Wednesday, 11 March 2026

Battle for the East Gate - Warhammer fantasy 5th Edition Battle Report, Dwarves vs Orcs and Goblins

 The Battle for the East Gate




A Battle in the making since the early 90s. Most people will be unaware, but the Battle for the East Gate is a scenario that comes straight from the old 4th Edition Warhammer Armies Dwarves book (there was no Armies Book change for 5th). It pits Skarsnik - the traditionally cunning night goblin warlord, against the Dwarf brothers King Belegar and Duregar. Essentially, the goal of the Dwarf force is to survive an ambush and hopefully to break through the enemy occupied East Gate and escape towards Karak Eight Peaks. As the scenario progresses, both forces rely upon significant reinforcements. The orc and goblin force is split into 4 sections with one ambush group arriv8ng from the direction of Death Pass (opposite the gate and behind Dwarf forces) automatically on Orc and Goblin Turn 1. The other two forces of reinforcements would need to he rolled for. Similarly a sizeable chunk of the Dwarf force would arrive with King Belegar Alan undetermined time and from a random direction.  


The forces: 

A tabulated view of the forces is added below - Duregar's force would start on the field facing the gate directly facing Skarsnik's West force. The East force would arrive on Golin turn 1 automatically.



To do true honour to the scenario, we followed the official map as closely as possible for the layout of the battlefield. It was dominated by a pair of cliffs thay sandwiched the East Gate wall - creating a bottleneck that would form the perfect t ambush site for the beleaguered stunties.... in theory anyway.




Deployment:
Skarsnik brought his best units... in theory. Trolls, stone trolls to be exact - they were sure to put the wind up the Dwarves. Backing them up was a suitably inebriated band of the rowdiest Savage Orcs this side of Black Fire Pass and the biggest stone thrower too. Things were looking good.

Framed by the inpe impenetrable wall Skarsnik congratulated himself on another cunning plan. 




Meanwhile, the Dwarf force of Duregar consisted of a unit of elite Iron Breakers headed by Duregar (far right) l. A mob of Slayers would hold the centre with the Runesmith heading up a unit of warriors.As they were caught unawares, the Dwarf force had no access to war machines and was going to have to do its best to fight through the old fashioned way!




Skarsnik brought a chequered blade - hoping to confuse and hypnotise the stunties in a dazzling display that would last long enough for Gobbla to deal with his opponents for him. 

Spells were dealt. The level 1 Night Goblin Shaman got Brain Burstar, and the Savage Orc Shaman apparently blessed by Mork pulled "Mork Save Us" and "Mork Wants Ya!". The Savage Orc would start on the field. 

Dwarf Turn 1


With little in the way of tactical options, the Dwarves spotted the oncoming goblin horde and surged forward a mighty 6 inches. They may not be quick, but they would prove hard to shift. Battle lines got closer, but the Dwarves knew they were unlikely to manage to get a charge off - with the trolls moving at double their speed. The slayers would prove a suitable roadblock as they are immune to psychology and would no break regardless of casualties. 


With no shooting, and feeling an intense desire to move away from the encircling forces Dwarf scouts had spotted to the rear, the turn rolled on with no shooting. 

In the magic phase, the Dwarves were dealt cards, but did not have any spell casters. The Savage orc shaman pocketed a rather useful card from the deal....



Orc Turn 1:

Stifling a snort of amusement, Skarsnik watched the first of his reinforcements arrive on the battlefield from the direction of Death Pass. The East force consisting of 5 Savage Orc Boar Boys, 30 Goblin spearman, 5 orc archers and a block of 20 orcs arrived behind the Dwarf lines. It would take them a turn or two to close the gap, and they had already moved onto the field this turn so could not move any further. 


The orc unit tested for animosity, and the Savage orcs failed - apparently already anticipating a slaughter, the unit  broke out in a spectacular bout of bickering over who got first choice of Dwarf-beards to make underpants out of, and failing to do much of anything else. The Trolls - known as the Zug Zug brothers (whose names are all "Zug") somehow got over the confusion  of following orders when you all have the same name and moved forwards just enough to be able to charge on their next turn, but still wellout of reach of the Dwarf unit. 





