| Author |
Message |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 07 2011 11:25 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Kern:Thanks again for the change in symbol, it really helped! Once I have the squad fully complete, I will detail what each symbol means and how it relates to the Shadow Guardian recruitment process. Didi et Gogo:I agree that the big Y-shaped horn would get in the way. I just wanted to finally find a use for that bit! Ar'ka:You make a good point about the horns position. What do you think about this? Also, I've included a little piece of carapace I had lying around to emulate the streamlined look.   Obviously, the carapace would need better integration. But this is the idea. What about the horn? It reminds me of those beetles with the big horns, you guys know what I'm talking about. Also, look at the new mandibles. They are smaller and a bit more manageable. What do you guys think?  ShadowSword:I'm glad you like it! I am trying to craft a story that shows off the background and abilities of all three of my armies. So I hope I do it right!
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Kor'Vre
- Didi et Gogo
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 07 2011 12:26 |
|
Joined: Mar 28 2009 07:40 Location: BC, Canada Native English speaker?: Yes
|
Ah Wolfs, what would I do without your lovely logs to keep me from working? I love the additional carapace piece connecting the head to the thorax. It eliminates his already imperceptible neck, which really gives him a burrowing look. I also like the smaller side-mandibles—the idea was good, but the proportions work better now. I actually also like the trio of orifices where the Mawloc's extra gribbly-bits usually go. They suggest that there's some sort of enzyme or other secretion from them during the burrowing process. I would like to see that beetle-bit use somewhere too. 
_________________ Look!
|
|
| Top |
|
 |
|
Shas'La
- ShadowSword
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 07 2011 01:17 |
|
Joined: Jul 27 2009 03:27 Location: Florida Native English speaker?: Yes
|
Wolfs16 wrote: ShadowSword: I'm glad you like it! I am trying to craft a story that shows off the background and abilities of all three of my armies. So I hope I do it right! Well, you definatly seem to be doing a good job in my eyes! I can't wait to see more of the story as updates roll in as I am definatly hooked now!
_________________ Fight with courage and fire.
|
|
| Top |
|
 |
|
Kroot'Ui
- Kern
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 07 2011 05:55 |
|
Joined: Jan 29 2010 01:06 Location: Belgium ~ China Native English speaker?: No
|
Much better. I too love the extra carapace, that's definitely a keeper 
_________________ As life flies past, you better grab it!
|
|
| Top |
|
 |
|
Shas'La
- Czar Ziggy
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 07 2011 06:01 |
|
Joined: Oct 10 2009 06:11 Location: Ontario, Canada Native English speaker?: Yes
|
|
Hey Wolf, great thread. I just started looking over it today. That first Trygon head looks familiar somehow.... Lovin' your nids.
Czar Ziggy
_________________ Tash'Var, Color Metal, Enemies,Czar
|
|
| Top |
|
 |
|
Shas'La
- Ar'ka
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 08 2011 03:34 |
|
Joined: Nov 17 2010 06:16 Location: Pennsylvania, USA Native English speaker?: Yes
|
|
The more I look at the before and after images, the more I can see some sort of amalgam of the Shoveler.
I really liked the longer mandibles for the mouth; they just give off more of an impression of this gaping maw fully prepared to devour earth and stone and whatever else might wander into its path, including any other bioform on the field. The smaller ones look nice, but they don't represent a fully open mouth to me...especially with that lower jaw - its balanced. But if you like one over the other, than you know what to do.
I wouldn't mind seeing the so-called "beetle bit" placed back on the head and inverted as well. I did mean for that to also be checked out in lieu of the horn. If you don't like it, then it disappears. What do you think of the inverted horn? I think it looks more natural in that position, but its just not doing it for me like I thought it would. Could be the angle of the picture, or the overall size of the horn.
The extra carapace piece definitely looks at home. You could either go the route of trying to integrate it onto the Shoveler's head, or position it in such a way, that it would look like the creature's head sinks back into place for it to burrow. Sort of like what James Cameron did with the Alien Queen in Aliens. When Ripley stumbled upon the Queen, its head dropped down from within the crown. I'm not saying mimic that exactly, but the concept, because I do like the positioning of it on the back.
Otherwise fantastic work! Can't wait to see the upcoming progress. Just make sure your Guardians can keep things inline. You don't want the Inquisition involved.
_________________ Imperial Projects
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/06/11) Posted: Oct 11 2011 05:15 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Ar'ka:I see what you mean about the mandibles. I may just change it back, but this gives me good food for thought.
