Redcap’s August X-Wing Tournament

rebel-alliance-iconA couple PAGE people made it to Redcap’s X-Wing Tournament yesterday. Fourteen ruggedly handsome rogues, conspicuously clean jackboots, and marketably bizarre aliens came to fight in a very enjoyable event, with lots of interesting squadrons present.

Squadron

I took my new Kyle’s Bees squadron (100 points):

To be honest, the real goal here was just that I wanted to fly some B-Wings and the HWK, probably my two favorite Star Wars ships, after having spent a lot of time flying a YT1300+Y-Wings. The justifying theory though is that the B-Wings are robust, deliver a hard punch, and have solid initial maneuverability in a dogfight. They have barrel roll, 1-turns, and a 2-K, so they can fly. But they take a stress to use the moves, so they can’t really keep it up and can use some assistance to not cripple themselves in doing so. Kyle provides that by flying around generating a focus token to give a B-Wing each round, so they can barrel roll, stress, whatever, and still have a token to use. Meanwhile he also plunks away with the Blaster Turret, which is a solid weapon. The HWK is also fairly durable with its 2 Agility and the Hull Upgrade.

b-wing

kyle

Battle

So went the idea anyway. I’d gotten in one game with these against Matt but had not previously flown this against anybody else. Instead I played some solo games to learn the B-Wings and prep for this tournament. I actually enjoy that, and think it’s good practice. The trick is to choose which side you want to win and play it straight. For the other side you don’t set dials, instead responding reactively as ships activate, being able to see ships’ positions from the previous moves and with full knowledge of the as yet unresolved opposing dials. That’s a huge advantage and I usually lose… to myself.

So it wasn’t clear how solid this B-Wing list was, because I kept beating it with a basic TIEs+Carnor swarm. In addition, as they say: “Look, good against remotes is one thing. Good against the living? That’s something else.” So I was expecting to get clobbered.

Round 1

First game, Ryan G came at me with two TIE Bombers, Scourge, and an Inquisitor. The Bombers and Scourge huddled up in a corner while the Inquisitor came from table center. I started from the corner straight across from the Bombers but immediately flew toward the center and the Inquisitor. From Ryan’s perspective, he wanted to lure me into going against the Inquisitor so the others could joust at me. I didn’t want to joust straight at the Bombers and their Concussion Missiles, so I took the bait.

The Inquisitor though got overeager and came too fast. The Rebels delivered their initial punch and chased him back to the Emperor. In return, the Bombers got in a good strike with their initial missile volley. At this point I was worried, thinking about it in terms of the Bombers blowing away a ship a turn. Even with Extra Munitions though, they could only deliver that punch twice, and only if they got a good shot. The B-Wings were able to turn inside them, take out Scourge in the process, and then whittle away at the Bombers with Kyle acting as bait but also doing his share of damage.

Final outcome: Rebel victory, 100 to 44.

Hunting the Inquisitor.

Hunting the Inquisitor.

Round 2

Next up was Tony S, who literally lives down the street but we only manage to play at tournaments… He brought what I considered a pretty scary swarm of five Y-Wings with Autoblaster Turrets. I’m a big fan of Y-Wings so I knew how durable they are, and getting swarmed by that many Autoblasters isn’t going to go well for anybody.

I started in a corner and Tony basically arranged a line straight across from me. The only real strategic move I made was to again cut toward the center before engaging. I figured if I went straight at him I would definitely get wrapped by the swarm, whereas if I ran left the back of his line would maybe be stuck chasing me and out of turret range. I guess this sort of worked, but we still got stuck in a very messy furball.

From there the B-Wings’ maneuverability let me fly just well enough to never let all the Y-Wings get shots, so they could whittle down ships well but not eliminate them outright. This was a nail biter but leaning my way heading toward the end of time, with one B-Wing splashed versus two Y-Wings. Then, tragically, I got greedy with Kyle. With a hull point remaining, I should have just boosted away with a 3-bank red move to get him totally clear of the mess. I really wanted another shot, however, and he was low on focus so that stress would have been crippling to his continued utility. I thought I could get him just out of range of return fire with a 2-turn, but it came up just a millimeter or two short and he got blasted away. That was a 34 point loss and suddenly Tony was up. However, in the few remaining turns, the B-Wings were able to concentrate fire on one more Y-Wing and take it down, swinging me back just ahead as the game ended.

Final result: B-Wings barely hold the sky, 60 to 56.

IMG_20160827_135840

Facing the gun line.