With little else to do, the archers fired 5 shots. Needing 6s it was predictably ineffective, bit the Dwarves were feeling suitably harried. 



In the shooting phase the rock lobber lined up a perfect guess range that would be devastating, but apparently it wasn't to be and a miss Fire thankfully saved the Dwarves from certain splattercation. The missfire only cost them a turn of firing though. The magic phase passed uneventfully as the Savage orc shaman Zambo Zagzog had become embroiled in discussion over the best way to weave the Dwarf beard underpants apparently he had won the right to have first. 




Dwarf Turn 2

After a close call from the rock lobber and having avoided a near certain catastrophe in the magic phase things were looking oddly good for Duregar. They made for the gate at full speed - positioning the troll slayers and warriors ahead of most of the force hopefully to take the first charge. 

A roll was made for reinforcement from King Belegar, but they needed a 6 and predictably he didnt arrive. 








A distant bonking of atonal trumpeting signalled the fact that in about 2 turns the Dwarves could expect a rear charge from the boar boys. 


The game would run for 7 turns, enough time to break through, but they needed to get moving. 


Orc Turn 2

Charges, charges and well, more animosity. No further reinforcements for Skarsnik this turn. Shockingly, the orcs managed to pass their animosity this turn and charges were declared. The Zug brothers (trolls) had a good line to the Iron Breakers and Duregar and charges into combat. 12 inches was plenty to see the gangly idiots plough straight through into the Iron Breakers. 





Now, the intelligent thing for the Savage orcs would have been to hold back another turn and wait for a rear charge from the East force. Unfortunately as they were frenzied and itching for fresh pants they piled in too in a wailing mess of swinging clubs and untreated pelts. 


In the movement phase, the orcs from the East force moved up, with the boar boys clearly lining up for a charge on their next turn and the other units trailing slightly further behind. The archers were out of range, so shifted forwards as well. 

The rock lobber fired again, but the shot scattered wide from the slayers a whopping 10 inches and struck the side of the tower it was supposed to be using as cover. Good work team... 

With no more funny business, it was time for some serious beatdowns. The Trolls made their attacks. With 9 strength 5 swings, they got 4 hits and 3 wounds. The Iron Breakers have a 3+ Save, but this was reduced to a 5. One still managed to make his Save. The Iron Breakers struck back, but didn't manage anything. Luckily they brought Duergar with them who spanked 3 mighty wounds onto the trolls. At the end of the round, it would have been enough to kill one, but they regenerated and ib the end suffered 2 wounds. Unfortunately for the trolls, with the remaining rank and standard, it was enough to break them. Being dumber than a bucket of rocks, the Zug brothers quickly gor confused over which way to run and their 2D6 inch flee move got them 4 inches. Not far enough - Duregar's unit over ran them and they were removed as casualties! 

Figuring the frenzied Orcs would do better, they laid into the clansman with abandon. Savage Orc Big Boss Running Bottom swung 6 frenzied attacks resulting in two wounds. One was saved. The other boys and Zagzog inflicted an impressive 3 further wounds, but shockingly, the Dwarf unit continued to make a combination of crappy 5 up saves and despite their frenzy, only one more Dwarf was brought low. 

In the back attack, three Savage orcs were killed! - it was mostly the rune priest, but it was enough to win the combat. The Savage orcs passed a break check, but they had lost their frenzy, and some were beginning to doubt they'd have snug warm underpants this winter. It was a harsh day for Orc kind. 

In the magic phase, Zagzog decided he had enough of Duregar and cast Mork Wants Yer! With total power. Helpless Duregar was plucked from the Iron Breaker unit by a huge green hand and was left in effectually floating above the battlefield - unable to break free and helpless to watch the carnage unfold far below...


