Archive for the ‘Sci-Fi’ Category

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Game design thoughts: First steps

April 5, 2026

As I mentioned in a previous post, I’ve been steadily putting some work into designing a miniatures game (with the working title Containment) for a while now – you can check out that post to find out why as well as general information about the game! While I’m currently unable to playtest, I have been making a bunch of tweaks to the rules and in general just thinking about what makes a game fun and enjoyable, what doesn’t (Sam Pearson’s game design channel on Youtube has been very inspirational, as has Patrick Todoroff’s blog), and what I want to achieve with this game.

A close-up photo showing soldier miniatures surrounded by zombie miniatures in a science fiction setting

An oddly focused snap from one of my endless number of playtest games

As I felt like writing, I decided to share some of these thoughts. Who knows, this might even turn into a series of posts! In this post, I discuss the concept of the game, its influences, and how they have fed into my design choices in terms of mechanics as well as tone and setting.

Inspiration and first steps

The initial, bare bones version of the game was based on replicating a particular type of scene in “fast zombie” media: the one where there’s a military or police unit trying to contain a rapidly deteriorating, chaotic situation (hence the working title), with zombies – or whatever they’re called in the setting – sprinting in, impacting with the troopers, and bearing them down, only for the troopers to soon rise back up as zombies themselves.

A particular example is this scene in 28 weeks later which I can’t embed as it’s age restricted. It is also noteworthy for the callous approach of the military: at some point it just becomes “shoot everything that moves”. What elements make this scene, and how did they influence design choices when drafting up the basics of the game? Here are three elements relevant to me:

The situation is hectic

This isn’t measured grand strategy, but instead a panicked attempt to contain a situation that is already out of hand. The game needs to reflect this: there has to be a sense of pressure on the player. As I wanted to design a game for enjoyable solo play, I did not want to introduce something like a timer for the player; I want the game to represent a hectic situation, but not for the gaming itself to be hectic. I did, however, want to incorporate elements that convey a hectic feel while also serving the game mechanics-wise.

The central design choice here was that the core gameplay needed to be simple enough to be fast playing. No endless special rules, no calculating hit locations or hit points, no referring to the rules for each action. Also, I wanted there to be the possibility of situations changing rapidly, which led to the initial incorporation of quite a large random element, i.e. dice rolling. A third choice was miniature movement: the infected move faster than the soldiers, so if the soldiers want to do anything else than keep running, the infected will always catch up to them.

The situation is lethal

Tying in with the fast gameplay and genre conventions, death comes at you fast. In gameplay terms this for me meant no protracted hand to hand slogs, minimal tracking of model status, and merciless combat outcomes. In all honesty, the initial version was mainly a simple, brutal soldier annihilation simulator. This would also have design implications down the line, as discussed below.

A big part of this lethality is that soldier casualties quickly become enemies, potentially leading to horrible cascades: a soldier dies, resurrects, attacks the next soldier and so on. This is of course a big part of the zombie genre, especially things like 28 days/weeks later. I introduced two states for soldiers damaged in contact, bitten for “still able to function but will turn soon” and killed for “dead and becoming an enemy shortly”. The zombies, or infected as I soon started calling them, operate more simply. If they are attacked, they either die or they don’t.

The situation is awful

The third takeaway from the scene is more narrative: it’s a genuinely horrific situation with civilians fleeing in panic and getting killed and turned into monsters left and right, and the military electing to abandon all targeting restrictions and simply gunning down everyone, infected and civilian alike. It’s bleak and tragic, and I want some of that in the game. Conceptually, civilians and the potential for civilian casualties were a part of the game from the start.

However: did I want to make a game in which you can kill civilians, and is it overall advisable to include an element like that in a game? How to incorporate such an element without it being very unpleasant for the player, or should it always be unpleasant or repulsive for the player? Considering myself quite sensitive to toy soldier ethics, this prompted a lot of reflection. It also raised questions about the game’s narrative: who are the people who would do so and why? Would and should the game be super, super dark? This was a game I was designing for my own use, but would I actually want to play this game myself?

Putting it into practice

The first versions of the game weren’t great. Or rather, they very much did what I wanted them to do: the infected would run at the soldiers and civilians and the soldiers would get some of them but would eventually be swarmed, often as their companions turned into infected themselves. Combat was indeed very brutal and lethal, and it was hectic.