Okay, so a little update on the painting front. So here is the basic color scheme. I used Hawk Turquoise for the skin, washed it in Badab Black, Asurmen Blue, then Badab Black again. The carapace is Dheneb Stone with a Devlan Mud wash.     Okay, so I immediately noticed that the washes need to be combined with some water and thinned a little so they spread a bit more evenly. It kind of pooled a bit when I put it on straight. I also tried to use some blueish, greenish color on the joints and for the flesh….rib….part? Either way, I thought it looked stupid and didn’t like it. So I was going to throw this guy to the side and try a new gaunt, but I thought I should try and spruce him up some. So I did!      I added some straight Dheneb Stone on the carapace in the typical Tyranid fashion. I also added Goblin Green to the ribby sections and to other parts of the gun. I also changed the eyes to white and washed them with Badab Black. I also picked out the teeth with Skull White. I think he is coming along pretty good! But of course, I couldn’t stop, so I tried one more thing.     I love the brightly colored jaw idea. I don’t know why, but I love it. I painted Goblin Green, washed it with Thrakka Green and then washed in Badab Black. So what do you guys think so far? Any changes I should make? I really like the green jaw. I may even try painted the tongue pink or something?
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Kroot'Ui
- Kern
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/11/11) Posted: Oct 11 2011 06:26 |
|
Joined: Jan 29 2010 01:06 Location: Belgium ~ China Native English speaker?: No
|
|
Brilliant. I love the green jaw, makes him look more ferocious, and it adds to the coherency of the other green bits. Wouldn't change a thing.
_________________ As life flies past, you better grab it!
|
|
| Top |
|
 |
|
Shas'La
- Ar'ka
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/11/11) Posted: Oct 11 2011 06:52 |
|
Joined: Nov 17 2010 06:16 Location: Pennsylvania, USA Native English speaker?: Yes
|
|
I definitely agree with Kern. Your end result is spectacular, and truly a color opposition to your Tau and SMs; no confusing who's who.
I've always been a fan of either a darker carapace and lighter skin tone, or vice versa; there's just something about such a stark contrast that seems so right.
Great work!
_________________ Imperial Projects
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (10/11/11) Posted: Nov 22 2011 12:05 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Decisive Action  ++Shadow Guardian forces embark upon their transports as they prepare to eliminate the Tau presence.++Governess Talha was given strict orders by her Shadow Guardian liaison to remain in the governor’s mansion till they had removed the Tau presence. In each city across the planet, vox transmissions were sent to local Arbites, ordering them to enforce a worldwide curfew which required each citizen to remain indoors until told otherwise. The local Arbites were given authority to use any means necessary to ensure the populations compliance. Leaving a small force behind to defend the the Governor’s mansion, the rest of the Shadow Guardians gathered to take the fight to the Tau. Their hope was that with the Tyranid threat somewhat contained, they could eliminate the captured PDF garrison that was currently filled with Tau supporters and thus send a powerful message to the Tau and any who would side with them. In the meantime, the “Voice of Reason,” had been actively advertising their captured garrison as a safe haven for any Kurian citizen who sought freedom from the, as they put it, “backwards and corrupt Imperium.” With Tau troops landing in the area and a sizeable portion of the local PDF having joined their cause, it would have seemed like this was indeed a perfect place to flee. The Shadow Guardians, however, counted on this and were willing to allow any deserter to make their way to the embrace of the xeno supporters. It was the Chapters plan to gather all the dissidents into one location and to then eliminate them in one fell swoop. This tactic, while strategically sound and delightfully devious, was not something that Shas’O Ksi'm'yen Eio’Cha Aloh, commander of the Fire Caste on Kur, had not already considered. He knew the rebels could not hope to stand against the power of the Marine assault, so it was decided that Tau would let the attack come and use it as a trap for their enemies. While the Shadow Guardians began deploying around the planet in an effort to stamp out Genestealer infestations, the Tau had begun infiltrating their own forces. Stealth suits, Kroot and Vespid were sent to surround three locations. One was the Governors mansion, which currently housed the acting Governess, but also her ailing father. The second was the auxiliary council chambers located a few miles from the mansion. Following the discovery of a small Genestealer nest in the mansion, the rest of the Kurian leadership decided to move their location to the less well defended, but Genestealer free bunker. The last place the Tau targeted were a series of orbital defense batteries located on the separate continent of Wamai. These facilities would allow the Tau to defend any territories they would capture. Once in place, these forces were to wait for a very specific signal. They were then to locate and capture any high ranking officers or officials. If these targets could not be safely captured, then they must be eliminated.   ++Vespid would prove to be highly effective at eliminating high priority targets. Their speed, combined with their potent weaponry allowed them to attack isolated enemies and then quickly withdraw.++ (So I started working on my Vespid again! I still have a lot to do, but I at least wanted to post them so I remember to finish them!)Back at the rebel garrison, the Fio were working around the clock to ensure that the base will survive the attack they knew was coming. Chosen specifically for its durability and large underground bunker, the facility would allow for rebel and Tau troops to retreat into the reinforced bunker when the Marine assault commenced. In orbit, the small Tau fleet began the first phase of their attack plan, setting into motion events that would change the face of the war. But as these events took place, the situation at the Governor’s mansion became grim. Desperate Defense
