Thursday, 28 August 2025
Friday, 16 April 2021
How I Develop an Army Scheme - Case Study
Hello again friends,
Here’s a little insight into how I decide on what army to build next. After finishing my initial Kharadron force I’d been thinking about what vanguard-sized army to build next. I wanted to make a significant change from the satisfying-yet-slow approach of the extensive hand-painting I’d done on the sky dwarves.
My roommate and I moved recently into a lovely new flat that has allowed me to set up my first ever dedicated hobby table. Having all of my materials ready and available instead of needing to constantly set it them up and tear them down has been a huge boost for me in staying engaged with the hobby. This is particularly noticeable with the airbrush, which required a large amount of a setup previously that involve laying a canvas painting sheet over our kitchen table when no-one else was home.
So, I knew I wanted to make extensive use of the airbrush. I began looking online for techniques and tips and fell completely under the spell of Marco Frisoni. His youtube channel is superb, he’s a brilliant painter, and he’s got a great joyful vibe. I definitely recommend you check it out.
I particularly enjoyed his videos on:
Note that these videos are not exclusively about the above techniques, but provide strong examples of them that inspired me. I knew I wanted to try out some combination of these techniques so I dug out my old oil paints, and bought some inks to start experimenting with.
I felt that these techniques would work really well on models that have a lot of robes and metals on them. Robes in particular have always been a huge weakness of mine, as I’ve struggled in the past to know where to put highlights and how to push contrasts on large expanses of cloth. I settled on either Lumineth Realmlords or Sacrosanct Chamber Stormcast Eternals to experiment on, and got a box of each.
Before getting into the test models properly I slapped together some easy-to-build space marines I had lying around to see how the inks and my contrast paints would work through the airbrush, as well as how they’d interact with oil. It was very illuminating. Another thing to note is that for both the schemes below there were an additional 1-2 test models where I tried slight variations of the same thing, and the Stormcast I actually stripped before repainting them in a similar scheme to get what I wanted.
While it is a little exhausting, it is quite an organic experience to try out different things and make subtle alterations to how you approach different figures. It's quite satisfying to develop a strategy for an army-size project like this, especially when you’re pushing yourself and using new techniques. It saves you a huge amount of headache in the long run and means you can zero in on what you want and get a consistent looking force. One final note, make sure you write down every detail of your process so once you get the final result you haven't forget anything!
Here is what I came up with for the Lumineth and Stormcast test models:
This Lumineth scheme has a blue done with airbrush zenithal highlights using inks, and then I used a very heavy oil washing to make them grimy and grimdark. I really liked the idea of the typically-fancy looking Lumineth getting grimy and dirty, but I can’t say I loved the need to keep the colors bright silver and blue in order to show off the oil wash. I also didn’t really like the idea of having to do a really dirty or muddy base to give it visual continuity, messy bases don't really appeal to me.
This was my approach with the Stormcast, I didn’t use oils here but made extensive use of the airbrush where I did an initial zenithal highlight with a warm ivory tone, then sprayed a green contrast paint through the airbrush on the main robes which acted as a filter and kept the zenithal highlights underneath. After that I painted the armor by hand before airbrush shading everything with washes or inks from the bottom using sepia and earth tones. There were some final brushed highlights on the top portions of the robes/metals.
I really loved how all of this airbrush work accentuated the cloaks. It was the first time I’d felt like I’d done cloth justice, and had actually made a model look more 3D with my painting.
I also enjoyed the warm tones of the green/gold/brown color scheme and immediately had some strong thematic ideas in my head about where to go with it. The monk-like appearance of the Sacrosanct chamber led me to start thinking about flagstone bases that closely resembled the ones from these easy-to-build test models.
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| The finished test models. Note that the white balance in this picture is off, and they are less yellowy than this. |
I ended up finishing the models. and while I’ll likely tweak a bit of the shading to make it less heavy, this is pretty much exactly how I want them to look.
For the bases I’ve decided to try out Green Stuff World’s textured rolling pins with some sculpting material from a local arts store and so far, I’m very impressed. I'm planning on having them look like they're part of a monastery of some kind.
Given how much I liked the scheme, and the strong thematic impression that came out of it, I’ve decided to continue with the Stormcast army rather than the Lumineth. I’m looking forward to giving you more updates as they come together.