Dwarf Turn 3: 


Having won both combats to the front in the last turn and sensing danger to the rear, the slayers reform their unit to make a full 180 degree turn and face backwards - ready for the inevitable boar boys charge. The Iron Breakers elect to remain where they are and do not abandon the floating Duregar as he drifts past in mid-air.  

In the c9mbat phase, the Dwarves push forwards against the Savage orcs, confident in another victory - only to suffer two casualties and lose the combat. They hold firm and do not flee, but their rank bonus is getting increasingly more tenuous.



In the magic phase, the Dwarves try for a dispel, but fail. Leaving their leader stranded for another turn as he is effectively removed from the fight until they can somehow bring him back to earth. 




Orc Turn 3:

More reinforcements.. .. and animosity....

The boar boys fail their animosity. Potentially a good thing. These Savage orcs sure do like squabbling, and the confusion stops them charging the slayers. It's not necessarily a bad th8ng as delaying the Dwarves making it to the gate is an advantage and there still facing the wrong way. 

The North force arrives which consists of a night goblin unit with spears abd a unit of squig herders. The night Goblins also include a night gobl8n Shaman. 



The rock lobber finally rolls a nice hit after a good guess. The troll slayers take a respectable 4 hits but i roll up 2 1s to wound and only two of the orange haired Dwarves are squished. 


In the magic phase,  my spell is still in effect holding Duregar in place and the newly arrived goblin shaman doesn't have lign of sight for his Brain Bursta to be used. Skarsnik  fried an Iron Breaker with his Prodda. A rune of Spell breaking is used to finally bring Duregar back to earth and the waiting unit of iron breakers below.

Dwarf Turn 4:


The Dwarfs fail another roll for reinforcements. It was about 50/50 this turn, but they are beginning to look a little outnumbered. The Iron Breakers wheel towards rhe gate for a possible flank charge on the Savage orcs. 

In the combat phase, the runesmith challenges Big Boss Running Bottom and the combat continues. It's a good choice as the runesmith is T5 and has a double handed weapon which will be hard for Boss Running to Hurt at S4. Despite the seeming advantage, the runesmith takes one wound to nil and the units Duke it out and the Dwarves suffer another wound. A leadership check is taken again and rolling up an 11 the Dwarves finally break and flee with the Savage orcs in hot pursuit. 


Nothing happens in the magic phase, but heading into orc turn 4 it's all to play for. 


Orc Turn 4:


The final set of reinforcements ride in from the West! Wolf riders and night goblin archers move into the canyon ready to get stuck in. Animosity kicks in again and for a second turn the boar boys fail and keep squabbling, apparently distracted by the slow advance of the slayers. The Dwarf army is now very heavily outnumbered on all sides. 

The Savage orcs declare a charge on the fleeing clansman in an attempt to overrun them. Due to the slowness of the boars, the orc warriors overtake them and head in the direction of the slayers.  



The fleeing dwarf clansmen fail to escape the Savage orcs and are cut down 8n the middle field. 




In the shooting phase, the night Goblins need 6s to hit and fail to injure the heavily armoured Iron Breakers. The stone thrower cranks up another spicy missfire and throws a dud - missing a turn, but at least it hasn't exploded. 



In the magic phase, Zagzog fires off that same spell again and with a failed dispel attempt Duregar goes back in in the sky for another cosmic wedgie from the greenskin gods. Skarsnik fires the prodda aga8n, but fails to wound. 

With only two units of Dwarves remaining, things were looking hairy... and not just because of all the beards....


Dwarf Turn 5:

Reinforcements! Gloriously late to the battle and with a chance to appear at a random table.edge, the force of Belegar bursts forth from the ancient tombs and from hidden caves on the cliff face just behind the wolf riders. 


Thunderes and crossbowmen man the cliffs at the edge of the canyon and prepare to loose a volley into the back of the wold riders. 



A further 10 thunderers and Belegar with his Long Beards appear on the other side of the grave site behind the advancing units of orcs and Goblins. 