The problem with this was that it wasn’t very fun. Almost all playtests would turn out the same with some minor variations – every now and then a soldier might survive a bit longer, and rarely the soldiers might even win. It was a somewhat faithful recreation of the scene that inspired it, but…yeah. As anyone who has played Space Hulk knows, brutal combat can be exciting and tense, but it currently wasn’t. Even knowing that it was a very early prototype, things needed to change somehow. More on this in a future post, maybe?

Furthermore, it turned out that shooting civilians was, purely in terms of game mechanics, mostly a moot point: there was no time or reason to do so unless the table had far more civilians than infected, and a setup like that felt much too grim for my tastes, even if faithful to the source material. Now, in the current design stage of the game, a scenario like that is on the cards, but considerably toned down in terms of grimness and, more importantly, better in line with the game’s tone and setting. These two were the main outcomes of early playtesting and I’ll discuss them next.

Making terrible things fun: setting and tone

I knew from the start that in terms of aesthetics I wanted to set my game in a scifi future, largely because that’s my current miniatures kick. I wanted the blue collar kind of scifi in the vein of AlienOutland, and The Expanse, grounded in our reality, and kind of grubby and gritty instead of the colourful fantasy of Star Wars or the clean utopian visuals of Star Trek. However, combined with the subject matter, this pushed the game in a grim direction: awful things happening in a dirty future.

I’m not a very grim person, nor was I looking for solo play evenings filed with depressing narratives – our world has plenty of those without fiction. The solution? Add a bit of levity, make the horror a little more fun. This would lead to the tone and setting of the game.

As mentioned above, the soldiers controlled by the player would die quite easily and almost inevitably. Now, this usually isn’t very fun in a game: once you have your little troopers, you generally want them to stay alive. If you’ve played Jagged Alliance, XCOM, or Laser Squad, let alone Blood Bowl, it’s not fun when you lose your characters. My first solution was to alleviate this narratively by making the characters…bad.

I had wanted narrative elements from the start, so I decided to introduce personality characteristics for each soldier. These were mostly negative; I wanted characters whose passing wouldn’t really be mourned, so now the roster featured soldiers that were violent, lazy, cruel, vengeful, and 46 other things. This ten led to the game’s narrative core: what kind of organisation would these people seek and find employment in? A private military one, of course. Things just kind of flowed from there. “Violence for profit” was a good match for blue collar scifi with its corporate criticism – think Weyland-Yutani of Alien or the Tyrell Corporation of Blade Runner – and, as I wanted to make the game’s narrative a little less grim, it was a short step to gallows humour and satire from there. The soldiers were no longer soldiers, but operatives.

Dark themes and humour are by no means incompatible, just look at Judge DreddRobocop, Starship Troopers (apart from the original book), or even Warhammer 40k. The topic of futuristic private military companies seemed ripe for this kind of thing, allowed me to address some of my frustrations about late stage capitalism and the sanitisation of violence, and provided an important bit of humour and distancing from the dark subject to make it more enjoyable. I now had the setting and tone for my game, written out in my design document as:

a solo miniatures game of managing a futuristic private military company mounting high risk operations against masses of rage-filled infected to generate value for shareholders

Going forward

Now, these were initial steps in the design process taken more than a year ago, and the game has progressed a lot since then. It plays much better and has plenty more variation, there are the seeds of a campaign system, a lot more narrative elements and even the characters are not all horrible! The game is of course far from being finished, but I hope that the write-up above illustrates some of the thinking going into the game and how I’ve approached it.

Oh and what about the civilians? While it hasn’t been written yet, maybe there will be something like an evacuation mission with an acceptable level of ethical personnel reduction while prioritising key company asset security in target selection. Who knows, we’ll see.

If there’s an interest in more posts like this, do let me know, as well as if there are particular topics you’d like to know more about!

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From the painting desk #82 – Colonial…mercs?

April 3, 2026

Life carries on here in Norway (until the end of this month), and I’ve managed to get some more painting done. As the city is now very much quieting down for Easter holidays, today is a great day for a new blog post!

Work on Containment continues, and I’m still painting minis for use with the game. The game features different mercenary crews – sorry, private security contractors – which gives me a great opportunity to paint up more futuristic soldier types. I know I have a fair bunch already, but what can I say, I’m pretty much always up for more scifi military minis. Enter these printable colonial marines by Velrock Art Miniatures:

Renders of six colonial marine miniatures by Velrock Art Miniatures.
Picture © Velrock Art Miniatures

The minis have exactly what is needed for the game, with the different specialist roles represented (support, medic, sniper, comms/tech), one of them even touting a shotgun which is a weapon option in the game.