 ++Last image recorded by a maintenance servitor. Remains of said servitor were discovered across the service tunnel by Techmarine Nasir.++The signal the infiltrators had been waiting for was given and the Tau began their assault against the Governors mansion. In addition to their field assets, an entire Hunter Cadre was flown in by Manta during the night and together these forces pounded the house guard and Marine defenders. Having to rely heavily on cover to survive the punishing Tau barrage, the Tau seemed in the perfect position to swiftly eliminate their enemies. Yet not long after the battle commenced, the ground exploded in the mansions courtyard to reveal a massive Trygon Prime. Pouring from the new tunnel, Tyranid xenoforms forced the opposing sides to focus on this new threat. Of the Marines left to defend the facility, Scout squad Hasan were tasked with defending the Governess at all costs. And they would now be sorely tested. Deep inside the mansion, Genestealers began flooding out of a previously well used service tunnel, appearing after a Shoveler burst from the wall. Quickly tearing their way through anyone foolish enough to stand against them, the swarm reaches the upper floors where they caught the defenders by surprise. Desperately struggling to hold back the invading Nids, the house guards prove their worth as they evacuate the surviving civilians into a panic room. Squad Hasan provides cover, drawing attacking Genestealers away from the fleeing people and leading them into ambush points.  
 ++Surprised by a Ripper, Scout Zekai’s agility gave him the advantage over the nimble Tyranid attackers. As large group of house servants made their way to the safety of the panic room, Zekai threw himself at a pursuing Genestealer and in a dramatic acrobatic display, was able to avoid its claws and eventually kill the beast.++But while some were able to escape the Tyranid, many more were not so fortunate. Among those who were overwhelmed by the Genestealers was the ailing Governor Utanu. His personal guard displayed great bravery as they stuck by their unconscious master despite the horrors that surrounded them, but such courageous displays mattered little as the sea of claws and teeth overwhelmed them. The Governors quarters were cut off from Squad Hasan and prevented any attempt at rescue. This resulted in a tense standoff as interim Governess Talha demanded at gunpoint that Scout Akel assist her in a rescue attempt.  
 ++Akel is the squads most experienced marksmen. His precision fire saved the lives of many defenders from a violent end at the claws of a Genestealer.++Akel had no time to try and convince Talha to give up on her father and attempted to disarm her. She fired her laspistol, hitting him square in the forehead. His helmet absorbed the damage, but allowed Talha time to run past him. Her valiant attempt, however, was cut short when a large Broodlord spotted her. Although she attempted to fell the beast with her laspistol, the Broodlord shrugged off the shots and charged. His attack, however, was cut short by the intervention of Srg. Hasan.   ++Srg. Hasan is seen here equipped with a Raivathan made power weapon. The great forge on Raivath is capable of producing variants of this design and many commanders are equipped with this style of weaponry. Srg. Hasan himself was quite skilled with the blade and used it to great effect against the attackers.++Hasan engaged the Broodlord in a furious melee and would eventually see himself the winner after the intervention of the rest of the squad. When the beast was finally dead, the Scouts recovered the struggling Talha and made their way to the panic room, in hopes of freeing the trapped defenders. Outside, the Tau fought wave after wave of Tyranid. Fighting in the dark would normally be a hindrance, but the Tau are well adapted to night fighting and were able to maintain target discipline. The Marines were also forced to focus on the Tyranid and began suffering casualties. As the situation begins to worsen, the commanding Marine Sergeant ordered Hasan and his men to retreat with the Governess and any civilians they could. The rest of the Tac squad would hold their ground to buy them time and then retreat when they were able. The Tau then received a transmission from a previously unknown Manta in the area. It was the ARC-16s and they informed them that they would deal with the Tyranid and that the surviving cadre should focus on defeating the Imperials. The ARC’s arrival allowed for the Tau to surge forward and drive a wedge in the Tyranid swarm, allowing them to have control over the battlefield. Back inside the mansion, Srg. Hasan orders his squads Land Speeder Storm to rendezvous with them on the roof. Despite protests from Talha, Hasan determined that the battle for the mansion was lost and they needed to flee as soon as possible.  
