Tuesday, December 17, 2013

The Desolation of Rhûn 1 ("Desolation of Smaug" gaming-book expectations)

Given that Games Workshop has recently released the Desolation of Smaug expansion book for the main rules manual, I have no idea what special abilities this thing is going to give to the Easterlings....

...I am expecting new enemies, settings and greenlights though... like for example, I am expecting:

  1. Rules for Warriors and Captains of Dale, who my men (the Easterlings) bare unequaled animosity towards
  2. Rules for Lake-Town Guards (including captains)
  3. Rules for Bard the Bowman, including:
    1. encouragement by Games Workshop to use him to represent King Brand of Dale for the Return of the King-era scenario "Battle of Dale"
  4. Lessons for me as to why not to send any of my men to take Tauriel head-on
  5. Rules for "Master of Lake-Town" and for his assistant
  6. Terms for gaming in Dale and Lake-town
  7. Full profile for the film's version of Sauron the Necromancer (I don't expect the stat line to be any different than the old GW-speculated version's stat line from 2006's "Fall of the Necromancer")
  8. Guide to gaming in Dol Guldur (which is managed by my faction's leader [Khamûl] during the era of the LotR trilogy)
  9. RULES FOR SIEGE TOWERS (If they're not in this expansion they'd better be in the inevitable There and Back Again one!!!)
  10. A profile for Bard's son Bain, including:
    1. Games Workshop's greenlight for people to use him to represent Bard II in the "Battle of Dale" event of RotK
This book may not give the Easterling army any special new abilities like the Unexpected Journey rules manual did via new rules unique to certain troop types (Monster, Hero, etc.), but I still have ideas what may be included and what the potential abilities do for my troops, including:
  1. Rules for new spells and modifications to known ones, including:
    1. A set of new-rules-manual style rules for Bladewrath, as would allow War Priests to do something far more metal with that particular spell
    2. A re-write of the nature of Bladewrath, upgrading it to a spell that has all same-race models from the same culture (for example Easterling and Khandish are two different cultures) within 6" rolling To Wound at Strength 6 (Channeling leading to a Rend attack tacked onto the allies' To Wound rolls)
    3. Gaming format versions of the various spells not seen on-screen until December 13 2013 when Desolation of Smaug came out.
  2. Rules for Halberds, from declaring them to be Elven Blades that use Piercing Strike or Bash instead of using Feint (as would make sense for the Easterlings utilizing the halberd as their favorite weapon) to declaring them to be able to be used as spears or as pikes depending on the shaft length (meaning Bolg would be able to contribute an attack to a fight and help one of his fellow Gundabad Orcs win a fight, but I don't care about Orcs or about Gundabad. They are whiny run-away wimps that will NOT fight to the death like the Easterlings will)
  3. Rules for skin-changers like Beorn, as in how to make them change skins, and whether the stat line is any different, and what models to use to represent the alternative form
  4. Distinct rules for different kinds of arrow and blade upgrades, including:
    1. Rules for Morgul Poison as used in Khamûl's blade and in that Gundabad Orc's arrow (see the Desolation of Smaug film to learn what Orc & what arrow, you'll be glad you did)
    2. Rules for Snake & Scorpion Venom as used by the Haradrim
    3. Rules for Great Plague Diseases as used by the Easterlings of the 19th Century of the Third Age against all of Middle-earth's northwest-continent, both as weapon upgrades and as stand-alone weapons. This kwap will be lovely for me to infect all the new Mirkwood Elf characters with, except for Tauriel, cuz I wanna keep her healtheh for non-combatant reezinnz <3
    4. Rules for different kinds of Bane enchantments, though different from those of the War of the Ring game.
    5. Rules for "Mithril Make" that are only available for members of the Durin's Folk, Thorin's Company, Army of Thror, and Dale & Lake-town army lists.
  5. Rules for different hiding in Difficult Terrain, mostly for hiding in plant-matter such as forests (like among trees)
So as an Easterling general, I have several expectations for the Desolation of Smaug expansion book when I get it this upcoming Christmas.

That's what I have for now,

~KP

Wednesday, December 11, 2013

Gondorian Infidel Heroes and How I handlez themz

Hello, friend of Melkor ;-)

This time I have decided to let you guys in on Gondorian heroes (HERETICS!!!) and let you know what they can do to the Easterlings (MY CITIZENS!!!) and all the ways I can stop them in their tracks!!

