Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Friday, July 15, 2016

Asphalt Roads from Linoleum Tiles

These asphalt roads made from Linoleum Tiles aren't actually my idea. I believe I saw this over on the Lead Adventure forums, it just isn't something you would think of. They have good flexibility and will conform to most gentle slopes, are durable, and look very realistic in 28mm.

The process is very straightforward. I bought several 1' square seal-stick linoleum tiles at Menard's for about $0.60 each. They were a plain glossy black, with a slight undulating texture, and a removable adhesive backing. I made my roads 4" wide - this will allow the road to be divided into two lanes of 2" each, wide enough to accommodate most 28mm civilian cars. First, I cut everything to size - seven 12" long straights, four 6" long straights, three four-way intersections, one three-way intersection, four curves, one roundabout, and two damaged sections (not pictured!). I didn't remove the backing. Then I gave them all a rough sanding to remove some of the glossy surface, but not enough to remove the undulating texture. After that, I sprayed them with a light spray of clear flay varnish and drybrushed them with some dark greys (as well as painting the edges to blend in better). Lastly, I marked the dividing lines with a white paint marker.

Quick, easy, and highly effective!







Friday, October 2, 2015

Display Board Carrying Case

After a long delay in posting due to work around the new house and some health issues, I'm back with preparations for Operation Sting. Over the post several years and numerous multiple tournaments, I've come to realize that I need a better option for a display board. Board made from picture frames lack stability and storage. Storage bins converted to use of display boards lack the visual appeal of a proper display board. Enter the display board carrying case.

I started with a bin the came with some of my son's wooden train sets. This was a basic plywood box with a Plexiglas top that pulled out of one side. I removed the Plexiglas and sanded the plywood to remove the poly coating, I then stained the wood with two coats of a medium brown tone wood stain. I considered sealing it with poly but a like the aged wood look, as it will be useful for both historical and sci-fi miniatures.

I then picked up two aged brass drawer handles, drilled holes on the sides and secured the handles. I also used my dremel to make a small beveled insert under the opening side of the box - this will provide an easy way to grab the board and pull it out. I then used a small piece of plywood to divide the interior of the box into two sections - one to hold minis, and one to hold dice, rulers, and tokens. I took two sheets of magnetic paper and glued them to the bottom of the mini storage area. As I base with washers, this means that minis won't rattle around too much of handles carefully. I lined the interior with 1/4" foam for protection.

The display board is simply 3mm MDF built up and textured to match my Italians at Malta army. The nice part is the display board can be swapped out with another. I'm really pleased with the end result and hope it holds up to regular gaming!








Tuesday, April 30, 2013

RIP Necromunda 1995-2013

Well, I hate to say it but it looks like GW has finally taken Necromunda (and, indeed, the entire lineup of "Specialist Games") to a secluded location to die. After years of neglect, a post on Tactical Command wondering on the status of Epic Night Spinners being "no longer available" launched a call to GW Customer Service who have confirmed that they will no longer be producing the SG line of miniatures and, once their current stock has run out, that the minis will go OOP. Get any Necromunda minis you want ASAP!

The following Necromunda minis are currently listed as "No Longer Available" as of 4/30/13 9:00CST:


  1. Enforcers Patrol Team
  2. Pit Slaves Gang
  3. Kal Jericho and Scabbs
  4. Ratskin Gang (added 5/3/13 9:00CST)
  5. House Escher Troops Pack (added 5/3/13 9:00CST)
  6. House Cawdor Gang (added 5/3/13 9:00CST)



Additionally, Forge World will also no longer be carrying any of the SG-related items, like the Aquila.

Tuesday, March 12, 2013

If 15+ years of gaming, I've never rage-quit a game....

I've never actually rage-quit a game before. Okay, that's not entirely true. I've never actually rage-quit a WARGAME before. But, it finally happened today - I'm now a former Heavy Gear player. So what's the problem?