Years and years ago I painted up a ton of colonial marines as part of my various Aliens projects, and there’s even a painting tutorial I made sixteen years ago (and which has held up surprisingly well). However, because of that, I wanted to paint these up in a different colour scheme, something that was less “national military” and more “mercenary company”. Here’s what I settled on:

Six painted colonial marine miniatures by Velrock Art.
Click for a larger version

I feel like the rust red and khaki complement each other nicely and really help these minis look like they are not colonial marines, even despite the very recognisable weapons. I think I was inspired by an old 40k Imperial Guard colour scheme from way back! The lovely red was done using the great Rust and abandoned set from AK. I went with minimal small detail for easily readable minis. The sniper had their shoulder lamp snap off in transit (and impossible to glue back due to the tiny surface), but then again I figured it would not be needed anyway for that line of work. For the medic, I did add some bright splashes of colour for the gloves and the medkit and while they do stick out, I don’t think it’s too excessive. I also gave a touch of Jacques Cousteau for scanner guy’s hat.

Unusually for me, I’m showing off these minis with unfinished bases as I wanted to post about them but they won’t be based until a month from now when I get back home – while I did bring my paints and brushes, lugging over tubs of basing sand was where I drew the line!

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From the painting desk #81 – Average people

March 22, 2026

I am currently on a three month research visit to Bergen, Norway, at the University of Bergen’s Center for Digital Narrative, and decided to bring my paints with me. It has turned out to be a great idea, as I’ve actually gotten things painted! I’m continuing work on Containment, my ruleset for raging infected vs. mercenaries, and as part of the project I have been painting up scifi civilians – colonists for Alien-style blue collar scifi.

Five science fiction miniatures in a close up photo. The miniatures are from David Sheff Models and The Makers Cult.
L to R: David Sheff Models (DSM), The Makers Cult (TMC), David Sheff Models (DSM), TMC, DSM.

The models pictured here (and photographed in very non-ideal conditions) are 3d printed ones from David Sheff Models and The Makers Cult, with the mechanic having a head from Station Forge. I’ve really enjoyed painting these and I think they turned out nice! I went for quite muted, down to earth colours to suggest that these are very much everyday people, such as those shown in the deleted Aliens scenes depicting the Hadley’s Hope colony prior to xenomorph shenanigans.

Scene from Aliens depicting Hadley's Hope colonists.
Click for a larger version

In the game, civilians will serve a key role in some scenarios. They will need to be escorted and protected, whether as part of reclaiming colonies or panicked evacuation. They will also quite easily fall to infected attacks, obviously then turning into more infected, hopefully providing players with fun, tense moments and difficult choices.

A lovely part of my visit here was organising a miniature painting workshop for my colleagues, most of who were complete newbies to painting! The reception was really enthusiastic, so I think there’s a volume 2 on the way…

A group of people of different genders gathered around a table painting miniatures.

Finally, as per usual around this time of the year, I’m getting geared up for Salute! Let me know if you’ll be there if you fancy catching up.

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Making a game

July 13, 2025

This year, I’ve gotten started on a miniatures game of my own and it’s been a fun project so far! This post is an introduction to what I’m doing, and might even develop into a series – although with my waxing and waning blogging enthusiasm, I’m making no promises. Anyway, it’s nice to get some ideas into writing and to an audience, no matter how small (quality over quantity etc). I’ll start with some key questions, maybe to prompt myself to some reflection as well.

What’s the game about?

Tying together a bunch of my interests, Containment (working title) is a solo game about private military contractors – mercenaries – clearing out space colonies after a disastrous rage zombie virus outbreak, inspired by films like Aliens and 28 Weeks Later, the comic Planet of the Living Dead, digital games like Jagged Alliance, XCOM, and Aliens: Dark Descent as well as (mechanics-wise) tabletop games like Five Parsecs from Home and FREAKZ!

A group of running infected from 28 Days Later

It’s these guys vs. mercenaries, essentially.

The tone I’m looking for is kind of a darkly humorous anti-corporate satire: cleaning up the colonies has been outsourced to a bunch of more or less shady market operators that are in it mainly for lucrative government contracts and PR. The job is high-risk and pays well, and mostly attracts either the kind of person interested in killing for profit or those just desperate enough to sign up.

