Mortalis Solypsus WIP

banner

Yesterday Colin and I got started on construction for the July PAGE/Redcap’s 40k event: Mortalis Solypsus. A bit over-ambitiously, we intend to run a full day of Zone Mortalis-styled games, capturing the fighting inside the Lab, Mine, and other installations of Solypsus 9. Note that the fluff here is that you’re fighting in huge facilities. Vehicles can fit through part of them, but may not be able to make it into narrower sections or rooms. Think NORAD, not office building.

Everybody should take note of the draft rules being collected on the event page. There are a number of restrictions and special rules to suit the indoor fighting. A basic restriction is that large vehicles are outright not permitted. Further, even permitted larger models like Dreadnoughts will not have full mobility throughout a board as they won’t fit through doorways and such. An example special rule is that blasts and templates gain Shred, and only scatter and take effect within the confines of the walls.

Although there’s a long way to go, we wanted to post some notes and pictures for both players thinking about what armies to prepare, and for the other hobbyists building boards for the event to follow along. As the boards are being constructed by several people and using a variety of styles, they will definitely vary a bit. But this is roughly how most of them will work.

If you are committed to playing in the event, please sign up on the Doodle poll so we can plan appropriately.

Colin starts measuring out walls.

Colin starts measuring out walls.

Layout

The game boards will all be 4×4, to suit the 1000 point armies. They are made up of 2×2 or 1×1 tiles, to give some variety in laying out a board. Each tile has a fixed layout of walls making corridors, generally along an 8×8 or similar grid. This gives just enough room for small vehicles such as a Rhino to move through, but in a somewhat restricted way. With other models present or scatter terrain such as debris, containers, or consoles, it may be difficult to have them turn in place and such to head in a new direction.

Line of sight is very limited by the walls. A number of walls do have doorways, but they’re staggered such that even with all of them open there is no line of sight across the board. Indirect attacks are in general not permitted, see the rules for details. Close up shooting and assault will definitely be emphasized compared to a normal game.

One of Colin's 2x2 tiles.

One of Colin’s 2×2 tiles.

Doorways

The doorways on our canonical board design are 2 inches wide and tall. This means anything up to about a Space Marine Centurion can easily move them them. Dreadnoughts, monstrous creatures, and other large models simply won’t fit. Although the tile designs generate discourage fully enclosed spaces, it will certainly be possible for troopers to huddle up away from a bigger foe and force it to take a roundabout route to them and the objective they are defending for the corpse god and/or false idols.

It doesn’t matter for gameplay purposes because they’re treated as an infinite surface, but for building purposes, the walls should be 3 to 4 inches tall. Many models need at least a 3″ wall to look right. At 4″ though the walls start to feel pretty cavernous against infantry, which might be an appropriate look for some themes.

A Kingbreaker checks out his new digs.

A Kingbreaker checks out his new digs.

Burn It Down!

Again, take a look at the draft rules to see some of the changes and special effects. And, if you are committed to participating, please sign up on the Doodle poll so we know how many people to expect.

Two WIP tiles together.

Two WIP tiles together.

The Druze

An excellent piece of artwork I picked up in one of the silent charity auctions at this year’s NOVA, finally up on the wall:

20140919_085219

Contact!

That a Druze Shock Team from Infinity, a mercenary unit. They are indeed related to the actual Druze here with us today in real life. One of the things I really appreciate about Infinity is its very diverse universe, with many ethnicities, lots of references to modern day, and some backstory connecting this age to theirs. Tons of games have their Russian, Nazi, and American stereotypes. Not that many games have a unit with a real connection to a relatively obscure religious community in the Levant of which the vast, vast majority of Americans have without doubt never heard. To me that’s definitely one of the ways it really comes through that the game is European (Spanish) in origin.

 

Infinity: PanO First Group

To Infinity, and beyond!

Starter box reunion.

Starter box reunion.

I finally finished off my first set of Infinity dudes & dudettes. I wasn’t super happy with the test model, but now with the whole squad done and bases finished I’m stoked about this scheme and style. Looks good, not at all like my 40k models, fast to do.

Teutonic Knight and Magister Knight front.

Teutonic Knight and Magister Knight front.

Teutonic Knight and Magister Knight side.

Teutonic Knight and Magister Knight side.

Teutonic Knight and Magister Knight back.

Teutonic Knight and Magister Knight back.

Colors are exactly the same as the test model:

  • Primer: Army Painter spray white
  • Armor & Head: Averland Sunset x2, wash with Casandora Yellow
  • Body: Ceramite White; pick out pads, holsters, and straps with Dheneb Stone; buckles with Leadbelcher; wash with Seraphim Sepia
  • Gun: Midnight Blue, pick out cartidges and barrels with Leadbelcher, wash with Nuln Oil
  • Visor: Midnight Blue, Enchanted Blue centerline
  • Base terrain: P3 Ordic Olive, flocked and shrubbed, washed with Athonian Camoshade
  • Base rim: Abaddon Black

The Casandora Yellow shade/wash on the cloaks is kind of tricky to work with over the Averland Sunset. You either wind up with too much and it pools all over the place, or not nearly enough and it’s barely visible. Definitely more subtle and less clingy than the darker GW shades like Seraphim Sepia, Agrax Earthshade, or Nuln Oil. For example, the sniper has a neat detail on the interior of the cloak, where it’s made out of hexes. Given that it was the interior and could be darker I hit that with Agrax Earthshade as well to emphasize the detail a bit more, though it’s still not very prominent.

By and large I am definitely not up to the level of detail on these models, or at least it would take me extreme amounts of time and frustration to really match it. For example, the eyes actually have very distinct shaping to them. It’s so faint though that you can easily unintentionally or intentionally blow through it and paint over the recess, which is I what I did here, consciously, to make a single visor look. The models do still look amazing though if you just pick out some details and match up a good wash.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, front.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, front.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, back.

Three Order Sergeants and a Specialist Sergeant with Sniper Rifle, back.

Now to get this group on the table!