 I'm tired of the delays. I'm tired of the non-communication about the delays. I'm tired of saying things in their forums like "gee, we all hate the Cobra MP, what could we do to make it better?" and then being told in a roundabout way that it can't be done because this is the way it's always been done and change is bad. I'm tired of, after personally approaching the DP9 staff to help promote the game at my local cons (and getting a reply about "how much they needed an army of guys like me"), being blown off for months now. I'm tired of entering their Golden Gear painting contest, after putting in lots of hard work in my (limited) free time, and having to wait...and wait....and wait some more for the results, whilst multiple other "contests" have been finalized and awarded on Facebook (simply for clicking a fucking button). I'm tired of having threads locked because someone feels they've gone "too far" into DP9's "business strategy" (which seems to be having the most expensive, least updated boutique product in an already niche market). But, most of all, I'm tired of the attitude of certain posters on their forum (who themselves also express frustration or misgivings) that, because I'm simply "too critical" or because I actually say the things they won't, that I'm the bad guy. Or that I just don't "understand" (in those mocking, wink-wink tones) small business. Or that, again, this is the way it's always been done, so god forbid we change it! I've posted (and had a conversation with a member of the staff) multiple ideas on how to eliminate problems, solve issues, and grow the brand. So, it's not as if I've ever said "This sucks" and left it at that. But all it's ever gotten me is a bunch of posts about how wrong I am, or how every issue is insurmountable, or how I'm a "jerk" for expressing an opposing viewpoint.

Now, I've stopped playing games before - 40K being the most prominent - but that was always because I grew uninterested in where the system was going. I've never actually quit a system simply because I grew so frustrated with a company's business practice (especially in regards to the treatment of its customer base) and the added intransigence by the majority of their community to even appreciate that the issues they face are the result of the company's blatant mismanagement combined with its refusal to advance solutions. When you have the playtesting coordinator passing the buck and blaming his (unpaid) playtesters for all the problems of a recent release in a public forum, its not only unprofessional; it also speaks volumes about how the company itself views its player base. You're not a customer; you're a piggy bank. They'll break you to get more cash.

So, I'm done with Heavy GEar. Good luck to all the players who still play and critique the heck out of it. I, for one, will no longer be among them.

Now, who wants to buy some unused Heavy Gear miniatures?

Thursday, October 11, 2012

Clearance Sale @ Marbles Warehouse - Chicago

Just FYI, for all you fellow Chicago gamers - Marbles is having a huge clearance sale at their warehouse this Saturday from 9am-12pm. The address is 1735 N Ashland (a block north of North Ave.). Enjoy!


Tuesday, July 24, 2012

Explaining Your Favorite Game

Exactly what I feel like trying to explain tabletop gaming to non-gamers...


Thursday, July 12, 2012

Battlefront Makes An Incredibly Stupid Decision

Rumors have been swirling around since last year that FOW tounaments run by BF or received BF prize support, must enforce a BF model only environment. The latter rumor was quickly struck down by John-Paul at BF several months ago....

However, the hammer has dropped on the former - for the 2012-2013 official BF tournament season only BF models will be allowed!

The final change we are making is that from the new season all the events we run with will be only allowing Battlefront miniatures to be used. This is bound to cause some debate, so let me be clear as to why we have chosen to go down this path. Joe, Gareth and our events cost a great deal of money to run: a little over a quarter of a million American dollars this year alone. And, although it seems childish to draw a line in the sand and say, “If you want to play at our events and support the FOW hobby, you should not be bringing other people’s models along,” it is absolutely that simple. Our business is a business and we want Flames Of War to grow; we intend to give it the best support we can, but this support has a cost.


Even though its apparent to anyone familiar with the industry that BF's sales are hurting from stiff competition from PSC et al., this is an incredibly bad business decision and is engendering a storm of ill will against BF. It's also rather insulting to the historical gaming genre that, in the press release article, Chris uses the term "the FOW hobby" - another hare-brained "marketing strategy" that goes against the very notion of historical games being resistant to IP branding.

If you are opposed to this decision (and really, why wouldn't you be?), be sure to make your voice heard on the FOW forum thread.


Until BF reverses this decision, I'll be boycotting their products.

Monday, October 31, 2011

Heavy Gear Leagueless Army WIP

Well, it's taken me several weeks but I'm finally finished assembling my Heavy Gear Leagueless army - the Terra Nova Liberation Front, a group of political refugees and anarchists bent on eliminating the tyranny of the Polar Leagues.

Note that their V-Engines aren't on yet, as I'll be painting those separately.

The Army Commander Kodiak



The Army Commander Support Group - 2x Badlands Pythons with scratchbuilt MRPs, a Wild Ferret, and a Crusader IV.



