Homegrown Veggies

I once more stumbled upon another ruleset I want to try… Guess you’re used to the rest of the story.

Here’s a first run at many… as usual gotta paint everything before even try one game. Let’s hope it worth it. And don’t forget to add mud and veggies.

Shortly, I’ve been keeping an eye on Turnip28 for a while. As for every time, I got to close a few other projects before, hence it took me a while to dive in. But when a friend agreed to work on this with me, I stepped in and bought a few kits. Two Perry Brothers, a few 3d printed parts and some spare sprues allowed me to build these. Enough to make two factions, just in case someone would want to try…

Private Gurth is here to show us around. Mind your boots, it’s getting messy around here…

Building wise, I took the time to think about painting. I wanted to move a bit from the confort zone. So no red. Not a touch! Then I try to mess up a bit my usual technics, not sure it worked though. Base tones where done using mostly Contrast or Speedpaint, and only one Highlight was applied. Then Dirty Down products helped a lot with rust and moss. And lastly a combination of mud and some black and white spotting to end with an unclean feel.

Ye’old Inn is the spot where to find the best root soup around!

The idea was to represent « fresh » troop just leaving some sort of military academy, full of strategic theories and dreams of glory. So here comes the XVIth Golden Coats regiment, commonly known as the Yellow Bellies. Inexperienced and pompous at the parade, they’re in for some terrible desilusion on the front. Mud and blood would calm them down. Follow down if you want a regimental review!

The Lazy Aim. Inapt to most of their classes, enlisted nonetheless (some might say by force). These Fodders are close to taste the mud of the trenches for the very first time.
The One Eyed Riffles. They tend to gouge out one of their eye to mimic their leader. With far worst results.

Fodders are the spine of your armies, somehow the basic idea of the theme, a kitbash between medieval and napoleonic minis. What they lack in quality, they compensate with their numbers.

The Rusty Nails, nasty Brutes used to bully foes and allies alike, until they meet some meaner opponents.
The Tin Cans. Used to steal rations, these Brutes are usually to well fed in order to perform simple maneuvers. Not to mention the flatulence…

Brutes are mainly contact troops, heavily armoured and equipped with all sorts of halberd, swords and hammers. Forget the muskets and cover them in steel (and mostly rust).

The Bog Rangers. They know where the path would be through the mud. They might even tell you, pending of the price.
The White Gloves. Lucky and proud to find a box of clean and neat gloves, sadly just not enough for everyone.

Chaffs are scouts and sharpshooters. Not a great deal of damages, but quick and versatile, they can help to build panic along enemy units.

The Root Tocsin. Relatively deadly piece of artillery. Half a day without incident or mistfire so far.

Stump Gun are heavy fire support. Not the safest, but quite effective in the long range, until it explodes of course. You can use any piece of artillery, here an alarm bell from the Rohan sceneries from GW.

The Galopin’ Horseradishes. Wherever there’s a hard fight, those Whelps surely ain’t there!

Whelps is kind of a versatile light cavalry unit, they sure help you cover distances. And you can always eat the « horses », in case of short supplies. I played around turniping them into more vegetable steeds, then added a few hussards bits for the flair.

The Parsnip Lancers. Those Bastards are maybe the only efficient unit of the whole regiment. Mostly when it comes to getting insanely drunk in the encampment.

Bastards are the heavy hitters, strong and mobile. Like with the whelps, I gave them root horses, and I choose the biggest bearskins I could grab.

Von Snout, loudest toady around, never spoke a word in his life, always screamed it…
Bert Dierk, master instructor of the XVIth, denies any responsibilities in case of incompetent recruit.
Hector Von Schnabble Great strategist, got a plan for every situation, never worked once though…
Dorst Kneable. Great swordman, sadly to many canons on the other side.
The Lieutenant. He claims he kills anyone knowing his name. He killed many anyways.
Enekje De Groot. Flamboyant fleeing toady. Can outrun a radish horse for many miles.

Toadies are your main officers. Think of all the worst qualities you’ll need to gain so little power. They each command their own unit, with the best incompetence they can provide.

Lord Rietvield, great toff, strong voice and acute tactician. All his defeats were imputable to the poor quality of his troops, the incompetence of his officers, and the treacheries of his foes!
Art Von Schtürm. Fiercely a coward , but a leader nonetheless (from the back at the very least). Mounted on his loyal steed Centipede. Why bother with four legs, when you can have hundreds of roots?

Toffs are your typical leaders. High ranking officers or cult leaders, whatever pompous self centered psychopath leading hundred to horrible death would do. They stand dramatically over their future pathetic demise…

Well that’s all for this one, talking about the basic units of the game. Thinking wise I put together a whole various force, leaving me versatile choices, or even two separate armies. But these are only simple units, specific factions are represented by cults, which involves very different units. That, and the sceneries for this setting, is going to be covered in further articles. From there, stay safe and don’t lick unknown vegetables!

Jean Peinture

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