Bugman's Rangers dig in and prepare to fire down on the exposed greenskins. 
In the shooting phase, the Dwarves open up. The Bugmen snipe a straggling boar boy and reduce the number of the deadly frenzied warriors to 4.

Withering fire rains fown on the wolf riders. Immediately after with the thunderes and crossbowmen on the cliffs killing four of them in a withering volley that forces the wolf riders to take a break check. They pass the test, but the shoe is being shoved onto the other foot quite resoundingly. 



To give the orcs some solace, and much to Belegar's chagrin, Duregar is still floating around the sky with no sign of coming down after another failed dispel attempt. 

"Oi put me down yer bloody git!" - this one is going in the Book of Grudges for sure...

Orc Turn 5 - the turn where it all went wrong...


Yes - that photo really is what it looks like. Apparently in the confusion of the Dwarf ambush, animosity runs riot through the Orc force. Both units of Savage Orcs fail and the bowmen fail too. Chief Running Bottom decides to argue over beard-based itching again and freezes up. Possibly mystified by this, the archers do nothing. The boar boys however, perhaps mistaking the crossbow bolt that killed one of them for something thrown from the nearby orc unit decide to charge! - straight into the flank!



Attacks are struck... 8 attacks from the riders, 4 from the boars, but almost miraculously almost no orcs are killed. One orc warrior is gored to death by a boar, but Skarsnik sighs in relief as the units hold together. Despite the lack of casualties, the units are way out of position and will clearly be charged by the slayers next turn...



With little else to do to protect themselves, the goblin spearmen re-form to face the rear anticipating a charge from Bellegar. The wold riders make their way to the gate and other units continue to advance slowly. 



An expert guess from the stone thrower sees the template square on the Iron Breakers, but the shot scatters 4 inches and lands short. The magic phase sees an attempted ead-banger that is dispelled. 

Dwarf Turn 6:





The troll slayers charge and begin hacking away chunks of the orc unit.the side charge allows them to catch both the animosity ridden boar boys - who at this stage are caught 3 turns I to failed animosity checks. The giant slayer engages the boars and the other slayers lay into the orc unit. To make matters worse, the 5 rangers charge out of their cover and slam I to the flank of the orcs. In 5th, this negates their rank bonus, leaving the orcs horribly vulnerable. 

The orcs kill two slayers, but between the slayers and the double handed axes of the rangers, they take 4 casualties and without their ranks to protect them they lose the combat by a horr8ble margin. The boar boys also run, and the Dwarf unit catch both of them due to some horribly slow running from the orcs. Apparently they tied their shoelaces together before the battle or something because this is just getting silly - turbo charged Dwarfs! 


 


King Belegar sizes the moment and a combined charge of thunderes and longbeards hit the goblin block. There are 30 Goblins, but Belegar's runic axe doesn't seem to care and he lands a total of 5 hits which translate to 5 wounds. The thunderers and longbeards manage another 5 wounds, decimating the unit and the goblins break only to be run down yet again. The bloodbath is real this turn.

Somewhere else on the battlefield the crossbowmen continue to shoot at the wolf riders and the thunderes on the cliff turn and start a descent to head over the wall and beyond the gate - planning to score a point for passing into the far part of the field. 

Orc Turn 6:

After berating the boar boys that I'd painted up specifically for this historic occasion, I consoled myself by giving the levitation Duergar a good shake... in theory...


The pictures are slightly out of order for this one. In the movement phase, the goblin archers rear charged the expensive unit of Iron Breakers who were being encircled by the remaining wolves. While they were doing this, the second unit of night Goblins continued advancing while orc bowmen loosed a volley and the Savage orcs reformed and faced the slayers - creating a new offensive line ready for one last push in the final turn. 




The horror of the night goblin assault was real as they rear charged the Iron Breakers. So real in fact that although the goblins did no damage, the haken Iron Breakers fled due to having no rank bonus from being rear-charged and they were overrun by the night Goblins and destroyed. Thankfully the Dwarf leader Duregar was in the air at the time and out of the combat still which actually saved his life. 