The Recon Group - Pitbull, Wild Ferret, Chieftain, Silverscale, Pitbull



The Standard "Assault" Group - Jager with MBZK (there's some Gundam inspiration here), Spitting Cobra with VHAC, Flame Jager. Black Adder with linked MRPs, and a Dartjager.




Some of these were just a bear to assemble (bad mold lines, heavy pitting, etc) and some were a breeze (notably the Crusader IV, which required about 5 mins of filing). I could have easily contacted DP9 about some of the really bad pieces but, I do like a challenge!

Sunday, October 30, 2011

Free Stuff - Happy Halloween!


Wargames Vault and Drive Thru RPG are offering several free PDF games and supplements on their sites through Halloween (Oct. 31st). All you have to do is track down the pumpkin images and click on them.

If you get a "treat", a free item will be automatically added to your account. If you get a "trick", it'll come up with some odd pic or video. Note that each site, while affiliated, has different games available and you'll have to check them out separately to be totally free.

So far, I've found the following:

50 Fathoms Figure Flats
Dead Heat
E-Z Dungeons: Mummy's Tomb
Kaiju Kaos
Plague City
This Quar's War
The Best Little Hellhouse in Texas
CoC: Midnight Harvest
Fear and Faith

HINT: You'll need an account to find them all! Good luck...


Monday, May 16, 2011

Product Review: Castle Ravenloft Tabletop Game

Castle Ravenloft was the first expansion I was introduced to as a kid in the late 80s. I can always recall the interesting mix of gothic horror imagery in a fantasy setting and, being one of my first exposures to tabletop gaming, still holds a special place in my heart. Those of you who know me though, know that I'm not a big RPG player, due to either my penchant for being a visual thinker or my lack of any sizable attention span. Probably a little of both.

So, my interest was piqued when WOC introduced the Castle Ravenloft Board Game. My wife was able to track down a copy for me this past Christmas and, after not having a lot of time to play it earlier in the year, I finally got around to playing a few games.

The box cover (that's Count Strahd BTW, D&D's answer to Count Vlad Dracul)

First impressions - this box is substantial! It's roughly 15" square and about 6" deep and weighs in somewhere around 5 or 6 pounds. All markers/tiles/player cards are printed on thick, heavy-duty cardstock in full-color and must be "punched" out of the sheets they come in before playing. There also appears to be a thin plastic film over all the cardstock, so it slides well and seems better protected. Once finished, there's a plastic insert in the box designed to comfortably hold all the cards, tiles, markers, and figures (though I supplemented mine with some plastic baggies to keep everything tidy and easier to find).

The dungeon tiles (sturdy, colorful, and evocative!)

The box contents (PBR not included!)

As you can see in the picture above, there's certainly a lot of stuff included in the game. There's roughly 40 miniatures, 40 tiles, 10 Hero & (major) Villain tiles, 200 cards (divided into Hero Powers, Encounters, Monster, Treasure, and a few misc. decks), a rulebook, "adventure" book, a D20, and something like 200 various markers/tokens/counters.



As a person who loves miniatures, these certainly don't disappoint! All 40-some minis are cast in that semi-soft/hard plastic, which is sturdy enough to handle some abuse but could still be crushed with enough force. Moldlines are either non-existent or so well camouflaged that you can't notice them. Each "class" is cast in its own particular color - blue for Heroes, grey for Villains, off-white for undead, clear for spirits, and rust red for animals. Each mini has its name embossed in raised plastic under its base. A quick wash with some black ink would make the name and the details stand out well.


Obviously, the centerpiece is Gravestorm, the undead dragon. As you can see in the picture above, he's a good 6" or so tall and an imposing Villain. The "Spirits" are also very nicely sculpted and include a flaming Skeleton (née Ghost Rider) and a Wraith. Personally, I think the only weak point here are the Hero minis, which could have been more dynamic in their poses and (in the case of the Elf wizard and Dragonkin Fighter) much more substantial. That isn't to say they aren't nice, it's just that - after looking at all the cool monsters - everyone just wants to use those minis!