Thanks for reading!
Kharadron Overlords Update - February 2021
Hello Friends,
My hobby has continued to thrive during the COVID-19 pandemic as I’ve had lots of extra time to work on various projects. The most prominent of these since my last update has been the completion of a solid Vanguard-sized force of Kharadron Overlords.
I continued the approach that I took with the test models, and all of the infantry models were done with an old-school handpainting and layering approach. No contrast paints or airbrushing to be found! I also really enjoyed the cohesiveness of the neutral palette I’d selected.
However, when it came time to do the boats I decided to make use of the airbrush because I’m not a total masochist, and I also found the need to add one more colour to the palette to employ on the huge swathes of their hulls. I went with a dark turquoise based on Citadel’s ‘Incubi Darkness’ that I think works really well and ties into the sea-theme of the bases.
The beach bases were a lot of fun to do and help to make the army quite distinct. I used Vallejo water textures and exactly followed the excellent guide on water bases by Tsukuru_Paints that can be found on their Instagram here.
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| My personal favourite of the water bases. |
I continue to really enjoy cracking out these small 1000 armies. It is particularly satisfying with the Age of Sigmar range, as something about the brilliant level of variety between the AoS sculpts and the flexibility of their potential color/basing schemes is super satisfying to me. A Vanguard force is also a manageable number of models that seems to be around the perfect amount for me to paint before I’m ready to move on to something else. I get to focus new techniques, styles, or material, and after a few test models get to see how they play out on an army-level scale across a variety of models.
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| A frothy boy! |
There’s been lots more going on with my hobby lately, with many more exciting posts to come! Thanks for looking!
-Tom
Wednesday, 6 May 2020
Imperial Fists - Captain/Tor Garadon
Friday, 24 April 2020
April 2020 - Imperial Fists, the Triumphant Return
I want to start with the fruits of my hobby labour over the last eight months. In late-fall I began to feel the familiar itch to start a new project and went looking for a fun technique to employ for inspiration. I settled on a Primaris-only Imperial Fists army for a few reasons:
- Lends itself to a small-scale army with few figures
- A simple but excellent recipe for vibrant yellow (link here)
- The Primaris figures are lovely
The yellow recipe comes from Chapter Master Valrak, the internet's greatest Imperial Fist proponent. I substituted his use of Lamenter's Yellow as a glaze (now out of production) with a mix of vallejo yellow ink and vallejo glaze medium. Worked a charm!
I cut my teeth on an initial ten marines and a captain in gravis armor in the fall of last year. Once Covid-19 hit I had a lot more time on my hands so I threw myself back into the army and churned out a unit of aggressors, a repulsor executioner, and a librarian. Here's what we've got so far:
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| Group shot without librarian |
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| Aggressors unit. |
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| Repulsor Executioner with liberal oil wash for weathering. |
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| Repulsor bum. |
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| Primaris Librarian, probably my best painted figure yet. |
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| The cloak is done with multiple shading glazes and vallejo weathering pigment for the dark staining. |
- Primaris Lieutenant
- Five man intercessor squad
- Tor Garadon
Sunday, 22 May 2016
Are miniature wargaming sculpts sexist?: Part 1
For the more progressive among you who would like to see a (perhaps deserved) feminist takedown of the miniature hobby, I'm afraid I'll probably disappoint you as well. As passionately as I feel about the representation of women in gaming, and as much is it frustrates me sometimes, the purpose of this piece is to speak to players in a way that encourages them to engage with a critical assessment about that representation. To that end I'll be building off of some really basic premises, and this will probably seem like baby steps to someone versed in feminist theory. But it is still a starting point!
Introduction: Why should we care how miniatures depict women?
I'd like to begin by putting out a statement that should be incredibly obvious to anyone who plays miniature wargames, regardless of their gender or how they feel about modern cultural critique. Here it is:
Not a lot of women play miniature wargames.
Forgive me if this seems like a trite statement, but it is an important basis for what I'm trying to explain with this piece. Everything I have seen as a hobbyist for the last ten years has indicated that this is pretty much an absolute truth across every miniatures system. Some lucky people may have miniature-gaming groups composed of something approaching a 50/50 gender split or higher, but for the vast majority of gamers in both casual and tournament settings this is not the reality. Women just do not participate in wargaming in the same numbers that men do.