Close-up of Carter J. Burke from the movie Aliens.

“I work for the company. But don’t let that fool you. I’m really an okay guy.”

The game is designed with emergent narrative in mind. The characters have names, personalities, and some background – not a lot, but enough to maybe latch on to if you’re that sort of player – which influence things that happen both during and between missions. There are tables that hopefully bring up interesting and relevant things and nudge the player towards constructing some kind of coherent-ish narrative of the game events.

There might be a light company management element in there as well, but for now the emphasis is on developing solid and entertaining mechanics for the core gameplay.

Why make a game?

There are a couple of reasons and a fair few other things that have fed into this.

First of all, there isn’t a game out there that’s currently doing what I want, but there are many games that do a part of it. Five Parsecs from Home does a wonderful job of emergent narrative, and is a huge inspiration, but doesn’t quite capture what I’m trying to do here. The game’s Bug Hunt alternative/expansion, in turn, is similar to what I’m doing (smaller teams vs. horde), but I’ve found the narrative part too thin compared to the main game. In fact, this whole game creation process started from an attempt to expand on Bug Hunt. First and foremost, I wanted a game for me. I’ve written on the blog a couple of times (here and here) on the topic RPG elements in wargames, and a lot of that thinking is going into this game as well.

What do I want then? A fast playing, light solo game that is quick to pick up a play a few missions of, with light cognitive load: I hate memorising a million special rules and exceptions to those special rules, combined with a ton of variables based on, for example, different weapons and skills. This said, it’s a balancing act! The first version of Containment was essentially a game of luck with very few tactical elements. Boring, in other words.

Second, designing and developing a game is pretty fun in itself. I know several professional and semi-professional game designers, and we’ve often had a lot of interesting talks.  Having played games for a long time now, I definitely have my own particular likes and dislikes when it comes to game mechanics, and being a game scholar, I do spend quite a bit of time thinking why people enjoy playing games. Through both my work and 30+ years experience of RPGs, I’m not a stranger to the creative process either. So…why not try my hand at creating a game?

Third, as an adult, I’ve realised that it’s possibly to just…do things. There’s no magic to it, no-one you need to ask for permission, and so on. If you feel like creating a game, you can just create a game! Furthermore, it doesn’t have to be just a document in a cloud somewhere, but it can be an actual thing with a professional layout, illustrations, even dedicated miniatures. It might even be published, who knows! Sure, these things are not free, but in the grand scheme of things and compared with stuff like house renovation, they’re not crazy expensive either.

What’s going on at the moment?

The game’s rules are currently at a stage where I can play a pretty fun session or two. That said, there’s only a single mission at the moment, a traditional “you need to search these bodies for intel” thing or creeping in the midst of dormant infected who are waking up – slowly, unless you start shooting. New ideas for rules tend to pop up during gameplay, and they need to be tested, modified, and then accepted or discarded while trying to avoid a complexity creep. There are rules for dormant infected and when they wake up, evacuations (for ending missions), flashbangs (to momentarily distract and slow down the infected), and first aid injections (to give your poor bitten operative a few more rounds before they turn).

I’ll do some playtesting next week with a few regular gaming friends to see what they think of it, and I’m assuming there are more changes incoming after that. That’s really welcome though, as at some point you just become blind to your own work. I’m looking to release a version of the rules for playtesting “sometime in the future”, so drop a comment if you’re interested!

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What’s going on?

July 11, 2025

For the first time in a long while, I felt like posting on this blog! We’re in the summer holiday season here in Finland, so with work stress decreasing, free time increasing, and overall more (limited) sunshine and general fun, I find myself somewhat more energetic. Got to strike when the iron is hot and so on!

What’s up over here? Nothing much, which seems to be the usual middle-aged thing to say – work is good, eyesight getting worse (just bought my first reading glasses), hair thinning (which I’m not yet ready to accept), marriage still great. Being this old (well, not old-old but you get the point) feels odd in the context of this blog. I started this blog in 2009, at the age of 27, and I’m soon to be 43. Quite a lot has happened since then, both personally and globally!