The Hero/Villain tiles

Gameplay is pretty straight-forward, let's call this "RPG lite". Players choose an adventure from the Adventure Book, choose a player character tile & model, and a set number of special Power cards. These can be anything from certain attacks, to healing powers, to magic. Each PC has 4 attributes and one constant "complimentary" power that helps other PCs. The 4 attributes are:

AC (Armor Class) - your defense. Traps, attacks, and magic must roll higher then this amount to damage the PC
HP (Hit Points) - your life. Each attack causes a certain amount of damage, which is subtracted from your HP. If a PC's HP reaches 0 at the beginning of his Hero Phase, and he cannot heal with a Healing Surge, ALL PCs lose!
Speed - the distance you can move in squares. Each dungeon tile is 4x4 squares (not counting walls)
Surge Value - the amount of HP you regain when a Healing Surge is used.

Right out of the gate, there's an issue here - Monsters & Villains both lack a Speed attribute. This can be confusing as, when a monster activates in the Villain phase (more below) and must "move", it simply moves 1-3 tiles towards the Heroes (usually). But there's no mechanism for where within the tile the monster moves to. This is both good and bad. For new players (especially new gamers entirely) this is abstract and simplistic enough to (generally) get the monsters into an attack on the heroes). For more experienced players, it can get confusing and a little boring at times.

Anyway, moving on, let me show you the first Adventure - a solo adventure named "Escape The Tomb". Here, the PC is trapped in the Strahd's Crypt tile and must escape to the Secret Staircase tile before the sun sets and Strahd awakes.

"Forever Alone."

The initial setup. I've taken my PC tile, a selection of 5 Power cards, 1 Treasure card (to represent booty from previous adventures), the Strahd Villain figure and tile (not in play yet), and placed the Hero figure on the Strahd's Crypt tile. I then shuffle the Secret Stairway tile into the Dungeon tile stack somewhere after the 8th tile down.

The first phase is Hero Phase. The active PC can either Move+Move, Move+Attack, or Attack+Move. Here, I've chosen to do nothing as, when you hit an Unexplored Edge (a tile edge with an unoccupied square that does not have another tile next to it, yet) you must stop. Next phase is Exploration. As I'm the active PC (well, the only PC, technically) and I'm on an Unexplored Edge, I take the first tile from the top of the stack and lay it with it's arrow facing my edge.


The new tile has a black square so I must draw an Encounter card. I draw the Spear Gauntlet trap. Not good! I lay the relevant trap marker down on my current tile (Strahd's Crypt) and keep the Trap card in my "Monster pile". The next phase is Villain phase, any monsters or traps I have in my "Monster pile" now activate, so (since I occupy a tile with a trap on it) I roll the D20, add the trap's Attack value, and compare the total to my AC.


Balderdash! The total is 21, 4 more than my PC's armor class of 17. I therefore take 3 damage and subtract 3 HP. No more monsters or traps so I go again. Hero Phase = Move+Move to the next Unexplored Edge. Exploration Phase = I draw another Dungeon tile (this time a hallway, black spaces are walls), an Encounter card calling for a Monster, and Mr. Flaming Skeleton arrives (into my "Monster Pile" he goes).

In this Villain phase, I now have a Trap and a Monster and each are activated in the order I drew them. First, the Spear Gauntlet is still within 1 tile of my PC, so can still attack. I roll but it does not exceed my AC, so it does no damage. Mr. Flaming Skeleton ("'Ello!") then activates and I follow the Tactics on his card. He's in the tile adjacent to me, so moves unto my tile and attacks with a fireball, so I roll the D20 again and add it's Attack value. A miss, so I take no damage ("'Cor blimey, guv'nah!")



This Hero phase I decide to Move+Attack. I move away 5 squares into the adjacent tile and use my Necklace of Fireballs card on Mr. Flaming Skeleton. It hits and does 1 damage. Mr. FS now has 1 HP. I've come into contact with another Unexplored Edge so I draw a Dungeon tile with a black triangle. The Encounter card I draw is Ambush. I roll the D20, add the Attack value, and am hit. I take no damage from the Ambush but suffer a Slowed condition, reducing my Speed to 2 (squares) until the end of my (next) Hero phase. Mr. FS attacks in the Villain phase but misses.

In the next Hero phase, I Move+Move to the next Unexplored Edge, draw a Dungeon tile with a white triangle (in this adventure meaning that the "Sun" sets 1 space lower to sunset and Strahd's awakening), no Encounter is drawn (because of the white triangle), and Mr. FS (being out of attack range, or 1 adjacent tile from me) moves 1 tile towards me.


