Wednesday, 22 May 2013

A long time WIP: Ogryn mercs.


So, I actually started work on these back when the WFB Ogre plastics were fairly newly released, but now I've got some of my long-lost  paintin' and modellin' mojo back, I might actually get around to painting the buggers.

My take on Ogryns

In my version of the RT universe, Ogryns are a little more intelligent than they are in the 40k canon, meaning that they're able to use half-decent tech, rather than just being the dumb lumps of close combat cannon-fodder than they usually end up as in standard IG armies. These guys have decided to jump ship from the Imperial Guard, and have formed their own muscle for hire mercenary unit, based out of Port Imperiale. Usually working for Pirate bands, their massive amount of firepower makes them very dangerous, if a little chaotic thanks to their low overall skills. (Hey, I said they were a little more intelligent, not unstoppable killing machines!) They're entirely capable of taking out enemy armour, thanks to a plethora of salvaged vehicle mounted weapons.

More info and pics...

Monday, 13 May 2013

Something not Port Imperiale related... The Griffin House - WIP.



Fenris recently released a wonderful Lovecraft-inspired New England Colonial style house, called 'The Griffin House' as part of a new range of scenery, called Arkham Avenue.

I missed out on the pre-release deal over xmas, as I was skint, but saw Steders on the FU:UK board was flogging one at the same price, so I had to have it.

Rather than let it sit in a cupboard, as is what usually happens to my scenery projects, I was determined to get it built, and this is where it gets complicated. As it was presumably a pre-release one, it didn't have any instructions with it, and Fenris haven't put full construction details up yet, so I was flying solo, as it were. This is a sort of stream of consciousness, as much as it's a build explanation, but hopefully it might help a few people making it.

So, here goes...

Welcome to Port Imperiale


You'll never leave...