, in terms of finding junk at a thrift store, is a win.

Barricades

Monday, July 20th, 2009

When playing a Sci-Fi Miniatures game, like Necromunda, cover is a very large aspect of the game itself. I’ve always built terrain with that mentality in mind for Necromunda. If you read any of the story behind this game you’ll realize that where these battles take place are essentially a ruined set of buildings that have been filling up with trash for thousands of years, to the point where the Hive City of Necromunda has a foundation of trash. This was all the justification I needed to build Barricades.

Dry Fit Barricades

Dry Fit Barricades

Each barricade was built with two components. The first is pink constuction foam, and in our case, I was using scraps that were laying around from various other projects. Each baricade is roughly 3/4″ square columns that two of the 4 edges are then cut down to a slant. Think concrete construction barriers, same idea.

Primed Barricades

Primed Barricades

After that we added “Granny Grating” or the plastic grid work that’s used in needlework. This stuff is very good looking fencing or grating when painted to resemble metal. We also added a bit of battle damage to each individual barricade to give it a bit more worn/heavily shot up effect.  The overall effect produced is something that adds cover.

Finished Product

Finished Product

The painting process on these were pretty simple. For the Concrete Base it’s Black Basecoat > Dark Grey > Light Grey > White in progressively lighter coats of drybrushing. For the Fencing, it’s Black Basecoat > Boltgun Metal > Bronze/Rust color. The metal and rust colors are applied in random amounts of drybrushing.  As with most of the painting, this is mostly a reccommendation as to how to do it, you could certianly paint them however you see fit.

5150 from Two Hour Wargames

Saturday, July 18th, 2009

Last night I had the opportunity to run through a game called 5150 with a friend of mine.  This was the first play through of a game for any of us so all of the rules were fresh and new to us.  We had sought out this game from a company called Two Hour Wargames.  This company is pretty much a one man shop and he produces many wargames all based off a similar set of mechanics.  His philosophy for playing his games do not revolve around purchasing shiny new models, but rather, using what you already have.  The rules scale to adjust for any scale of miniatures and the only real requirement is having similar scale on both sides to keep it fair.  The size of the game was also appealing since the average games is going to have each person using approximately 8-12 models and then growing from there.

Courtesy of Two Hour Wargames

Courtesy of Two Hour Wargames

In last nights run through it was pretty obvious that we have been playing some fairly linear I go and then You go games, this is pretty far removed from that. The game utilizes a series of checks that simulate spotting someone before they spot you. So for an example, I’m hidden out of sight from an enemy, the enemy moves around the corner, I would get an opportunity to react to him coming around the corner before he’d get to continue doing what he had planned.  This could mean I get scared and run or fire upon him depending on how the reaction check turns out.  This is something that probably doesn’t sound like much, but this type of mechanic is prevalent through out the game.

Destroyer's of my Police Squad

Destroyer's of my Police Squad

Even though my first run through was a thorough beating, I must say the basic game mechanics we went through were very good.  Once we understood what was to happen in what order, the game moved fairly smoothly.  As with most new games that I’ve tried over the years, other rules from other games seem to try and slip in and make the learning curve a little bit steeper, but this isn’t a fault of this game or another, it’s just my brain saying, knock that shit off, you can’t learn any more!  Some of the games initial start up was difficult to decipher as well, because we were trying to make a roughly close game in terms of army size…but neither of us had made a force for this game, so we were basically guessing at this point.  This won’t be as big of an issue going forward, but the first is always the hardest.

We didn't survive long....

We didn't survive long....

Since this was only the first game, hopefully of many, I don’t have a full grasp on this system yet.  There are some definite things that are irritating, such as how the rules are laid out.  The rules layout leaves a lot to be desired, even reading through sections twice left me a bit baffled, but once you run through them on a table it seems to straighten them out.

More to come next time we get a good play-through on this game.


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