Round 3

In a return to a tradition of ours, third round I faced Colin K and his Ghost + Tycho. I set up in a corner again and he put the Ghost across from me and Tycho diagonally. Unreasonably scared of the Ghost, I ran away from it and went for Tycho.

After that I got sloppy. Frazzled from the very hard fought battle with Tony, I made a bunch of basic mistakes. I managed to set up a solid barrage line against Tycho on the first run at him. But then I completely misgauged a 1-turn, jamming up all my B-Wings and only giving one of them a second shot at Tycho instead of all three.  Then I just happened to be standing exactly where I couldn’t see the stress token on that same misgauged B-Wing, forgot about it, and put down another red move. Colin of course immediately pushed it hard toward the board edge. Kyle got Tycho but the Ghost and deployed Attack Shuttle moved into close range and took out a B-Wing. Still not thinking well, figuring I was losing another ship flying off the board, I basically gave up at that point and made a useless move on the remaining B-Wing.

However, I was wrong again, and the ship both stayed on the board and survived a blast from the Ghost! From there I rallied mentally. Kyle and a B-Wing went after the Attack Shuttle, and Colin made his own mistake, forgetting to apply Zeb’s ability to cancel a crit that turned out to be a Direct Hit splashing it. The HWK then flew bait in a successful guessing game staying out of the Ghost’s primary arc and Autoblaster Turret range, while it and the two B-Wings did just enough long range shooting to drop the Ghost below half strength and score those points.

Final result: Old school Rebels beat those cartoon Rebels 74 to 22.

Bombing run on Tycho.

Bombing run on Tycho.

Round 4

That surprise victory forced a 4th round, as there were now two undefeated players. To finish the day I had to fight at the top table against Zac C and his fearsome squadron:

Unfortunately this was just a bad matchup all around on my end: Totally spent and unfocused from two hard & close games, starving and not expecting to play a 4th game, and facing a much more experienced player, with a setup I’d never considered before, which was easily capable of downing one of my ships a turn.

We more or less setup in opposite corners, and both started flying counter-clockwise around the board edges. I was hesitant to engage, but the Jumpmaster and Scyks split up a bit and I decided to swing in—sooner or later you have to fight! Unfortunately, I chose the wrong target. I went after the large ship, figuring that it’s not super robust, Manaroo passing tokens around was a problem, and it was closer. That just let the HLCs come in toward the rear of my squadron though, and I proceeded losing a ship each turn until the fairly short game ended.

Final result: Scum clobber Rebels, 100 to 0.

Blue Squadron swinging in.

Blue Squadron swinging in.

Outcomes

That total defeat dropped me to 5th place as the players who won a third game in Round 4 gained more points than I had. But I had to be happy with making it to that point, flying an untested list and not having played much this summer.

Also, I beat Colin, and that’s obviously all that matters.

It’s also worth noting that this was the top scoring Rebels list:

  1. Scum (Manaroo + 2x HLC Scyks)
  2. Imperial
  3. Scum
  4. Scum
  5. Rebel (Kyle + 3x B-Wings)
  6. Imperial (3x Defenders)
  7. Rebel
  8. Rebel
  9. Rebel (Ghost + Tycho)
  10. Rebel (Chewbacca + 2x Y-Wings)
  11. Rebel (5x Autoblaster Turret Y-Wings)
  12. Scum
  13. Imperial (Decimator + Firespray)
  14. Imperial (Inquisitor + Scourge + 2x Bombers)

There was actually a notable amount of diversity present among the lists, which is cool to see. No spam squads or cluster of net lists (though a few different ones at the top of the stack). Instead we got just a couple aces, one Triple Defender list, one solitary Ghost, and just a couple Jumpmasters, while a bunch of older ships reappeared—three squads had a YT1300, Y-Wings, and so on.

Colin thinking about it too hard.

Colin thinking about it too hard.

List Thoughts

Like I talked about for my previous tournament list, I place a lot of priority in squad building on simplicity and durability. I actually keep the cards for a slight variation on that Chewie list handy so I can lend them out for new players to try. Newcomer Nick actually borrowed it and flew to 10th place here in his first games with more than the starter box. There’s just a lot to be said for the basic structure both lists share:

  • Durability: A bunch of shields/hull points so you don’t have to fly perfect and never get tagged;
  • Firepower: A bucketful of straightforward shooting;
  • Ships: Enough ships to have options and robustness, not so many as to need fancy formation flying;
  • Trick: A single, simple special ability to augment that durability and firepower.