First on the list is the one I can't appreciate a thing about, infidel or not: DENETHOR!!!
Here's his pic:
I guess everyone in America got sick of this squidgy freak
cuz he is no longer available to US-based GW hobbyists like
me..... LOLOLOLOL. Actor for him is quite brilliant tho :-)
Seriously, the only thing this guy hates more than Easterlings is his younger son Faramir. Great father, M-I-Right? He may have a Fight, Defense and Courage 5, an Attacks and Wounds of 2, and a Will store of 3, but he also has the element of Broken Mind, where I can somehow control him should he fail a Courage Test.

My Plan: One thing I could do is send Khamûl rocketing towards this guy on his flying steed (Tolkien says the Ringwraith's flying steeds are called the Nazgûl), spending a Will Point on racking up his melee to 6 (up from 5) and throwing a Hurl attack at him once I win the fight, sending him flying D6+3" (Horned Nazgûl Strength 7 vs Denethor Str 4) and aim him at Minas Tirith soldiers, that way he can risk their lives and I can end Faramir's misery by having Denethor suffer a Strength 6 crash-land. If this does not settle, no problem: Next turn I will cast Black Dart at this fool, causing a Strength 9 his against his Defense 5, therefore needing only a roll of 3 or higher to finish him.

Next on the list is the Gondorian who happens to be the only epic one (in other words, this one's my favorite character in the film trilogy): BOROMIR!!
There are two versions of this character in game: Boromir
of Gondor and Boromir of the White Tower (depicted)
Ah, yes, Boromir, the only chivalrous Gondor person other than Faramir! Boromir is the bigger threat to my Confederacy of Caliphates (Rhûn) though. His Fight and Courage of 6 and his Defense is 6 as well, he even has 3 attacks and 3 wounds!! If that's not enough, then he has the biggest Might store of any sentient being in Middle earth at a Might store of SIX!!!

My plan: If Boromir is on foot, then I will make Khamûl cast Transfix on Boromir, channeling it. Then, I will send Amdûr charging into Boromir, spending one of Amdûr's Might points on adding D6 to his Fight 6 (to a maximum total sum of 10). Then, Amdûr will use his 6 dice (2 attacks on his file, 3rd from charging a model on foot, the other three being double attacks from enemy being prone) and roll for 3 or more results of 5 or 6. If Boromir is on horseback, I will do the same but instead send an Easterling King or Dragon Guard on Chariot with halberd charging into Boromir then I will have the Chariot driver unleash both a Piercing Strike and a Rend in the same dice roll, that way a maximum Strength of 6 or 7 is competing against a barrier of 4 rather than 6, therefore requiring only 3 or more results of 3+, rather than that many of 4+.

Then we come to his, in my mind, more chivalrous brother Faramir!
The guy on the left is Faramir, the guy on the right is a
mostly-useless fellow named Damrod...
Well, I am often told Faramir is a better person then Boromir. However, Faramir is also a better shooter than Boromir (24" firing range on bow and hits on dice score of 3+, while Boromir in this game can't even throw daggers like he could in the first LotR film), and Faramir has Fight, Defense and Courage 5 as well as 2 wounds, 2 attacks, equal melee strength at a 4.

My Plan: Should Faramir be on foot, um..... I think I will have Amdûr Lord of Blades charge him from his armored horse, using a Might point to rack of his (Amdûr's) Fight from a 6 to a 7, 10, or something in between. Then, once Faramir is prone, Amdûr will roll for double results of 5 or 6. However, if this Faramir guy is on Horseback, then I will instead use an Easterling King on Chariot with Easterling halberd rolling his way, NOT spending Might because Easterling Kings cannot regain might from killing enemy heroes like Amdûr can. Instead, the Easterling King will declare Piercing Strike on Faramir during the charge. This Easterling King will use his 2 in 3 chance of winning (as of the halberd letting the Easterling King win on a dice score 1-4) to win and his chariot to knock Faramir prone, then will roll D3 to see how much tougher he gets (hopefully to Strength 7) and then will unleash Rend attack.

Let's talk about an enemy champion who only appeared in the books: Prince Imrahil of Dol Amroth.
He leads the Swan-Knights, a the-books-only order of
Gondorian elite soldiers.
Um.... How do I explain this guy? Been a while since I read the LotR book and therefore I cannot for the life of me what specific actions he did as an individual. However, in this battle-game, he has roughly the same Stat line as Boromir, but with a Defense of 7 and a Might-Will-Fate line of 3-3-3.