There are a lot of possible reasons for this. Wargaming is one of those hobbies that is nestled in a matrix of circumstances that can make it difficult for people outside of its typical demographic to access. Sure, a woman can technically walk into a store, get a demo game, and buy a starter box as easily as the next person. Yet on the basis of women's representation in miniature gaming there is clearly something that is stopping them from doing so, and it must be more than just the time/money/skill commitment of the hobby because those are the same challenges that all miniature gamers face.
To that end I would like to propose two primary barriers to entry in the hobby that I think women face which men do not, and I'd like to dedicate this article to examining one of them.*
- Player behavior. This is how women are treated by the players and employees that surround the miniature wargaming hobby. This is a big topic, and if I'm being honest is probably the one that is a more serious barrier to entry and more deserving of a full-length essay. But its also a lot more contentious and very difficult to really engage people about online. Additionally I don't feel comfortable speaking about a female experience that I haven't had myself. However I'd encourage gamers to think critically about their behavior as men towards women, and would point you to this superb piece by industry veteran Ken Burnside as a guide for what we, as men, can do to support women within our hobby communities. To hear how harsh the conditions faced by women in wargaming can be, I would direct you to Emily Garland's article, which spawned Burnside's piece.
- The representation of women within miniature games. That is to say, how women are depicted both the fictional setting of a game (fluff) and within the models themselves. This is what I'm going to focus on here, as it's something I can quantify, and support with visual proof. It's a lot less subjective than player behavior, but at the same time is clearly an essential component of getting women engaged in the hobby.
I'm sure some of us have experienced a social stigma around wargaming, and this is certainly one of the reasons that stigma exists. This is not to say we should make all of our decisions in consideration of the opinions of others, as plenty of that stigma is not the fault of miniature wargamers. However a poor representation of 50% of the human race is not something that we, as gamers, should be proud about, nor is it something we should seek to uphold or defend. Being a male-oriented space should not be a cornerstone of our hobby's identity. The reality is that by orienting miniature gaming around men we (however unwittingly) make it difficult for women to enter and enjoy their time in our community, and we make it easy for non-gamers to dismiss or hold negative opinions about our hobby.
We should always be critical and self-aware about the things we choose to spend our time with, even if it’s something we see as mindless or harmless entertainment. Putting some thought into how your favourite film/game/book depicts women is useful not only as a consumer but on a personal level, it is an exercise in self-awareness and empathy.
I know that miniature gaming has the potential to be enjoyed by anyone regardless of age, race, or gender. There are a lot of different ways people can get value and satisfaction out of either its hobby and/or gaming aspects. I'd like to see this hobby take the same leaps and bounds in popularity that other aspects of underground/geek culture have in the last decade. I want to believe the community is ready for this.
*Note: there are plenty of lesser barriers to entry that I won't deal with here such as game-design that only employs miniatures for combat-oriented games, the level of cleanliness/safety of the average local game store relative to other social venues, etc. As much as these might be factors, they are also things that have a lot of individual variance and can be overcome and improved fairly easily.
- I went through each range
and saved an official image for every figure that portrays a female
character to make something like a "gallery" for each. I also
made a note any time the range depicted characters of color, at least
according to fluff/official paint scheme.
- My partner and I sat down
and, over the course of several hours, went through the contents of each
gallery discussing the figures and taking notes in order to create an
overall rating for how respectful or sexist its depictions of women are,
as well as select what we felt to be the "best" and
"worst" figures of each range in terms of those metrics.
- Every figure we explore is
supposed to be in a combat, or combat-like, environment.
- All of these games lean
towards pulpy genre fiction and pure escapism, and consequently need to be
approached as an entertainment medium. As much as it does not excuse them
from sexist portrayals of women, these figures are also not attempting to
be serious representations of real-life women.
- There are limitations on the
level of detail/variety possible for sculptors at the 28mm range. When
trying to indicate a character is a female it can be difficult to make it
clear without exaggerated proportions. This is especially
true if there is a lot of armor involved. Again, this
does not excuse when these exaggerations are problematic ("boob armor" is endemic), but they
can be done well and also done poorly.