With the slowed condition discarded, I elect to again Move+Move, again draw a Dungeon tile, an Encounter card ("Deadly Shadows" - which is discarded as it only affects a game of 2+ PCs), and Mr. FS moves another tile closer to me and attacks, missing.

In this Hero phase, I've elected to Attack+Move. I use my Trapping Strike power, roll D20, add Attack value, and hit; killing Mr. FS. I now remove the Mr. FS mini, take his card and its' Experience Points, and draw 1 Treasure card for my use. I then move 5 squares to the next UE, draw another white triangled Dungeon tile ("Strahd's right eye twitches in the darkness...").

Experience from destroyed monsters is handled in 2 ways. If I have 5 or more EXP and a PC draws an Encounter card I don't want, I may spend 5 EXP to cancel that card. Additionally, if my PC rolls a natural 20 on the D20, I can spend 5 EXP, flip my PC tile over, and now use the Level 2 PC on this side, who's obviously a little tougher.

Nothing really happens for a few turns until I draw the "Cyrus" Encounter card, what I refer to as the "Why-the-hell-did-you-follow-an-Igor-you-fool?" card. I draw a Dungeon tile, move to it, then draw 2 Monsters (a Gargoyle & Kobold Skirmisher).


There's a lot of back and forth and Running Away going on and inevitably, I reach 0 HP and decide to use one of my Healing Surges, bringing me back to 5HP and keeping me in the fight.



I'm eventually able to defeat the Kobold, gain a treasure, and move to reveal the Secret Staircase just as Strahd wakes up. The end!





Pros:
-Quick, easily accessible gameplay for all players
-Nicely sculpted miniatures & full-color Dungeon tiles
-Big list of adventures
-Real sense of cooperation in multi-player games
-Sense of escalating terror reinforced by Encounter mechanism
-Reasonably priced @ ~$60USD

Cons:
-No movement attribute for monsters , can be frustrating and confusing
-Some villains can be insanely powerful (i.e. Klak the Sorceror and his Teleportation/Horde of Monsters tactics)
-May be too simplistic for "Hardcore" D&D players
-Being forced to split from other players/team may mean near-automatic failure
-No expansions scheduled for release; though game is compatible with Legend of Drizzt and Wrath of Ashardolan games (thanks to TheMightyFlip on Lead Adventure for this info)
-PCs may only "level up" to Level 2

Monday, January 10, 2011

1993 Dragonstrike "instructional video"

From the WTF!? files, the "instructional video" VHS that came with 1993's Dragonstrike game. 33 mins of pure cheesy awesomeness.



Monday, December 20, 2010

$3M+ In Taxpayer Money To Games


Sen. Tom Coburn (R-OK) recently released his Wastebook 2010 compiling examples of how taxpayer monies were used to fund wasteful, pork-barrel spending by the United States Gov't over the past few years.

What stands out over the past few years are the level of money used to fund the development of multiple games and studies involving gaming with little or no discernible effect on the U.S. economy or benefit to the taxpayer.

Here's how your money was wasted:

"6. Studying World of Warcraft and Other Virtual Games - (Irvine, CA) $2.9 Million"

Bonnie Nardi, professor of "Informatics" for the Donald Bren school at UC-Irvine, received a 3-year grant totaling nearly $3,000,000 to study 'decentralized virtual activity systems" in online MMORPGs like WoW and Second Life. How does Prof. Nardi plan to do her "studying"? Why, by playing World Of Warcraft, of course! From her own website:

"My most recent research concerns massively multiplayer online games. I am conducting participant-observation fieldwork in World of Warcraft , the most popular MMOG, studying how players collaborate as well as the relationship of offline, online, and in-game activity."

Prof. Nardi has already received over $100,000 in 2008 from the Nat'l Science Foundation to do another study, specifically on WoW, which she later went on to publish as the book My Life as a Night Elf Priest, available now for the low, low price of $28.95!



To reiterate, this woman took $100,000 to produce a "study" whose findings she subsequently went on to publish in a private, for-profit book and then received another $1M every year for 3 years to do a participant survey on the same online game! For shame, Professor!

