Wednesday, February 15, 2017

Signal Boost: Templar kit

BattleTech collectors on my feed: Boosting the Signal- TEMPLAR Battlemech in 1/60 scale

FCY is preparing a very limited run; a 1/60 scale resin kit of the TLR1-0 85 Ton Assault Battlemech, one of the first Omni-mech designs to come out of the Federated Suns in 3062.  I've mentioned FCY's kits before and I reiterate: these are some of the best quality resin kits I've ever dealt with.   This is a rare subject, likely to only ever see 15-20 kits made, if it goes to production.  Take a look:

http://battlemechclub.blogspot.com/2017/02/templar-pre-order-open.html

Tuesday, December 13, 2016

MechLab recap so far

Just because it's cool to go back and see where you are and where you've come from as you look ahead to where you're going.  Next on the plate is likely a scratch build of the Axeman.  I enjoyed the challenge of scratch-building the Hatchetman and Archer.  Eventually, there will be an FCY Wolfhound incoming soon.  

The Wolf's Dragoon's lineup. 


The Mechs I have had the opportunity to build up so far:

Atlas, TimberWolf Mk II, Warhammer, Archer, Victor, Hatchetman, DireWolf.







Saturday, October 29, 2016

AS7-D-DC done.

AS7-D-DC complete.

Well, as complete as she's going to get for now.  There are still just a couple things I'd like to do on weathering but overall I'm happy.

The camoscheme was ... interesting.  I liked the way it looked in the MechLab, and when I laid it down on the Mech, at first I wasn't sure.  Then I dry-fit the Mech together and I really ended up liking it a lot.  Weathering it proved to be a bit of a challenge though.  The gray, the black and the red all took shades differently and I found that I needed various shades of brown to get the right "dirty" look for each color.  Then, after I did all that, it had the look of different types of soil and I really did like the overall appearance. 

The lighting in the cockpit was simple and I love how it came out.  Doing a cockpit would really have been cool, but overkill and it'd be like superdetailing the engine in a Tiger tank model that you then button up.  You know it's there, but you only see it in the photos of the pre-work. 

Overall, this kit gets an A+++.  Seriously.  The fitment was fabulous and the cleanup was absolutely minimal.  Being the huge Battletech fan that I am, the Atlas is one of those super-iconic 'Mechs, and this version of it was superb.  I can't gush enough over the workmanship. 

It is, without a doubt, a BEAST.  It really was a test of patience to keep working at it bit by bit and it was only in the last day or so when all the final bits of weathering started to bring it all together that it had that "pop."  It was definitely a wonderful kit to work.  I really enjoyed it. 

So, enough "waffling" as a certain fellow is want to say, and moving on to the pics.  Below are the video links and the pics.  Enjoy.  I did.





















This is the view from my workstation.  I am kinda likin' that. : )

Sunday, September 18, 2016

Atlas build update.

Because I just had to do it, I did it.  Guess "just build and paint it" isn't enough for me.  Since I really couldn't build a decent cockpit for this, I decided to go with the lighted eyes.  Ok, to be fair, I *could* have built a decent cockpit, but you'd never see it. At best, you might see the face of the pilot but there's no real point for that effort. 

The process for doing this is simple enough.  I took the head and started by drilling out the eyes.  I started with a 1.5 mm bit and worked in, taking the holes in deep enough to where I think I would end up with the holes from the bottom.  Then, I took a 1/8 drillbit and came in at an angle from the bottom until I felt the resistance give, which told me I made it to the eye holes. 






After the main holes were in place, then it was cleanup.  I took a carving bit for the dremel and opened up the juncture of the two holes to fit the lights.  As I did the work, I would periodically check it with a hand-held flashlight.


After that was all done, then it was a little bit of cleanup of the main opening at the face of the Atlas. 

Next up, I took two 1.8mm lights, bent them to a 90 deg. angle at the top and then soldered up the wires.  A quick check that the wiring was good and I positioned the lights up inside the head.  I held the lights in place for the moment with bits of electrical tape.



Once I was happy with the position and I had the lights taped in place, I mixed up some greenstuff and filled the hole, using it to lock the lights into place. 



The next steps will be to finish that up.  When the greenstuff is fully cured, I can pull the electrical tape and then fully seal up the hole with more greenstuff.  After all that is done, I'll fill the eyes with clear/translucent resin to give it a final finish. 

Friday, September 16, 2016

Talky update

Pretty much just a thinking out loud and get started on the Atlas video.

Linky to the video

Got some work ahead of me. :)


Wednesday, September 14, 2016

Next project: AS7-D-DC


So, it looks like the  next project will be the AS7-D-DC. 

