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PostPosted: Sun Oct 30, 2011 3:56 pm
by slartibartfast
You are not alone. I come here everyday to see whats up. It makes me happy to see your work.

As for the scavvie models, not quite. I don't beleive that the "official" ones were that Skavenish. I was never sure. by looking at the models, if they were rats or humans with a disease like leperosy.

http://www.games-workshop.com/gws/catal ... GameStyle=

More undead type of gang. YOu could go for a literal Ratskin gang.


http://www.games-workshop.com/gws/catal ... GameStyle=

Maybe add a bit more green stuff cloaks to cover up more of the "rat" looks.

Suprisingly enough the skaven symbols are the easiest to explain away. I like the tribal thing. I really need to finish my two gangs sometime soon.

PostPosted: Sun Oct 30, 2011 4:05 pm
by Spectrar Ghost
Nah, the Scavvies are human for sure. I had the models, really didn't like the Ratskins (which were in fact my first thought), and had the thought that mutant scum with bad equipment that lived under everyone else and had a taste for sweet pork pointed in the right direction.

I might do some GS work, but I really don't get along with the stuff. I just filled the gaps on a Rat Ogre/Scaly, and that almost drove me nuts. I'll certainly not go and paint them 'till I get some more input, though.

PostPosted: Mon Oct 31, 2011 6:22 am
by slartibartfast
Well whaterver you decide to do, they do look good. I have no problems with your concept, or execution.

I need my life to settle down a bit, and get in more gaming with you guys. I do like Necromunda.

PostPosted: Mon Oct 31, 2011 6:48 am
by Spectrar Ghost
Mostly done.

Need to to the Scaly with Spear Gun, and I've had an epiphany: I was worried about the regular Scavvies looking too mideval, and I think adding some 'nades from Guardsmen to the belts will offset that. For now I'm rolling with Scavvy Dogs, again due to model availability, but I like the idea of getting a Plague Zombie horde down the road for followers and scenarios.

Image

Again I'd like to lodge a complain about the Rat Ogre. I have never seen a plastic model with worse joins. THey are frankly horrifying.

PostPosted: Sat Nov 05, 2011 10:07 pm
by Spectrar Ghost
Faces are hard.

Some more work on the Van Saar. Four more gangers (Leader, Juve and two Gangers with Lasguns) about 3/4 done; just bases, black areas, and details to do.

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Lt. "Teach" Gorowitz and Cpl. "Deadeye" Pardee, who's a full ganger now but hasn't been equipped as one yet. Thus he's still using a Juve model with the creative designation "J1". I particularly like the face on Pardee/J1, and particularly don't like Teach's.

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Two Gangers, Cpls. Danforth and Watt. I added some Baal Red to the corner of Danforth's forehead, I like the effect. Kinda the "untreated head wound" effect. Too bad (for the sake of the paintjob, not my games) he's not actually got a head wound, only a chest wound and an OBW.

PostPosted: Sun Nov 06, 2011 9:44 am
by Shaggrudd Dethblasta
I'm not 100% sure that the skaven will work. Are they tall enough to be man sized? We agreed that kneeling models don't work from the IG. Wouldn't using the skaven be the same kind of thing?

PostPosted: Sun Nov 06, 2011 10:30 am
by Spectrar Ghost
They are perhaps 3-5mm short. I'll be reversing some spare bases under then to make up the height.

PostPosted: Sun Nov 13, 2011 7:16 pm
by Spectrar Ghost
Progress on the gang.
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Two KIAs on Thursday, offset by the new recruit Kaine Wilmarth. So I'm currently only short one painted model, Cpl. Partz.

Re: [Necro] New Player; New Gang

PostPosted: Sun Mar 18, 2012 6:26 pm
by Spectrar Ghost
I have two armies (Epic and Warmaster) to finish before Adepticon, but I've taken time out to make another shotgunner, since I had a Juve go to a full ganger and only had one shotgun-armed model. I don't remember showing the first, so I incuded him too. They're real simple conversions, just Space Marine Scout shotguns grafted to Cadians, with some greenstuff to fill the gaps.

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Re: [Necro] New Player; New Gang

PostPosted: Mon Mar 19, 2012 7:06 am
by slartibartfast
Nice work. Always liked shotguns in game, cheep and deadly.

Re: [Necro] New Player; New Gang

PostPosted: Mon Mar 19, 2012 7:40 am
by Spectrar Ghost
Yeah, I'm taking a liking to them too. The option to use scatter shot is a huge benefit that I didn't properly understand when I started playing. Catching someone in the open is the excepton instead of the rule, and before I got any games in it just wasn't obvious, to me at least.

Re: [Necro] New Player; New Gang

PostPosted: Tue Mar 20, 2012 12:21 pm
by Shaggrudd Dethblasta
I happen to be a big fan of the flamer for the reason that it ignores cover and is strength 4. The only problem is that it is short ranged and you have to make an ammo roll each time it fires. That hurt me when I moved Torch out of cover and was a half inch short! At least Red Terror made up for it by taking out your leader. She is a tough fighter and somewhat lives up to her name.

Re: [Necro] New Player; New Gang

PostPosted: Wed Mar 21, 2012 7:40 am
by Spectrar Ghost
Yeah, I'm not sure what Carter (my new Heavy) will end up armed with. Probably a special to start, and I can make a run at getting a Specialist later to upgrade him to a heavy weapon. Flamer is certainly an option, though I don't have a model available yet. I certainly have the parts though.

Re: [Necro] New Player; New Gang

PostPosted: Wed Mar 21, 2012 5:41 pm
by slartibartfast
Being Goliath I prefer the heavy Bolter myself. Nothing beats that kind of firepower.

Re: [Necro] New Player; New Gang

PostPosted: Wed Mar 21, 2012 5:57 pm
by Spectrar Ghost
Something without a 6+ ammo check, for starters. There are too many times I've had to hit on sixes to take a weapon that is nearly garunteed (sp?) to fail an ammo check. Superior firepower, yes. Reliable Firepower, no. At least that's my take.