My Plan: I do not care whether this one is on foot or horseback, the take-down procedure will be the same: Send Khamûl rocketing towards him on Horned Nazgûl, spending a Might Point on Fight increase to D6 result +5 being up to but not exceeding 10, and a Will point on racking up his attacks value to 3 (up from the Horned Nazgûl's 2, cuz cavalries adopt the best of both the rider AND the mount) and then roll 4 dice (4th from charging as monstrous cavalry). Once Khamûl wins, Imrahil will be prone, allowing Khamûl to roll 8 dice at Str 7 against Imrahil's Strength 4 (Rend attack!). Imrahil won't stand a chance due to me only needing 3 or more scores of, well..... 3 or higher.

Finally, we come to the ultimate Gondor King: Aragorn Elessar!!!!!
The mighty King of Gondor. For 1075 years (by Tolkien
reckoning) Gondor has had no king because of the
Easterlings, but here comes Aragorn....
This guy, this guy, this guy.... I am well aware that in the book and film he is very chivalrous but can get very aggressive when necessary. GW did a fine job reflecting that because his Fight and Courage are both friggin SIX!! At Defense 7 despite not having a shield, he is the best-protected enemy of Rhûn. What's more, he can spend one Might point per turn without reducing his Might Store!!

My Plan: Even Aragorn cannot stand up to my strategic reasoning. I have a number of ways I can think of icing him, but I am going to explain one of them: First Khamûl will channel Transfix to reduce his Fight Value and Attacks to 1, then Khamûl will slam into Aragorn, and once the Fight is won by Khamûl he will then subject Aragorn to a Rend Attack of six dice and Strength 7 (because my Khamûl's winged monster-steed, or Nazgûl, will come horned). I can come up with other ways, but this is the one I feel like sharing >:-)

Now that that's done, Great One Melkor can rest assured that his chosen ones will be seizing Gondor in his name. Next time I feel like posting anything it will be this post but pertaining to Rohan heroes instead......

~KP

Tuesday, December 3, 2013

Rules for Easterling Kings, Chariots, Onagers and Dragon Guards

Hi folks

Luckily, Games Workshop lets people write rules "that work for them" (GW, Legal, Page 4)

I say this because I have wanted to write rules for Easterling Kings, Dragon Guards, Easterling Onagers and Easterling Chariots.

And I read the terms of GW hobby participation and so I can!

So, here it goes, but keep in mind these write-in troop types are completely unofficial and are in no way endorsed by Games Workshop.

Easterling King (Man)..............................................................................................................60 points

Move = 6", Fight = 5/4+, Strength = 4, Defense = 6, Attacks = 2, Wounds = 2, Courage = 5

Might = 2, Will = 2, Fate = 1

Wargear:
Heavy Armor

Options:
Easterling Chariot.....30 points
Armored Horse.........15 points
Horse........................10 points
Bow............................5 points
Shield.........................5 points
Easterling Halberd.....5 points

Dragon Guard (Man)................................................................................................................11 points

Move = 6", Fight = 4/3+, Strength = 4, Defense = 6, Attacks = 1, Wounds = 1, Courage = 4

Wargear:
Heavy Armor and Great Bow

Options:
Easterling Chariot........17 points
Easterling Halberd..........1 point

Easterling Charioteer (Man, Monstrous Cavalry)...................................................................25 points

Move = 6", Fight = 3/4+, Strength = 3, Defense = 6, Attacks = 1, Wounds = 1, Courage = 3

Wargear:
Heavy Armor, Shield, Bow, and Easterling Chariot

Options:
Upgrade to Black Dragon.......2 points

Easterling Chariot (Wagon, Monstrous Mount)

Move = 10", Fight = 0, Strength = 3, Defense = 8, Attacks = 0, Wounds = 4, Courage = 0

Special Rules:

Bulky: The Chariot may not use jump tests to cross obstacles but can use leap tests to cross gaps, but if a 1 is rolled on the Leap table, the chariot is destroyed and the Easterling counts as having rolled a Knocked Flying result on the Thrown Rider chart.

Smooth Ride: An Easterling in a chariot can move full distance and still shoot bow, and can also carry several different items while ignoring the Cumbersome rule. However, if the Easterling gets dismounted, he must revert to obeying the Cumbersome rule.

