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