Linking to the starter post of the blog from way back, I ended up reading it too! Seems like I’ve come full circle – or at least I’m at that point of a loop again. I’m currently working on my own gaming ruleset about zombies. What else could it be, right? Combining my key interests from past years, it’s a solo miniature game about zombies in a scifi setting with a seasoning of  corporate satire, as you manage a private military company – i.e. mercenaries – tasked with cleaning up infected colonies somewhere in the outer reaches of civilisation. The crew consists of more or less unsavoury types, with each character having their own (randomly generated) personality, which in turn affects their gameplay: a callous operative will have no qualms about putting down a bitten comrade, whereas a sensitive one might hesitate for a fatal moment, that kind of thing. The game is geared towards emergent narrative, the main inspiration being games like Jagged Alliance, XCOM, and Aliens: Dark Descent on the digital side, and Five Parsecs from Home and FREAKZ! on the miniatures side of things.

The design process and playtesting has given me a great reason to dig out a bunch of miniatures I painted years back, such as the zombies I was working on when this blog kicked off. In addition, I’ve obviously been printing and painting lots more zombies – fast ones this time. On the list are also some private military operatives as well as scifi civilians, all the usual suspects for a game like this. I’ve had a lot of fun doing some headswaps etc, both digitally and physically. For making a horde (well, 20+ minis) and working with a limited number of suitable models, the option to mirror models before printing is pretty useful. It doesn’t really add a ton of variety, but it’s something! So, here’s a bunch of painted models, they are mostly from Lost Heresy with a bunch of Knight Soul Studio heads thrown in. They’re overall lovely to paint, as they’re nice clean sculpts withouth excessive detail.

Click for a larger version

Click for a larger version

Click for a larger version

Glad to be back to blogging! No idea how regularly I’ll be posting, but it’s nice to resurrect this old thing every once in a while.

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Salute and the Pennine Way 2024

May 11, 2024

Life goes on, and occasionally the blog as well! For the first time in a long while I felt like typing something here, so here goes. Nothing dramatic as usual, busy with life things and all that. What follows is a description of my latest trip!

Salute 2024

I went, I helped BunnyBadger games put on participation games (and painted up a zombiefied Joe Biden and a glittery Taylor Swift for the Trumpocalypse game), I enjoyed the atmosphere, walked with Emmi around the show, met friends…the usual! My Salute purchases have been dwindling year after year, this year I got a bunch of brushes for both myself and Emmi for her craft hobbies. Ironically, some years after my long “only pirates for me thanks” miniaturing period has come to a close (for now at least), the theme of Salute was pirates. Oh well!

In addition to the brushes, I picked up some lovely, characterful futuristic law enforcers from Die Hard Miniatures. I put these together and cleaned them up last night, and I remembered how much work there is working with metal compared to resin casts and prints.

Photo of five painted futuristic law enforcement miniatures on a blue background.

Photo © Die Hard Miniatures

In addition to the miniatures, I bought the Sci-fi Backdrops picture book by Jon Hodgson, published by Handiwork Games. I was silly enough not to get in on the Kickstarter, but conveniently got this through Bad Squiddo. I had to quickly try it out, and I can safely say this is one of the must fun miniature-related things I have bought in years! As you probably know from reading this book, I game very little, but I do enjoy the storytelling aspect of miniaturing, so this is perfect stuff for me. I lined up a few scifi models for demonstration purposes.

Two miniatures posed against a science fiction background.

Click for a larger version

Two miniatures posed against a science fiction background.

Click for a larger version

The Pennine Way

If you’re a long-time reader of the blog, you might remember that five years ago Emmi and I did about a hundred miles of the Pennine Way national trail in the UK as our honeymoon. The trip was excellent and left us hungry for more, so we decided to do the whole thing of 268 miles. What followed was three weeks of beautiful views, bog (and more and more bog), quaint villages, friendly people, tiny lambs, and an amazing feeling of freedom in the walking bubble. While it was a physically strenuous trip, I guess getting to the blog after a long, long break is evidence that it was a welcome recharge of energy, creative included. I have about a million photos, but I’ll just share some choice ones below. If this feels tempting, I’m happy to provide advice!

It genuinely feels nice to be writing the blog after such a long break! Who knows, this might become a thing again. Anyway, I’m still alive and well and playing with my toy soldiers! How is everyone else doing?

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The sweetest imperfection

May 15, 2022

Wow, really hasn’t been an active year for blogging, has it? While DotL has been very quiet, I’ve been busy with hobby stuff – and I’ll hopefully eventually post about it.

Much of this year’s gaming has been Five Parsecs from Home, a solo game that I’m happy to recommend, which I have been printing and painting models and scenery for. However, this is more of an editorial style post than a regular From the painting desk one. Why is this? Because I’m doing something profoundly different!