Easterling Onager (Artillery).................................................................................................100 points

Strength = 10, Defense = 10, Wounds = 4

Crew:
An Easterling Onager has three Easterling warrior crew with heavy armor:

Move = 6", Fight = 3/4+, Strength = 3, Defense = 5, Attacks = 1, Wounds = 1, Courage = 3

Options
Additional Warrior Crew.....7 points each
Flaming Boulders......................10 points
Internal Organs..........................20 points
Siege Veterans...........................15 points
Easterling Engineer Captain......75 points

Wargear of the Easterlings

Easterling Halberd: this weapon works exactly like an Elven Blade, but has the option to do Piercing Strike instead of the option to do Feint.

Internal Organs: Carved out of Dalish, Rohirric and Gondorian Prisoners-of-war, these pieces of other human being work exactly like severed heads, but the following enemies take that kind of courage test with a -2 penalty to the sum: Gondorians, Rohirrim, and Dalish-men.

Now that I have written rules for new Easterling characters and did my absolute best to make these rules look purely unofficial, I can go forth with confidence that I may not even need the support of the Khandish-men!

~KP

Thursday, November 14, 2013

Concerning Strategery...

Hale Melkor everyone :-)

In addition to some off-topic discoveries (as noted by my use of an incorrect form of the word "hail"), I have also made some discoveries beneficial to my Super-warrior underlings:
  1. They, like their human enemies, also respect the Valar-first system
  2. Melkor is the sole Easterling God
  3. It is possible to get Warriors & Kataphrakts for freakin 20% off at The War Store
  4. Games Workshop was actually R-tard enough to remove Khandish King in Chariot from their market :-(
  5. Rohan and Gondor are Rhun's only true enemies
  6. The money saved by shopping at The War Store can get me more Khandish Charioteers, more War Priests, and more Dragon Knights.
  7. The Easterlings want the World of Men all to Melkor.
  8. GW doesn't want us to know what they are doing (if anything) about Desolation of Smaug :-P
All the above said, I have decided to create strategies of how to use my troops effectively in both gaming modes (An Unexpected Journey The Desolation of Smaug and War of the Ring). My actual strategies will be trade secrets, however I will say there is a possibility for me to use Khandish Charioteers to make cavalry models into pulpy messes in one turn, for example.

I am going to employ all manner of tactics that worked for real generals in the history of real-life living wars and use them for my Citadel Miniatures.

Easterling legions make gamers rely solely on strategic brilliance, so I am going to have to learn how to make decisions long-term but I already have ideas for tactics that will work in the game-play. This means I shy away from Trolls, Artillery, and even Mumakil! Just Easterling infantry and cavalry models added with Khandish Charioteer models.

That's all for now. I will continue to CARVE OUT A MASSIVE TABLETOP EMPIRE FOR MELKOR, INCLUDING AT CONNECTICON 2014!!!! Thanks for reading :-)

~KP

Sunday, April 21, 2013

New Paint job!

Small Men of the East platoon

Axeman from Khand faction

Bowman from Khand faction

Pikeman from Rhun faction

Rhun Pikeman rear

Rhun Pikeman facial insight
I managed to use both paint and glaze on these guys!

Saturday, January 12, 2013

Concerning The Hobbit

In case you haven't heard, the The Hobbit An Unexpected Journey Rules manual came out literally 13 days before the movie it's based on did. It gave me a whole bunch of new things to try with my soldiers.

Firstly, the new thing with cavalry. This is important for my Easterling Kataphrakts and Khandish Horsemen (all Khandish btw are painted with a simplified version of the Khandish Mercenary color scheme from this sourcebook), because now those of them that win fights against infantry can roll two dice for every 1 attack, in addition to having the extra attack bonus. Which means a charging Khandish Horseman who knocks an infantryman prone rolls 4 dice, a charging Easterling Dragon Knight who wins a fight against an infantryman rolls 8 dice to wound, and so on.