Beyond basic flying skills, the only special ability I have to work with in this list is Kyle’s focus management. I don’t have to remember Zeb’s infrequently used special ability, or debate spending my Concussion Missiles, or anything like that. A more nuanced list with a good pilot can probably tear this squad apart. But it’s relatively straightforward to fly, and targeted at beating trickier setups that aren’t executed perfectly.

One note about flying is that my standard flight pattern with this list has been to start from a corner, headed at a ~45 degree angle toward the center of the board. Theory is that lets me capitalize on the B-Wing’s maneuverability, spinning off to the left or the right or barrel rolling, and giving less maneuverable opponents a harder time coming at me through the asteroids. It’s quite a change from my Y-Wing list, which I generally literally fly in a box around the board edges.

Also, a sidenote: One of my dials slipped. I had noticed earlier in the day that it has somehow become very loose, and had seen the window moving a bit a few times when I picked it up. Heading into the first attack on Manaroo, it absolutely had a bank selected. Flipping it up to reveal though, it was straight. It didn’t affect that game, but would have been disastrous in other circumstances. I had not heard of that problem before. Definitely something I’ll have to think about how to fix and prevent.

Opposing Thoughts

I was glad to see TIE Bombers revitalized with the new Veterans box. I think they could be solid teamed up with a screening force to keep opponents at some distance.

The 5x Autoblaster Turret swarm is scary, though personally I’d probably drop one in order to put missiles or something on the ships. There’s not a huge difference between 4 vs 5 of them shooting, and in fact you’ll probably get the same number of shots on as you would otherwise, swarm dogfight dynamics being what they are. But having an opening salvo to give at a distance seems like it would be a useful addition.

I haven’t flown against a Ghost much, so it still catches me off guard. It seems big and scary and can definitely krump some ships with its firepower. But ultimately it’s fairly easy to whittle away. I was surprised here by how quickly it went down to half strength once I started really shooting at it. The Ghost doesn’t seem dramatically different in that regard from, say, a YT1300: Packs a good punch, is pretty durable against small jousters, but is quickly eaten up by concentrated heavy fire.

Attack on Manaroo.

Attack on Manaroo.

The Manaroo list is pretty good. I think it actually fits into my basic list structure:

  • Durability: The hull/shield points aren’t high, but agility is solid on all three ships;
  • Firepower: Each ship is regularly putting out 4 attack dice;
  • Ships: Three ships is very manageable to fly but not overly brittle;
  • Trick: Manaroo and the Attannii Mindlink ensure all 3 ships are equipped all the time with focus and evade tokens.

That setup seems a bit exotic and complex because of the number and variety of cards and pilots used, and relative rareness of some. But in practice it’s a single, simple, streamlined ability to execute: You just keep pumping out evade and focus tokens. In that way it’s like this Kyle setup, which is built on a bunch of card interactions but is very simple to play. The “1 trick” guideline isn’t about cards or the complexity of the squadron build, but simplicity and frequent use in play.

That said, I’d love to have another go at it. If I’d focused on the Scyks first and hustled in to engage them inside their turret range and take at least one out early, the battle could have gone very differently. Still tough, but hopefully not as lopsided.

Conclusion

Next up on the X-Wing radar for me is that Saturday, December 10, I’ll be leading a 1-day narrative campaign at Redcap’s. Though I don’t play X-Wing particularly competitively (this is only my third tournament), I’ve run and am running a bunch of innovative narrative events for 40k that have gone well, so hopefully this will be similarly fun. Matt and I have some crazy ideas, so I hope you’ll join us!

Medea Refinery

Medea Refinery.

Medea Refinery.

My new Medea Refinery terrain set is complete, and all set to be one of the centerpiece boards for our LibertyHammer 40k narrative event later this month!

Process

The whole build took about a month of work off and on over evenings and weekends. Tons of photos, notes, and 3D models are in the WIP writeups:

I also have up a general walkthrough on 3D printing terrain.

But the short story is, Medea Refinery started from some boards…

Hardboard terrain bases cut and sanded.

Hardboard terrain bases cut and sanded.

Proceeded with some serious traditional scratchbuilding…

Scratchbuilding the first piece.

Scratchbuilding the first piece.

Grew to incorporate a bunch of bespoke 3D modeling and printing…

Modeling the outlet spigot.

Modeling the outlet spigot.

Then took a small crew to get it all painted…

My 9-month old supervising.

My 9-month old supervising.