These lines of inquiry are based off of similar criticisms of female representation being discussed within other forms of entertainment and game-environment. The most obvious of these is the videogames industry, and we would refer you to Feminist Frequency's discussions of female videogame body language and female armor if you want some further explanation for why these depictions are significant.
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| Very cool figure here. Great dynamic pose and well-armoured while using body proportions that aren't bums or boobs to convey femininity. |
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| Note the difference in posing between the male/female fusiliers who are at rest. One is a battle-weary veteran and the other looks like she's checking out how big her breasts are in a mirror. |
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| A gender-neutral uniform that's still very dynamic. The female model is still clearly female via her arm proportions. No bubble-butt or heaving bosoms needed. |
Corvus Belli is highly indicative of the miniature gaming industry in that it makes the assumption that its system will be played primarily by men. As much as this might be true, they make the further assumption that the best way to appeal to the desires of this male demographic is through the over-sexualization of many women figures. In doing so, they only serve to reinforce a feedback loop that miniature gaming is something for men, and men alone. We consider this pandering not only actively discouraging to potential female gamers but also insulting to the male consumer, as it implies that most straight men would only enjoy their miniatures or systems if they are constantly presented with heavily sexualized female figures. We do not believe that Infinity would be less successful if it were to have less sexualization, nor do we believe that male consumers cannot appreciate games containing female characters unless those female characters are sexually displayed.
Some players make a fluff-based excuse that the Infinity universe has such advanced biometric technology that people can look like whatever they want, and therefore decide to be sexy. The obvious response here is: "A sexy lady would still wants armor/clothing in a fight and wouldn't be in a silly pose for no reason". We would also counter this by suggesting that a world in which every woman in the Infinity-universe wants a Barbie body is a dumb idea. Anyone who attempts to justify every female miniature having huge breasts, long hair, and skimpy clothes by pointing to the fluff is undermining the setting in order to justify what is clearly just a callus design decision. These ubiquitous barbie-doll bodies are especially problematic given that even mainstream media is starting to diversify what it labels "sexy" across different ages and body types. You'd think that Corvus Belli, both as fluff-writers and as a company, could include at least some muscular women as part of Infinity's elite spec-op teams.
Secondly, we reached the conclusion that when it comes to depictions of women, quality outweighs quantity. Namely, it’s a lot better for a range to present relatively few female figures, but have them be positive and respectful representations, rather than have a large presence of heavily sexualized women. With that said, given the totally fictional nature of these settings/figures there is no reason we, as the consumer, cannot expect both quality and quantity representation of women from miniature gaming companies. We're just saying that if we're forced to choose, we would prefer the former. This is one of the primary reasons that Geedubs scored highly here, the women figures in the 40k range are generally not too bad relative to other systems even though there are far less of them.
Special Note: Despite the figures scoring well, the near-total absence of women within the fluff of Games Workshop, and the poor portrayal of them when they do come up, is so notorious that it has become a target of popular satire. As much as quality might outweigh quantity, this does not excuse the conscious neglect of women by a games company. A potential female gamer has almost no options for fielding female units using Games Workshop sculpts, and no options whatsoever in which the fluff behind those tabletop figures is anywhere near as empowering as the endless glorification of the space marine male. It would be a great boon to the hobby and Games Workshop’s image as the premier miniature-gaming company if they were not only to introduce more means to field female characters on the tabletop, but make those women as powerful and dangerous as their male cohorts within the setting.
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| If your sculpt sits side-saddle in a silk dress on a unicorn then there is a slight possibility it's a woman. |
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| There are some weird armour design choices here between the prominent breasts and "skirt". But that doesn't change the fact Valkia looks like a legitimately terrifying combatant. |
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| The facial expression is pretty good here, as is the toned stomach and musculature. But however "non-human" you are, that is just not enough clothes to wear to a fight. |
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| Rasputina is suitably chilly and intimidating looking, and one of the few decent female sculpts in the range. |
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| Just to reaffirm why Malifaux is our lowest rating, I present two of Malifaux's most powerful combat characters in the game, Each is the leader of her own faction. To be fair, this version of Lilith is based on her original appearance in 1st edition, and the current one has more clothes. Either way, this level of sexualization is pretty absurd. |
Continued in part two, found here.


























