Next, the new thing with Monsters (including Monstrous Cavalry like, in my case, Khandish Charioteers). They can still knock cavalry prone, but winning fights now also lets them do this gorgeous thing called "Brutal Power Attacks". This allows Khandish Charioteers and other Monstrous Troops to do one of three things:
  1. Rend allows Khandish Charioteers, Isengard Trolls, and other Monster-class units to compare their own strength against enemy strength instead of enemy defense.
  2. Hurl allows Monster-class units to throw lower-strength units a number of inches equal to one-dice result plus difference of two strengths in any direction. If the enemy hits another enemy, they both suffer a strength 3 hit. When the enemy makes his or her landing, he or she suffers a strength 6 hit.
  3. Barge allows the Monster-class model to force enemies back a whole 3 inches instead of the usual 1 inch away, and then move an additional (dice result here) inches, including for a second charge-attack (or a first one, if the Monster-class model itself was charged).
Finally, probably my favorite thing, is the new thing with Pike-men. Two of them at a time can still support a comrade by adding 1 dice apiece to the duel roll, but they can now support charging cavalry, monsters, and two-handed weapon bearers this way. They can even stand up for prone models in this fashion if they want to. These permissions did not exist in the The Lord of the Rings version of the rules.

Oh, wait, I forgot; the new thing with swordsmen and axe-men and other types of short-range combatants. Special Strikes. The Feint option that my Easterling swordsmen now have allows them to re-roll wound-rolls of 1 should they win a fight. I like the Piercing Strike option my Khandish now have much, much better. It allows them to, if they win the fight, increase their strength by half of dice result rounded up. So, Warriors and Horsemen and Chieftains can increase their strength from 3 to either 4, 5, or 6; while Kings and Chieftains can increase theirs from 4 to either 5, 6, or 7! All before making the attack, of course. This means Kings in Chariots, Chieftains in Chariots, and non-heroic Charioteers can basically unlock the ability to Hurl another human-representative model!

I very much look forward to cutting down every Thorin's Company member other than Dwalin with these new abilities, and then allow Amdur, Lord of Blades to fight Dwalin one-on-one, for if there's any Dwarf in the The Hobbit movie awesome enough to challenge Amdur, it is irrefutably Dwalin, in my eyes.

Good bye for now,
~KP

Wednesday, October 3, 2012

A Testament to the movies, the books, and to biology

I am aware I did a post like this earlier, but I have a much better way of going about it that I will show pictures of eventually. I recently got a job coach to influence my employer selections' decision about interviewing me so that at least one of them offers me the job, So I'll be saving up for the equipment I need to run my show, The Sane Madman's Troll Science, and more relevant to this topic I shall be saving up for more Citadel miniatures.

I compared the two yellow metal colors from Citadel, Sycorax Bronze and Gehenna's Gold, and then watched the Easterling scenes again, and Sycorax Bronze was the better testament to films 2 and 3 with regards to Easterling armor coloring. This essentially means I have to repaint all I have now, paint up the new guys, and give a crevis-filler. Seraphim Sepia does this perfectly due to its thinner consistency, but I already have its same-color ancestor, Gryphonne Sepia, so that's all set.

The clothing I decided to paint Xereus Purple with Carroburg Crimson wash (yeah, isn't that weird? Crevis-filling, thinner acrylics in the GW hobby are called washes, of course now they're called shades and glazes, Carroburg Crimson being a shade). I will also do differentiation approaches like painting in the edge-hugging runes on their headscarves with Sycorax Bronze.

The leather will be painted Mechanicus Standard Grey, because I painted models with it and it came out dark grey and not the medium grey seen in the color Dawnstone. The wash here will be the Nuln Oil color (renamed from Badab Black).

Runefang Steel is the color I shall use for the blades and the arrowheads, because the Easterlings in the Return of the King film stormed into the Great Gates area of Minas Tirith (after the Trolls stormed in) relying on Strategy, Tactics, and Steel-headed weapons. I am using Nuln Oil on these things as well.

The Wooden parts that my humans hold their equipment by, however, will get Seraphim Sepia wash after a paint-on of Mournfang Brown.

The nonmetal pieces of the shield will be coated with Caliban Green, while the feathers on the backs of the arrows will receive a White Scar coating (yeah, "White Scar" is an actual Citadel acrylic color).

Now, we come to the slits in their helmets. I decided to base-coat these with Skrag Brown on every first 3 models, Zamesi Desert on every 4th and 5th model, and Kislev Flesh on every 6th model. Then, I'm going to paint in T-bars that encompass the entire vertical piece of the slit and the bottom edge of the horizontal part with Abaddon Black. Then I'm going to give them dark eyes like in the book, but like in real-life human biology, my Easterlings will also be mostly brown-eyed. This means that I'll have a brown eyed to not-brown eyed ratio of 3:1. It also means I will use White Scar for the outer parts of the eyes, added with Rhinox Hide, Mechanicus Standard Grey, Caliban Green, and Kantor Blue for the inner parts of the eyes.