By “profoundly different” I don’t mean a new technique or a fancy new tool, but a fundamentally different approach to what I usually do. I’m a bit of a perfectionist when it comes to miniatures stuff (and various other minor things in life). Very small things can bug me far too much. An irritating mote of dust stuck to a miniature’s varnish. A slightly off painted eye. A mould line that I didn’t clean up neatly enough. Support marks on prints. A slightly different colour tone on two miniatures’ bases when they should be the same…you get the idea.

In general I don’t mind this, it’s just who I am after all, but it can cause some practical issues now and then, such as when you’re in need of a table full of new terrain. Sticking to my usual working habits, a table full of scifi terrain would probably take me months, and even that would involve compromises. That’s really not good for actually getting a game in – a couple of months is plenty of time for a budding project to run out of steam and result in half-finished reminders of that one cool idea you had.

Solution? Live with these minor imperfections. This is obviously nothing groundbreaking, and I’m sure it’s something every miniaturist thinks about at some stage. Sometimes you’ve done something as well as you can no matter if you’re happy with it or not, sometimes you just want to finish something so you can do something else that’s more inspiring or interesting. I’ve done this in the past too, and obviously I don’t put 110% into everything I do, sometimes I just want stuff that’s finished. This time, however, I’ve been doing it to a different extent than usual.

With this scifi scenery, I went for terrain that looks good on the table. I wanted it to look nice for gaming, but it does not have to stand up to close scrutiny or close-up photos – which this post will feature to illustrate a point. What this means in practice is that I printed at a much higher layer height than usual (0.2mm compared to my usual 0.12mm), only bothered to do minimal clean-up, and no imperfections such as failed or rough bits have been fixed. As I don’t want to bin things that can be used, these are basically stuff that I’d normally label “test prints” and give away for someone who can stand them being a bit crappy, or spend a lot of time fixing them with putties, sanding, and things like that.

The same goes for painting. These models have been hit with spray primers (one of which completely malfunctioned, covering the model and my spray booth in dry paint powder – no matter, still used the model), lathered in quickly made washes, and given a couple of coats of drybrushing using large brushes and craft store paints. Some very basic detailing and weathering, and that’s it, done!

You can click on the photos below to enlarge them.

Wrong printer settings resulted in funky random lines on the surface. Also, the windows are just blotches of paint.

Layer line central! Printers aren’t good at shapes like the pipes here.

These buildings have detachable roofs…

…that warped horribly after painting.

My printer had a rough day with this file, resulting in some gnarly texture and print artifacts.

Spray can malfunction left the inside gritty and chalky. I decided not to do anything to it, as I don’t usually play inside buildings anyway.

At first this felt horrible, but as it was a very conscious experiment, I decided to plough through and just live with it. What do you know, at some point I started to be more and more happy about them! Are they perfect? No! Do they need to be? Also no! Placed on they table they look really nice actually, and of course everything is subjective – I would’ve died for terrain this cool as a kid! This isn’t an “oh, woe is me, my super high standards are simply unbearable” kind of thing, but more an issue of my own personal flaws features and idiosyncracies and dealing with them in a healthy and beneficial way. I know this may not seem like a big thing, but believe me, it is!

Local planetery enforcers about to get destroyed by a genestealer. Doesn’t look at all bad to me.

I’m sure most of us have feelings of inadequacy at one point or another in this hobby: with the internet full of amazingly skilled people, while inspiring, it can also be disheartening at times. Learning to let go of excessive perfectionism or self-criticism that needlessly holds back hobby enjoyment is, I think, a great way of getting more out of our toys. For me, it meant putting together a bunch of very adequate terrain in a fraction of the time it usually would’ve taken, which means more time left for other things, more terrain to actually use in games, and more joy from completing things. Most of all, it allowed me to enjoy this awesome hobby even more than before. Importantly, this isn’t a “you should do this as well” post. Lavish attention on your models to your heart’s content if that is what makes you happy!

As an interesting final note, I started this post months ago but haven’t gotten around to finishing it. After digging the models out of storage, I found myself thinking that they actually look pretty nice and much better than I remembered. This made me happy – it seems there’s been an actual shift in how I view these things now, so…go me, I guess?

The hut in the first few pictures is a micro hab unit by Saucermen Studios, available for free on Thingiverse.