Later I took some photos…

Medea Refinery photo shoot.

Medea Refinery photo shoot.

And now it’s done. We could spend a lot more time working on it. There’s enough detail to spend forever on weathering, let alone anything else. But we’re at a good balance between great looking terrain, robust and playable terrain, and actually getting it finished in time for our summer event.

Action Shots

A few photos of the refinery in the thick of battle; more photos are in this gallery.

medea-left

medea-right

medea-pump-building

medea-pump-sign

medea-pump-station

medea-truck

medea-processing

medea-tower-feet

medea-water-tower

The fire background is from Argaz, used without permission.

Wrap-Up

Again, more photos are in the gallery, tons of construction notes are in the WIP writeups and 3D printing walkthrough, and all of the 3D models are available for free download via Thingiverse. Thanks to everybody that’s followed along, it’s been really encouraging to receive so many positive comments throughout.

Many many thanks of course also go to Alex, Colin, Jason, and Tom for doing such an awesome job bringing the pieces to life. In our club we’re really big on community storytelling, group projects, and fun events, and it was a great time to build yet another whole new world for our space dollies to fight over and forge the narrative.

I’m not sure when I’ll get to another big terrain project. In the immediate future I need to make the mission packet for our LibertyHammer event, and then roll right into the same for the NOVA 40k Narrative. But a couple small projects are already in the works, and building the refinery has reminded me that terrain building is one of my favorite aspects of the hobby, so I’ll be back at it soon. See you out there!

medea-refinery-low

Medea Refinery, WIP Part 6

Looking at a large amount of terrain to get painted for the Medea Refinery and needing to get it done so I can move on to other LibertyHammer projects, I did the smart thing—called for help. A small PAGE crew came out and pretty much took care of the whole task while I just kept things moving as the assembly line chugged away:

  • Alex did some ninja spraypaint voodoo base coating, some details, and made a smoke column, in addition to also building a mine shaft entrance LOS blocker;
  • Colin drybrushed all the ground surfaces and rocks, did the details on the utility truck scene, and tried real hard to start a game of Infinity;
  • Jason cleaned his airbrush a whole bunch of times, and also managed to find time to paint some trucks and building details in between;
  • Tom did details on all the tubing, mechanical bits, consoles, and so on, and even got to an unrelated bonus piece I’d built previously but never painted.

The fact that the whole set got done in an afternoon was pretty amazing, and it’s really great that this board is now ready to go a full month ahead of the event. But it was also just a fun afternoon of gaming projects with the guys. For me as the builder having sunk a lot of time into this, it was immensely rewarding to watch all these pieces come to life through a group effort among good friends. At the start I literally told them “I want it dark red, but otherwise I don’t care, just get it done and make it look awesome.” That they did, and in many ways quite differently than I would have, which was really neat to watch and gave the terrain a life of its own as I didn’t direct every detail or know what was going to happen.

I don’t have great photos of the final results yet; hopefully late this week. But this is a run-through of how we painted all this stuff.

My 9-month old supervising.

My 9-month old supervising.

Prep

First up was some basic preparatory work wrapping up construction. All of the ground pieces already had some gravel sprinkled on and larger rocks here and there. But that’s not nearly enough variety for a rocky, barren refinery world. Plus I wanted to base coat everything rust red but start the ground off darker to pre-shade it a bit. So I mixed some paint texture flakes with black paint, thinned it out a lot with water, and slopped and stippled it on covering all the ground surfaces. I would perhaps consider doing this step in latex paint for toughness, but I needed to get it done indoors late at night, and the latex needs significant ventilation. This coating took some time to dry because it was so wet and thick, but it really gave a lot of variation and interesting texture to the ground.

Next I covered all the foam and paper surfaces in Mod Podge. I’m a sucker for trash packaging foam. Besides wanting to recycle the stuff rather than toss it, I find a lot of inspiration in the various shapes and sizes it comes in. But two of the costs are that it takes dings easily in play, and, more importantly, gets destroyed by spray paint. Two layers of Mod Podge though sealed it up from the spray paint and should be a plenty hard surface for play. Similarly, in a few places I made papercraft constructions for various components. The Mod Podg coats basically lacquered those, giving them a hard protective shell to prevent crushing.

Covering the ground surfaces in black texture paint.

Covering the ground surfaces in black texture paint.

End result of the texture paint.

End result of the texture paint.

Mod Podging all the foam and paper surfaces.

Mod Podging all the foam and paper surfaces.