Shooting saw a direct hit from the stone thrower on one very unlucky thunderer who was splatted flat like so many before him.



In the magic phase, Brain Bursta was used with total power to try to kill the orc lord, but to no avail as his toughness (like his body...) was simply too high to be defeated. 

Dwarf Turn 7 (Final turn)

The dwarf units re-formed again to face the approaching orcs and goblins at the front of the graveyard. A volley from the crossbowmen on the cliff killed another two wolf riders, while a volley from the thunderes who had been engaged in support of Belegar the previous turn cut down a pair of Savage orcs.



On the other side of the map, 5 thunderers discretely snuck over the cliff and onto the other side of the gate.


Orc Turn 7 (Final Final Turn):


Wondering just what Skarsnik had been up to all battle, bur equally glad to not be suffering with animosity or from loss of their warlord, the Orcs charged again. It just seemed like the orcy thing to do. The night goblin spearmen advanced as well and released a wave of fanatics. Two fell short, but the third inflicted 6 S5 hits on the rangers and the unit was wiped off the field in one hit. 




Combat with Big Boss Running Bottom and the slayers was somewhat less successful for the orcs and they were beaten resoundingly- and wiped off the field. So much got those dwarf beard underpants they wanted! 

In the final shooting phase the st9ne thrower lobbed wide and detonated on the side of the graveyard. The magic phase saw Duergar continue to be held in the sky by Mork, basically where he'd been for about 5 turns of the game. Brainbusta was used again, but to no effect again and the game drew to a close. 



Post game Thoughts:
A marginal Dwarf victory in the end with just slightly more scenario points going to the Dwarf force. The Orcs actually did quite well at a number of points in the game, but rolled horribly for their fleeing moves and I think they were caught every single time they ran throughout the whole game. That said, two Dwarf units perished the same way, and that included the elite Iron Breakers. A really good hit from the Stone Thrower could have honestly swung the whole game. Despite quite a low body count, in other games it has been devastating. There was also another point where the Dwarf reinforcements arrived and actually drew the fanatics from the goblin archer unit straight I to the graveyard wall which killed them instantly. It could have gone a different way at any on a number of points. 

In true 90s Warhammer fashion, we ruminate on the results and many more things over a game on the PS1 Classic RC Stunt Copter.... delightful... 




Tuesday, 3 March 2026

2nd Edition Sisters of Battle, Order of Our Martyred Lady


Armour as black as a dark thing... robes also very dark black. Yep, I really didn't notice how GW changed the colour scheme over the years for the Order of Our Martyred Lady.I do actually really like the darker look though - very nuny ... nunny(?) ... makes them look like nuns. I like the few additional red trim bits too, but I've introduced a little yellow to lift the characters and vehicles. Everyone likes hazard stripes - even nuns. 
 

It's not a big force yet - 6 sisters, a classic Rhino, Cannoness (yet to be named) and 5 Frateris Militia. The militia back then were basically similar to imperial guard conscripts with a brutal WS 2 BS 2 profile. The only good thing is you get a plus to BS with some guns at short range which isn't bad for a meat shield... I mean valuable citizen that the sisters would surely not use as a meat shield every single game...


I've had the metal sisters for a number of years and picked a bunch of them up off eBay in about 2012ish for an old army. They army had fallen out of use a long time ago, and these were crying out for for a new life. I got the cannoness more recently in an eBay bits lot for a few pound, but she was missing her raised icon, so I gave her a power maul to replace her missing hand. 


The legendary Frateris Militia came straight from my junk box. Led by the famous Peter Crotchplate ... an old 90s Goliath ganger who had been rolling around the bottom of the drawer as the butt of a number of jokes. Next to the left is Greco - legendary Wardancer with a weird gun conversion who also was in the junk pile. Further to the left... a bretonnian archer with a 90s chaos warrior head and a few milliput additions. Added to them was an ancient catachan and a 90s Orlock ganger. Many if these had been converted as Diggas for a Gorkamorka campaign that never really happened, and now they've been pressed back into service on the front lines of 2nd edition.  They were quick to paint too. My new tip is that if you thin gore grunta contrast it makes a good skin tone contrast!