The buildings with the detachable roofs are stackable buildings by Rocketship Games, also available for free on Thingiverse

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From the painting desk #79 – Fembruary 2022

February 27, 2022

Wow, late February and it’s the first post this year. Better late than never!

The Fembruary challenge, a brainchild of Alex from over on Leadballoony, is one of my favourite things in the online miniatures scene – heaven knows our little corner of the hobby world benefits from more representation.

I’ve been painting a lot this year (apparently instead of blogging), and these three models are my entry to this year’s Fembruary:

First up is a rogue trader type character, the leader of my Five Parsecs from Home gang. Dubbed Nura Aleh by the wonderful Realm of Plastic 40k name generator, the mini is a 3d printable one from Studio Sol Union, kitbashed with a printed head from Knight Soul Studio. I think the combination makes for a pretty cool whole. My vague background story, based on the Five Parsecs random background generator for the character is that she’s a former or renegade inquisitor. For the clothes I went for a gold/purple combination – a tried and true combination and nicely a bit flamboyant.

Photo of miniature with long coat and pistol, views from the front and the back

Click for a larger version

The second model is another member of the Five Parsecs gang, the wasteland nomad mercenary Esma. The model is an old, OOP Infinity Ariadna scout sniper by Corvus Belli that I picked up years back at the local RPG convention if I recall correctly. I’d always considered the character to represent a woman, yet when I started to paint it, I realized that there were no gender identifiers there – which is actually kinda cool. A female model does not have to be super strongly (and stereotypically) coded as a woman with breasts, high heels or the like. For the paintjob I drew inspiration from the background, a wasteland nomad didn’t really speak to me of ostentatious clothing, so I went with very muted tones.

Photo of miniature with assault rifle, dressed in a cloak. Front and back views.

Click for a larger version

The third and final mini is my rendition of a Vindicare Assassin for my 40k army. Originally a Tempest guardsman sniper by Velrock Art, I removed the cloak before printing. The sculptor has intentionally made modifications to the minis wonderfully easy, as the cloak was simply a single element that could be removed using Meshmixer. This was a bit of a tricky model to paint, as it’s very, very black. I went for a few different tones, painted some sharp highlights on the bodysuit and made the armour and knee and elbow pads a bit more dull. I gave the hair an auburn look for a spot of colour, and painted the eye lenses red for a bit of extra contrast and menace. Overall, I’m pretty happy with it!

Photo of assassin miniature with rifle, dressed in all black. Front and back views.

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To wrap up this post, a shot of the trio in more fitting surroundings.

Photo of three miniatures, an assassin, a rogue trader, and a mercenary standing on a metal walkway with scifi scenery in the background.

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Azadi Death Front #1 – Getting into 40k

December 19, 2021

This might sound like an April Fools’ thing, but I’ve started a small project for…Warhammer 40k. Wait, what? After not having touched the game since the 90s, I tried a small scenario with some close friends a while back (using my Colonial Marines as Imperial Guard), and realized that it was actually pretty fun! This, combined with the fact that I had long been eyeing the Azadi Death Front models from 40 Emperor, and the realization that a 40k army doesn’t have to be an ultra massive endeavour, have led to me starting a small 40k force. While I haven’t played the game, I have enjoyed many of the different 40k digital games, and quite like the fiction too. The Imperial Guard (or Astra Militarum in silly trademarkable lingo) has always been my favourite. This shouldn’t be a surprise, given my love for AliensStarship Troopers and the like. They’re the underdogs, the meat that gets fed into the grinder – albeit meat with pretty sweet tanks.

The ADF models are a really cool force of all-female troopers, inspired by Kurdish YPJ soldiers. I don’t really want to mix real-world politics with my toy soldiers too much, but I love both the look of the minis and appreciate their real-world counterparts. Headscarves, sneakers, harem pants – what’s not to like. A bit of extra representation in the grim darkness of the far future isn’t a bad thing either.

Illustration by Alberto Luna, ©40Emperor

Now, I’m not a fan of batch painting, which has been a major detriment to any army-based miniature gaming thing since my WHFB days. However, I happened to have a very free weekend – back in October when I started this post(!) – so I printed out a whole squad of troopers, gave them a blast of black primer, and got to work. It was a fun weekend’s work, and I watched a bunch of films and series from my backlog (Wandavision is fun, What if…? is fun, Predators is still fun, AvP and AvP: Requiem were still not good but better than I remembered, and I quite enjoyed Alien: Resurrection much to my surprise). At the end of it I had an actual squad to be used in 40k, with even a few extra models thrown in. For me, finishing 12 models over a couple of days is a huge thing!