Primer and Base Colors

Next step was priming and base coloring all of the pieces. We used a mix of colors for priming. As noted above, the ground was initially primed black. Other pieces such as the smoke stack were also primed black. Almost everything then was sprayed dull rust red. A couple thin coats of that served as both primer and base coat for the un-blacked surfaces. A few areas though were primed and based in grey instead, such as the pump columns. In addition, before all this, the large plastic surfaces like the smoke stack were sprayed with a very fine texture paint to eliminate the smoothness and make it much less obviously plastic. Unfortunately this had to be done very carefully and sparingly because a quick test confirmed that the texture spray would burn through the Mod Podge and eat the foam.

Tom gets ready to prime the reservoir tank to start the day.

Tom gets ready to prime the reservoir tank to start the day.

Priming the water tower and resting place rust red.

Priming the water tower and resting place rust red.

Alex undercoating the smoke stack in black.

Alex undercoating the smoke stack in black.

With the basic colors blocked out, Alex went to town spray-ninja style. With very careful can control and repeated cleaning of the spray can heads, he rapidly base colored a number of the smaller elements, such as the barrels, hatches, tanks, exhaust vents, and so on. Critical here is to not just accept, but to embrace, some amount of overspray. In many cases it helps accentuate the component, in other cases it gives variety,  and for this style of terrain in no way does it detract from the pieces. Large surfaces were similarly striped with colors from our rust, black, and grey palette to give variety. The end result was that the pieces were already very playable in impressively short order.

The pump station all blocked out.

The pump station all blocked out.

Basic coloring on the pump station's mechanical building.

Basic coloring on the pump station’s mechanical building.

Hatches on the back of the pump station base coated.

Hatches on the back of the pump station base coated.

The pipeworks blocked out.

The pipeworks blocked out.

Drybrushing and Details

Coming out of priming and base coating, the pieces went into a loop between Tom and Colin hitting the drybrushing and detail work, with Alex joined them as the spray painting wrapped up. Colin took charge of drybrushing the ground surfaces two shades of yellow-ish reds, making nice contrasting highlights. Then he painted the rocks dark grey and drybrushed them a lighter shade to really bring them out from the mostly red and black ground surface. Meanwhile, Tom went through and heavily drybrushed all of the mechanical components in various metallics. This was done heavily enough to make those pieces distinctly that color, but by drybrushing instead of painting he preserved hints of the variations and underlying colors from the sprayed base as well as leaving the recesses as dark shadows.

Once all the many mechanical components had been hit and the ground surfaces done, Colin focused in on painting and washing the detailed bits of the truck scene while Tom painted various consoles and other small details. For the consoles he again used a drybrushing technique but with brightly colored blue, purple, and green metallics that make the screens and buttons stand out and glitter against the dark base colors.

Colin drybrushing ground surfaces.

Colin drybrushing ground surfaces.

Tom doing metallic mechanicals.

Tom doing metallic mechanicals.

Alex brushing some details.

Alex brushing some details.

Hatch details drybrushed.

Hatch details drybrushed.

Colin works on details of the truck scene.

Colin works on details of the truck scene.

Airbrush

Meanwhile, Jason cranked up his compressor and got down to business with his airbrush. He started with the Medea truck, and then it turned out Alex had three more trucks to go on another board he’s working on. All of these were spray primed black and then airbrushed. Alex wanted his in lighter tan shades, while Jason went with a drab olive army green for the Medea truck to complement the primarily red terrain. In absolutely no way did this take only the “3 minutes” Jason swore it would. However, the results were stellar.

Jason working away like a servitor with an airbrush grafted onto his arm.

Jason working away like a servitor with an airbrush grafted onto his arm.

The Medea mini-diorama truck in progress.

The Medea mini-diorama truck in progress.

Other trucks for a board Alex is making.

Other trucks for a board Alex is making.

The Medea truck cab in progress.

The Medea truck cab in progress.

Another truck just in need of some detail work.

Another truck just in need of some detail work.

With our surprisingly sizable fleet of trucks complete, Jason moved on to various airbrush-appropriate details on the buildings. Besides some stenciled building markers, some sort of large hatch built into the ground got hazard striped. A key detail in how Jason did this is the very gentle airbrushing of a brown gradient to make it seem worn, and to blend the hatch into the dark, grungy surroundings a bit. Combined with some drybrushing of the frame around the doors, this element came out really well and is a great contrasting color detail against the dark terrain.

Hazard stripes taped off and sprayed.