I got tired of looking up at my shelf where the DireWolf once stood and I needed some Inner Sphere tech.  I have the WHM-7R that I need to make some decisions on, and the decisions are about the same for both of these.  Essentially, the cockpit for the Warhammer and the Atlas both have small windows for the cockpits.  So, I could go through the effort of making awesome cockpits and details for each of these, but in all honesty, you'd never see anything.  So, I have decisions.

Options:
    1)  backlight the windows for both.  So, put electronics in appropriate spots and backlight the windows for the cockpit.  (and the spotlight for the Warhammer, etc)
    2)  do a straight-forward build-and-paint. The windows are small, so maybe just do a glass-paint scheme and paint.

Other than that, the Atlas is going to be carrying a Gauss rifle rather than the AC-20.  I have the Gauss built and ready to go. (Pic below)  Also, I am not a fan of the head locked to the shoulders.  Looking at the pieces, I can put the head on a pivot, and there is room for the head to rotate at least 20 or so degrees in each angle.  To do that, I'm going to have to put some extra details in on the lower part of the head assembly.  Doing that, though, is easy enough.  Doing that will give the overall Mech the ability to have a more dynamic look. 

As for paint scheme, I'll go with the Grey-and-red I've been using for the Wolf's Dragoon's detachment I've been doing.  It's a start...









Tuesday, August 23, 2016

Well. Stalingrad.

Playing Soviets in Bolt Action, how can you not have a Stalingrad playing board?  I happen to really like city fighting and the cinematic feel of densely packed ruins on a game board.  Our local gaming store has a city board but it's in FOW scale (15mm) and it can work for Bolt Action, but only barely.  I could wait for Rob to build his own, or I could just do it myself.  I like making terrain, so I figured why not. 

Things for me to consider as I get started on a 4'X8' ruined city gaming board:

1) Barmaley fountain.  Gotta have the Barmaley fountain.  It's such an iconic image of Stalingrad, that square needs to be made to happen.  The scene where Danilov and Zeitzev meet in Enemy at the Gates is one that sticks with me, so yeah.  I think this is the only feature I really *must* make happen.  I have the model (Puppetswar made an awesome one in 28mm)

2) Balance of terrain.  The ruined city look has to have a balance of destroyed buildings and open-ish areas where buildings once stood.  One thing about city is the shorter line-of-sight.  Fire lanes and sight blocking makes city tactics more challenging, requiring units to maneuver and end up getting close.  I need to make sure I balance the layout so players can adapt their units accordingly.  What a city board lacks in open lanes of fire, it makes up for in elevated positions.  Units can get up into the upper levels of a ruined building, opening up different lanes and changing the scope of the game from a 2-d to more of a 3-D consideration.

3) Roads.  This is a big one.  A city board is either buildings/space where buildings once stood and roads.  Currently, wheeled vehicles can move 24" and fire, while tracked vehicles can move 18" and fire while on roads.  An infantry squad would take 3 turns to cover that distance while firing.  The new rules that enable transports to continue on the board and shoot while leaving their troops or tow behind will just add to the weight of mechanized units.  On turn 2, a wheeled vehicle can be all the way across the board while following a road.  There are two ways to balance that out:

                a) build the city on a diagonal. Have the board be at a 45 degree angle to the roads, forcing the vehicles to have to maneuver with turns, and cutting their distance traveled perpendicularly.  Another aspect of building it like this is that it will play with the minds of the players.  Most people think in straight lines, and are psychologically drawn to pre-set roads.  Setting the board on an angle will add a sub-conscious challenge to the players. 

                b) have the board be congruent with the streets, but have so much damage and fallen buildings in the way that it blocks direct road travel from one side of the board to the other. 

4) Factory district.  Another area of terrain I would like to have, but am not as focused on as I am for the Barmaley fountain, is the factory district.  Having a large area of terrain that is just one big destroyed building with multiple levels where infantry can spread out would totally eliminate vehicular advance, and also would be a challenge for players.  The question is: would it be too much of a challenge and so, not fun. The visual would be neat, but ...

5) I wanted to have a river feature, but I can't figure how to get that factored in.  Stalingrad had the Volga, but that would be an entire side of the board.  I could do a river through the city in a smaller scale, but I think that would take away from the feel I'm going for. 

These are my thoughts as I get started on the project.  There are plenty of makers of buildings out there and I'll also be doing my own out of foamcore and sintra for specific buildings I want to replicate. 

Below are just a couple images of where I am for now: 

A screen grab from Enemy at the Gates.. 


And the building I made for the board.