I wanted to try some new techniques, so I did a bit of OSL on the plasma gunner, and some heated metal effects on the support weapons – which I think turned out pretty nice! All of the scarves are different, and allowed me to break up the uniformity of the squad. I want them to look more like a a militia/rebel force than a super uniform military unit, and I think that works decently well too. With the bases I went for a kind of a rocky, sandy Afghanistan look – not quite desert, but dry, dusty and barren.

Photo of female imperial guard squad

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Photo of four female imperial guard troopers

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Photo of four female imperial guard troopers

Click for a larger version

Photo of four female imperial guard troopers

Click for a larger version

After the squad, I’ve painted a Sisirk war walker, the ADF’s equivalent of a Sentinel, some Heresy scifi troopers with 3d printed female heads (to represent Tempestus Scions), a custom Hero Forge Astropath, and I’m nearly done with a Chimera alternative too! This doesn’t mean that I’ve neglected all my other projects: I’ve painted a bunch of gothic horror monsters, some graveyard pieces and monster hunters, too! I’ll show those off too, possibly, eventually, maybe.

As regulars have probably noticed, the blog has been very quiet for the past few months. As usual, there’s nothing dramatic involved, luckily! I’ve been really busy with work, took some time off to go to London for Salute 2021 (happy I did, as next year’s event is cancelled), and so on – “the uze”, as Cheetor would say. As I’ve mentioned approximately a hundred times by now, as a lot of my daily work is writing, whether research articles or grant applications or professional communications, there’s not usually a lot of energy for spare time writing. I’m thoroughly enjoying reading your blogs, though, and I’m not about to leave this wonderful little community! I’m on holiday for the next three weeks, so I ‘m fairly certain the blog will pick up a bit again – it usually does towards the end of the year!

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Salute 2017 part 2

April 28, 2017

Time for part two of my Salute report. This is mainly a photo dump of some of the things on display that I liked. Short descriptions when I can remember (or knew) what was going on. You can click on photos for larger versions, they all open in a new tab.

A dog looks on as the Russian revolution happens

Massive Star Wars battle going on

Some wild west action

Fantasy fun for everyone

A massive dungeon setup

Desert warfare

Lovely Frostgrave (I assume) diorama

A wonderful winter fantasy setup

Plenty of ruined walls to hide behind

More winter fantasy

Zombies break down a fence in a Walking Dead game

French and Indian wars

More French and Indian

They DO move in herds! A great Jurassic Park game

Hail to the king, baby!

Loving attention to detail

Welcome! To…

Papers, please! Slug Industries’ game in the vein of Escape from Colditz

Nazis roam the streets

The lovely cobblestone streets are currently on Kickstarter: https://www.kickstarter.com/projects/718310363/streetscape-28mm-cobblestone-road-sections

More of Papers, please

Storming the beaches of what I assume is Normandy

Love the explosion effects!

Giant steampunk robots in what I think was a demonstration of Wolsung

Massive 18th century battle setup

The gentry, happy behind their walls

The Random Platypus/Hasslefree collaboration table

Mawes incoming

A security meeting

Things getting tense

The coolness radiates off him in waves

Lovely detailing in the corridors

Ready to receive

A beastie comes charging in

You’re going to need bigger guns

Troopers protecting despot Drumpf

The second Random Platypus/Hasslefree game, a fantasy one

A miniature’s eye view

Dwarves and orcs clash

A look inside the dwarven hold

A wonderful upcoming giant from Heresy Miniatures

That is a big giant

Lovely minimalist setup, never caught a game on it sadly

Definitely not minimalist, lovely though!

Epic fantasy

Semi-fictional late-17th century clash between the Swedish and the Dutch

The table won multiple awards and for good reason

Disembarkation in progress

Villagers milling about

A fortress was involved a well

Advancing across the fields

“Oh deer.”

Row, boys, row!

The ship bombards the fort

…and the fort shoots back

A demo setup for Drowned Earth, currently on Kickstarter: https://www.kickstarter.com/projects/1559814207/the-drowned-earth-miniatures-game

As you can see, there was plenty on offer – this was just a small sample of all the wonderful games and table setups on offer. If you haven’t visited Salute yet, I definitely suggest you do if at all possible!