_______________________

"23. Zoo Receives Federal Funding to Develop Online Video Game 'Wolfquest' - (Apple Valley, MN) $609,160"

A subject that I'm also passionate about (wildlife conservation & the re-introduction of wild predators) mishandled by the Nat'l Science Foundation!

Developed by staff members of the Minnesota Zoo and game developer Eduweb to educate the public on wolf conversation issues, 'Wolfquest" is a free linear wildlife game (which doesn't mean the Minnesota Zoo is lacking in trying to milk every last marketing dollar it can from the franchise) with, at last count, only has ~250,000 downloads (for a game that was released 2 years ago+!).

Personally, I don't have an issue with some funding going to produce educational games which are fun, interactive, and generally have an important message. But kids barking at a computer screen (as detailed in the infomercial below) probably won't help the issue:




________________________________

"45. A Recession-Inspired Video Game - (Hanover, NH) $137,530"

What's needed in these dark times when unemployment is high and people find it difficult to find work is a game that lets us play the side of management in a Tetris-like environment based on how quickly one can lay off employees!

Luckily, someone over at the Values At Play project (whose mission statement, ironically, involves a lot of talk about advancing "humanistic principles") was able to take over $100,000 to give us "Layoff", described as:

"...an 11-by-8-inch grid populated by tiny workers…The objective is to shuffle these characters into groups of three of a kind, at which point they can be banished to mill aimlessly about the unemployment line..." [emphasis mine]



____________________


"78. Video Game Parties Rock Out - (Murfreesboro, TN) $5,000"

Last and certainly least, the Murfreesboro Public Library used $5,000 to host several "game nights" where patrons could play Wii, Xbox360, and PS2 games on a 96" inflatable TV screen.

The funds come from the Institute of Museum and Library Sciences, whose goal is "to develop strong libraries and museums to connect people to information or ideas"...I think I'll write the IMLS and ask them to fund my next video game platform purchase.


Thursday, November 11, 2010

LARPing Documentary on Hulu

"Darkon", a 2006 documentary about LARPers in Baltimore, is now available on Hulu.




I'll be the first to admit that LARPers make me giggle and I love to poke fun at them.

But this was a great documentary on the subject. Honestly, I preferred seeing the out-of-character parts of each player's "real life" rather than the LARPing itself. I thought the directors (Luke Meyer, Andrew Neel) really did a great job of not only humanizing the players, but showing the true reasons about why they play. Most players seem to work menial and/or dead-end jobs that they're bored with and LARPing is their escape from that. And, honestly, don't ALL humans fantasize about being someone else or somewhere else?

My favorite highlights:

0:22 - CHEESE MONSTER!? (+10 Terror factor to lactose-intolerant PCs?)
0:33-0:38 - The politicking and "Manifest Destiny" of the in-game country, Mordom
0:47 - A player relates his personal problems with the "fantasy" of Darkon's fantasy world
0:58-1:02 - Battle For The Citadel Of Peace
1:10 - Strategic planning with D&D miniatures!


Friday, October 22, 2010

BSG 'Winter Classic' Camapign

Attention Chicago area gamers! Beginning soon(-ish), I'll be hosting the BSG Winter Classic campaign. We're looking to start on Sunday, November 10th and running the winter through to mid-March.

Rules can be found here and the discussion is available here


Thursday, October 21, 2010

Inquisimunda Released!

Whew!

Well, after a couple months work, I've finally finished the basic groundwork for my Necromunda ruleset expansion - Inquisimunda! At this point, I have the majority of the grunt work done and preliminary rules and warband lists up.

Over the coming months, I'm hoping to finish all the warband lists (the Inquisition list being the biggest and most difficult!) , streamline the rules addendum, and receive feedback from anyone who's interested in contributing.

HUGE THANKS to migsula over at DakkaDakka for inspiring me to work hard on this project! His beautiful thread, "The Jade Vessel", is a joy to read and I recommend everyone do so!

For now, everything can be found here

I'll be posting updates on the main page as well. For now, enjoy!



Wednesday, October 6, 2010

Tutorial: Airbrushing "Realistic" Flame & Explosion Templates

I always thought the plain flamer and blast templates GW (and other companies) made were always rather bland and unimpressive. One color, even something "bold" like red plastic, just never really conveyed the feeling of tiny toy soldiers "doin' the burny dance" and/or getting blown into tiny pieces. So, I came up with any easy, quick way to add a little "excitement" to the mix...