Official frateris militia models do exist, but they're pretty rare and expensive. At some point I hope to get a few to scatter in the units for good measure. 


Back to the ladies firing guns on a sunny day in the grassy green fields of what was once not quite such a grim dark future. That said, a full suit of armour on a hot sunny day would probably get grim pretty quick. No wonder the battle sisters were angry! 

I did my best to copy the freehand door designs on the side of the rhino and they came out pretty good. I'm not a huge free-hand lover (well, I like looking at good freehand...) as I get inpatient if a design is complex, but these were good fun.


The original lore for Sisters of Battle puts them very much on the front line - functionally being the first line of defence for imperial worlds. There's no mention of Planetary Defence Forces and while waiting for Space Marines or Imperial Guard, they were there to save the earth from the scum of the universe. It also explains why Militia were a thing. It was also amusing to read that Militia were made up in part of ecclesiastical admin workers and other hopelessly unprepared types - which also explains the less than shining stat-lines. 


Exactly what job Peter Crotchplate had in the ecclesiarchy was a mystery. Master of re-education would be my guess...



Sunday, 1 March 2026

2nd Edition Tyranid Army (1000 points complete)


 

Finally, a project several years in the making has burst forth from the cupboard of shame - yipping  and dribbling with oddly adorable grins, they burst forth onto the battlefield ready to tear some imperial beakies limb from limb!


A few years ago I posted a hive tyrant and then a few years later a carnifex. I've been playing Warhammer Fantasy 5th edition for several years now, and do love the old game I grew up with. Back in those days, 2nd edition was in full swing, but I couldn't afford to play a second game - the price or a new starter set was way out of reach, but I still spent hours staring at the old models. Actually I remember at about age 10 spending an afternoon with a piece of tracing paper building a picture of a cool space marine force by tracing out a range of different terminators and marines! Anyway, I also wanted some tyranids. I collected these over a few years, but about 6 months ago finally got a little inspiration and picked up the termagants and warriors to really get things started.



After playing so much fantasy, I'm no stranger to a huge pile of old metal slag. A bit of building work and an undercoat and they were ready to go. I find the trick to pai ting in a second edition style is generally to start with your brightest colour and then highlight that. These warriors were given a few coats of whatever you call Blood Red these days and then highlighted with s0me oranges to really get the colour as hard as possible. Love the metal warriors too. They're so different I  design to the Space Crusade type plastic ones that they would have passed as something else altogether! You need to have a venom cannon too! 

As a side point I should probably also mention the scenery as I built that too. Cliffs are the thing of the day and were in abundance back then - as was flock ... so both were built and used liberally. I made them stackable so for photos built a big pile of them to try to fill in the back. At some point I'd like to do a painting to fill in the open sky, bit for now a furry white blanket is masquerading as clouds. 




The classic carnifex is a must - as we're a number of termagants and genestealers. Actually the old metal hunter-slayers came from my brother who got them from someone else and they were already painted. They matched my scheme so well, I decided not to strip them and just kept the 90s paint as it was. At some point I will tidy them up a bit. 


The hormagaunts were the most difficult thing to paint in the arms - lots of pointy arms on there! I do love the old design though. You can just imagine them going to town with those ferocious looking spring loaded stabby-arms. Love the long lobe type heads too. Actually these are probably the models I deviated more from the official scheme of the day on.






The genestealers were painted in a single 24 hour period. I tried to keep them pretty classic looking and used a bit of drybrushing to speed them along. Their bodies were given a solid coat of Vallejo dark prussian blue mixed 50/50 with Royal Purple as a nice saturated base to work on. I gave them a quick drybrush of this same colour with a little white in it. I then painted transparent red in all the bits that were to be pink and slowly built them up largely by drybrushing vallejo magenta with ever higher amounts of white in the mix.

The army had their first outing today in a few skirmishes. Next up might be the old zoanthrope, although more terrain also looks like a possibility. 