Horses are where my coloring technique gets a lot simpler because I only have to research color patterns of horses, which doesn't require as much background. I shall give 75% of my ordinary cavalrymen a Bay Horse color pattern that puts Abaddon Black hair & hooves on a Rhinox Hide skinned horse. The rest of them will get Chestnut horses, who will have Skrag Brown skin with Ushbati Bone hair & hooves. Then, we talk about hero-horses. Dragon Knights will get Dun horses, which will be represented by painting the skin Zamesi Desert and the hair & hooves Abaddon Black. War Priests will get Grey Horses, who will be represented with Dawnstone skin and Mechanicus Standard Grey hair & hooves. Captains will get Buckskin horses, represented by coating the skin with Ratskin Flesh while coating the hooves and hair with Mechanicus Standard Grey. Generals like Khamul the Easterling (Ringwraith) and Amdur, Lord of Blades (Human) will get the rarest colored of all horses: Black Horse for Khamul (represented by coating the entire animal Abaddon Black), and White Horse for Amdur (represented by coating the entire animal White Scar)

Now how am I going to represent both the Chariots and the Wains? Simple. I am going to take four-horse Persian Chariots from Zvezda, stick Easterling archer & axeman models into them, stick them onto Screaming Bell Bases, and apply the Khandish Charioteer rules to these models. As for the "Chariots of Chieftains", I shall make Easterling King and Captain models that use the Khandish King and Chieftain rules, stick them into Warhammer High Elf Chariots, convert the Chariots to be short enough to fit onto 60mm round closed bases, and apply the Khandish Chariot mount rules to both these two-horse mega-beasts and the four-horse giga-beasts.

I mentioned Easterling Axemen which means I am obligated to explain how I hope to achieve them: I am going to take open-chested Easterling Swordsman models and up to 50% of the Easterling archer models, remove their weapons, repose their arms using a hacksaw and some Duco Cement modelling glue, attach 1-inch toothpick pieces to their hands, use clay to make halberd-heads, and apply the Khandish Warrior rules to them.

Then, we talk about the Easterling Horseback archers. These guys will be Easterling Kataphrakts mounted onto unarmored horses from the Empire Pistolers kit, reposed and assembled as archers rather than as shield-people, and they'll use the Khandish Horseman rules.

Finally, the Dragon Guard infantry and Dragon Pioneer cavalry, otherwise known as the Black Dragons. I will differentiate these guys from the rest of the army. The Dragon Guard will be Easterling Warrior upper halves glued to High Elf Phoenix Guard Lower halves, with plain black sashimonos (small rectangular back-banners) glued to their backs. Then the Dragon Pioneers will be Easterling Kataphrakt upper halves (with the shields) glued to High Elf Dragon Prince lower halves, again with the black sashimonos glued to their backs.

Now, my new basing plan for my models. I decided only Generals and Commanders (collectively called Heroes) should be on round bases. As for regular guys, I feel they belong on quadrilateral bases. So, all of my infantry will go on 20mm square bases, and all of my cavalry will go on Closed Cavalry bases. Then, I will use the Warhammer modular trays to organize them into infantry quads of 12 Easterling Warrior swordsmen, 12 Easterling Warrior pikemen, 12 Easterling Warrior bowmen, 12 Easterling Axemen, and 12 Dragon Guard; and cavalry quads of 6 Easterling Kataphrakts, 5 Dragon Pioneers, and 5 Easterling Horseback archers.

Capes for the hero-figures I decided should be coated with Evil Sunz Scarlet, the Citadel Paint of cherry-red coloration. Some of them have or will have makeshift capes made of red-colored Duck Brand duct tape. This brings me to the banners. I was (and am) never a fan of Games Workshop's Shining Sun banner design, it was untrue to the source material and also too much inspired by real world Sinic Culture, so I'm blotting out the plastic and resin sun-shine flags with this Red duct tape and I'm painting the Anaconda design from film 2 onto it. Sycorax Bronze and Abaddon Black shall be used to paint on the bronze outlining of the triangle and to paint the five-curved bronze serpent with black eye, black belly, and black tongue. When this dries, I'll use a thin-tipped black sharpie to put on the scale outlines.

I am going to still decorate my models' bases as I did after reading GW's now-gone basing article, but that'll be the only mutual trait.

See how different that was? Thanks for reading and for clicking the links.

~KP~