This tutorial is really rather easy. Even if you're very new to airbrushing, this is easy and effective once complete. This project can easily be completed in a day, even if broken up into multiple sittings.

What You'll Need

-An airbrush & compressor
-Airbrush paint or thinned paints (I use opaque Badger airbrush-ready paints here)
-Dullcote or "Satin" Clear Sealant (I used Krylon Satin Clear Sealant)
-Gloss Sealant (I used Ace Premium Gloss Clear Sealant)
-A dust mask/respirator
-Templates (here I'm using GW Flamer, Large Blast, & Small Blast from the Necromunda boxed set)

A note on paints: You'll notice that I'm using opaque airbrush paints for this projects. This does mean that the templates will lose some of their transparency. The application of color should be so fine though that the templates don't become fully opaque (i.e. you can't see minis below them). I used opaques here simply because they show up better in pictures and the colors are much more bold.
You certainly CAN substitute transparent paints for this project but do know that your colors may not be as bold as those shown below.


Blast Templates



1. Prep all templates by washing in warm, soapy water & allow to fully dry
2. In a well-ventilated area, evenly apply a coating of Dullcote or Satin sealant & allow to fully dry (usually 1-2 hrs)
3. Using your airbrush, start by applying the lightest color (in my example above - white) to the very center of the template. Some overspray and/or spattering is fine, you won't see this layer once completed (unless you turn the template over).

If you want a brighter explosion, apply more white now.


4. Using your airbrush, apply the next less-bright color (above - yellow) over the previous layer. You should be overspraying this color out further from the center, so that it blends into the next layer.

5. Notice how I'm now holding the template. I'm doing this so that I can 'walk' the template in a clockwise motion with my fingertips while spraying.
Starting from the outer edge of the template, apply the next color layer (above - orange) inwards and in a circular pattern. Don't overspray the previous layer too much, and avoid spraying the center.

6. Still cradling the template, apply the next color layer (above - red) from the outer edge inwards and in a circular motion, as before.
Notice how this color is not applied evenly. I let the previous layers come through almost to the edge in some spots and push the red towards the center in other spots. I did this because explosions aren't symmetrical.

7. Using grey or black, lightly spray the outermost edge of the template.


8. Using the same color from Step 6, overspray the grey area slightly. This helps blend the "smoke" layer into the template.

9. Using the color from your first layer (Step 3), spray just around the center hole, being careful to avoid overspray.
10. Seal with Gloss Sealant.


Flamer Templates



1. Prep all templates by washing in warm, soapy water & allow to fully dry
2. In a well-ventilated area, evenly apply a coating of Dullcote or Satin sealant & allow to fully dry (usually 1-2 hrs)
3. Using your airbrush, start by applying the lightest color (in my example above - white) from the tip up towards the bulb in squigly Dagger Strokes. Use more paint when starting a line and then slowly taper off towards the end of the line (above, I believe I started at position 5 and went down to position 1 at the end of my stroke).
Don't be overly concerned with making perfect dagger strokes or highly defined lines now, because....

4. Here you define your "flames" more, going back over your previous lines with the initial color (again, above - white).
If you want more defined flames in the finished template, go over these lines twice before moving on to the next step.


5. Using the next less-bright color (here - yellow), do some more squiggly Dagger Strokes from the tip up towards the bulb. Concentrate on the center of the template with this color, as the finished template should graduate from brightest at the tip and center, to coolest at the end of the bulb and edges.

6. From the end of the bulb, apply the next less-bright color (above - orange) in squiggly Dagger Strokes as before. Try to concentrate on areas which have, so far, not received any paint.

7. Again, starting from the end of the bulb, apply the next color layer (above - red) in squiggly Dagger Strokes. If you've missed overspraying any of the initial color layer (white), do so now.

8. Using the color from Step 7, apply a light to medium overspray in a U-shape around the edges of the template bulb.
9. Using your initial color, apply a few small, straight Dagger strokes from the tip of the template, terminating about 1/2" to 3/4" from the tip.
10. Apply a light overspray of grey or black along the very edges of the template, taking care to stay away from the tip itself.
11. Seal with Gloss sealant.