Genestealers break from cover to ambush a Sisters of Battle patrol




Monday, 24 March 2025

Infinity scale Sci Fi Cars - scenery/terrain project

 


I'd been wanting to get my hands on a few cars to compliment my new Infinity terrain I've been working on, and was scratching my head for some time. The best option for a while looked to be trying to get hold of some diecast models. There are a few proper options out there, or resin 3d prints maybe, but it was looking a bit expensive. I don't like putting too much money into terrain pieces. While pondering this, I had a flash of inspiration- what about that box of run down old Scalextric cars that had been in a drawer for 20-30 years?



So I pulled them out and hey - the scale wasn't bad. Maybe a little on  the big side, but who knows how big cars will be in the future right? - I'm not a perfectionist for these things. The other advantage was that they were really really dirty... no wait that wasn't the advantage, the advantage was that as they were race cars of a few types they already looked sort of non-mundane and a bit futuristic. Also according to Downfall (an Infinity book/novel - which has been really good) there are still cars that don't fly and even sports cars. It was all coming together. 


With nothing to stop me, I set about the task of cleaning the dust off of them. I decided to keep the clear windows as were, so I put masking tape on those, and then undercoated them with a bit of black spray. 


Some airbrushing later, a few very hasty panel highlights and a freehand go-faster-stripe and here we have the finished result - apparently ready to deploy my Yadu multi-rifle and tacbot into the fray!


It's always nice to repurpose something from the junk heap of life. These cars almost went in the bin about a year or so ago during a house move, so it's a cool thing both to have for the field and to rescue from oblivion. 





Original photo below of the condition  of the cars when they were found. You could almost just clean them up and pit them on the table if you don't mind the cheap plastic look and are in a hurry, but I wanted then to match the aesthetic of the game. I pulled 3 cars for the initial batch. So far I've only finished one, but it's a start. 

Well, that's about it for today - I posted this really in the hope that one day someone else could do the same.  We'll see if the idea catches on.

Thursday, 13 March 2025

Infinity Aleph Rudras GunBot

 


Work on odd Infinity pieces continues. A big part of the appeal of the game is the high tech cyberpunk style aesthetic and rules. In that vein, I've painted a rather nice Aleph remote. In terms of the game it functions similarly to a fast heavy Infantry, but also comes with a handy repeater installed that allows you to use it as a sort of hacking hub to expand the reach of your hackers. 



This also gives me a slight opportunity to show some of the infinity scenery I've been working on. It's a mix of different MDF kits and I'm keeping yhr bright colours coming. I love a bright and exciting looking board, so I've had that in mind with the scenery too. I really want it to pop on in the table, and nothing says futuristic like neon bright colours! 



The paint scheme for the Rudra matches my Aleph. Essentially based around a white grey base airbrush blend with everything else being jist normal brushwork. The numbers and letters are all freehand too. 


All the metals are non-metallic style on this thing too. It's a technique I've experimented with a bit over the years, and have made decent progress on. I think to do it really well takes a very long time, so for me I'm happy to get only passable/decent results if I can do it relatively quickly!



Sunday, 9 February 2025

Infinity Aleph Army - showcase


Jist a quick post to drop photos of my burgeoning Aleph army for Infinity. It's still a work in progress force, but these are the finished models so far. I've especially enjoyed working on the remotes (robots) for them- some great designs and they also feel very distinct compared to most of the warhammer type stuff I've painted recently. 

I've had these for a number of years, and this was a project almost a decade in the making
 I had a stuttering start on Aleph a number of years ago, but I wasn't happy with the paint scheme and lost momentum on the project. Compared to the official scheme, I've introduced more yellow and gold style non metallic models. 

Speaking of the non metallic metals, it is quite a basic recipe for the gold/yellow - basically, baler brown with Skeleton Horde contrast on it. Then highlighted up with demonic yellow (army painter) and then mixing more white in before finally adding the pure white highlights. It works great on the smaller areas, but I probably need more practice for the bigger areas!