Hazard stripes taped off and sprayed.

The end result; this is a hatch I would definitely understand to be hazardous.

The end result; this is a hatch I would definitely understand to be hazardous.

Smoke Column

Along the way, Alex tackled the smoke stack for the furnace. I really wanted a huge column of thick dark smoke to convey that Medea Refinery is your standard Imperial eco-hostile facility. Importantly, I also wanted to put something so people couldn’t put figures in the stack. Besides the aesthetics of dudes standing there, it would raise a lot of gameplay questions. It’s too tall for anything but jump troops or similar to get up there, and has a substantial lip around the rim but not enough to stand on. So a bunch of Scouts or such could infiltrate into the position and be near invulnerable to assault, while also facing a lot of questions about how far the charge range would actually be, how many models could engage, and so on. Meanwhile, if the Scouts (it’s always Scouts causing these kinds of problems) in turn chose to leave the position, it would be too far for them to get down. 40k unfortunately has no clear rules for climbing up or jumping down heights you can’t cover in a single move. So, we obviated these and a few other questions by adding a smoke column to make it intuitively obvious that the stack is impassible.

For easier transport we made this as a separate piece that just drops into the smoke stack. That will also make it easy to deal with flyers and such passing through the region, the smoke can just be popped out to rest their base there. The smoke itself was done with cotton balls glued to a circle cut from PVC sheet, shaped into place and affixed with dull coat spray, and spray painted black, red, and yellow. As a bonus, there is a hole in the center of the construction to insert a tea light for a glowing effect. The final product makes pretty clear you don’t want to stand around the refinery taking deep breathes.

Alex gluing cotton balls into rough positions to start the smoke column.

Alex gluing cotton balls into rough positions to start the smoke column.

The final smoke column.

The final smoke column.

Finishing Touches

Fortunately we got all of that done just in time to get all the brand new terrain into the house right as the day switched from gloriously sunny to lightly raining. The next morning I did just a few finishing touches. I realized during the day that the furnace would disintegrate over time from people grasping it under the edges and slowly tearing at the foam underneath. So I broke out the Mod Podge again to coat the underside and give it a hard shell.

Mod Podging the underside of the furnace.

Mod Podging the underside of the furnace.

After that, I took the much more exciting step of adding printed advisory notices and building badges around the site. I’d included various signboards and other locations for these in the build. Artsy detailed notices came from Gitsplitta’s collection on DakkaDakka. The Medea building badges I made, using a grimdark-appropriate clip art gas mask I found and a vector art Imperial Aquila I made previously. My inkjet printer is not very good at all, but slight graininess is totally fine for this use and not very visible anyway.

I sized everything precisely in Inkscape (open source vector drawing software), cut them out carefully, and glued them on with spray adhesive. This is cleaner to work with than rubber cement and will not warp paper products (rubber cement in turn is much better than white glue for the same reasons). You spray the piece on a scrap sheet off to the side and then attach it, using a clean napkin to press and gently rub it into place. This yields a very clean placement with no risk to messing up the existing paint job. You just need to be very precise at putting the piece into position, as it attaches permanently almost instantly.

Once in place I washed the posters and signboards in sepia and the badges and their positions in camo green. Finally, I went around and just quickly washed a bunch of the mechanical bits in brown, sepia, and green to deepen the depths, add some additional variation, and tone down some of the brighter spots.

Posting important advisory notices and building badges.

Posting important advisory notices and building badges.

One of the signboards before being washed; the mutant powers poster is one of both me and Colin's all-time favorite 40k details.

One of the signboards before being washed; the mutant powers poster is one of both me and Colin’s all-time favorite 40k details.

Done

We finished a project! Medea Refinery is complete. The only additional work I can see perhaps doing sometime is making matching table boards. However, it’s not necessary at the moment. Our home shop and host for LibertyHammer already has several dark brown tables; this was one consideration in choosing a color scheme.

From this point we could continue on endlessly just doing weathering, let alone any other work, but this is a good place to stop. The set already strikes a great tradeoff between high quality visuals, playability, durability, and the simple requirement of getting it done. Anything further hits diminishing returns, and we all have other projects to work on toward the event.

This has been a great project, and I’m really excited to see this terrain in action. It was made even better by being completed by a group of great friends, and hopefully we’ll have many amazing games on it. Still and finally to come, late this week I hope to take high quality glamour photos of all the final finished pieces and post them along with some of my observations and lessons learned.

Various efforts underway.

Various efforts underway.