 ++This vehicle, assigned to Squad Hasan, found itself pursued by several Tau drones when the attack began. Through careful maneuvering, the pilot was able to outpace the machines and free himself just in time to receive the call for evac from the Sergeant.++(Clearly I have more work to do, but I think it is coming along nicely! There are a lot of little bitz to paint, so I have to be patient. But so far, this is the most enjoyable vehicle I have ever worked on!) Squad Hasan fought their way to the roof and were able to rescue several guards and servants they found along the way. Yet even in these final moments the squad had to defend against one last swarm.  
 ++Close combat weapons carried by Squad Hasan are Zanaat designs which have been gifted to the squad by the Grand Aghasi of the tribe. Here, Scouts Hulusi (left) and Ruşen (right) can be seen defending the survivors from a final Tyranid attack. Both scouts were wounded in the final moments of the battle, but were still able to contribute to the successful retreat.++With their transport loaded, the survivors fled the burning mansion and disappeared into the night.
Okay, enough of that! Sorry for the delay folks! I have decided to declare the Scouts finished and am almost done with the Landspeeder. I know the effect on the power weapon looks dull, but I can't figure out how to do it right and decided to declare it good enough till I am finished with more Marines. Also, those Vespid are gonna have to get done! I have been staring at them for some time, so I must get them completed. Their eyes are so tiny it is hard to paint! Oh and do you guys remember this:   Well the prep work is done and it is ready for paint. I have decided to magnetize the antenna since it is inevitable that they will come off. I have decided against using two magnets (one in the antenna and one in the vehicle itself) since it seemed redundant. I just added magnets to the Barracuda itself and then a piece of metal to the antenna.  So there you have it! I shall be posting more Shadow Guardian stuff, but decided that it would make more sense to post their background into their own thread instead of an out of context post here. So hopefully I can explain all those weird markings on their shoulder pads and all this tribe business.
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Kor'Vre
- Didi et Gogo
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (11/22/11) Posted: Nov 22 2011 02:45 |
|
Joined: Mar 28 2009 07:40 Location: BC, Canada Native English speaker?: Yes
|
|
Good work Wolfs, the only thing I can see to criticise is that the (gorgeous FW)* ripper doesn't have any indication that it is bursting from the ground. A small molehill around his tail would go a long way.
*Forgeous?
_________________ Look!
|
|
| Top |
|
 |
|
Shas'La
- ShadowSword
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (11/22/11) Posted: Nov 22 2011 11:34 |
|
Joined: Jul 27 2009 03:27 Location: Florida Native English speaker?: Yes
|
Great update Wolfs, as always! The fluff is going great, as usual. I especially enjoyed the part that of the defiant Govenor shooting the marine in the head and the marine just shrugs it off. Question: how are you going to paint the Barricuda? In standard Sa'cea colors or in a specialized pattern?
_________________ Fight with courage and fire.
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (11/22/11) Posted: Nov 22 2011 11:56 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Didi et Gogo:Ya know, I was thinking about that right after I posted it! I will have to figure something out. I have tried gluing some cork and sand to give it some bulk, so we'll see how it turns out. Also, what Forgeworld piece are you talking about? The Ripper is just a standard one. Huh, I could have sworn it was a FW ripper. The jawed rippers don't appear anywhere on GW's site, only the old jawless ones. -D&GShadowSword:Glad you like the background! I have been really busy with real life stuff, so my minis have barely been worked on, but I have a bunch of background written that should provide some enjoyment! Let me know if there is anything that needs tweaking. (Glad you liked the bit about the head shot. I figured that Marine quality carapace armor should be able to stop a lasbolt. Plus, it adds to me belief that all Scouts operating in the field should have a helmet!) As for the Barracuda color, I'm not sure. I may try painting the top and bottom different colors. The top can be grey, but the bottom can be light blue. Hmm, or maybe something like this:  I like that look and I think it may be a good in-between the two-tone look. Thoughts?
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Shas'La
- ShadowSword
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (11/22/11) Posted: Nov 23 2011 12:00 |
|
Joined: Jul 27 2009 03:27 Location: Florida Native English speaker?: Yes
|
I like it, but I would go for a slightly darker grey than that, just slightly. I do like the light blue for the bottom side though, it fits quite well with the effort tau put into camoflauge. And no worries, I will help in what ways I can when it comes to your fluff. Sounds fun! 
_________________ Fight with courage and fire.
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] -The Struggle for Kur- (11/22/11) Posted: Nov 24 2011 10:38 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Awakening

They are coming…awaken….grow….
Parts moving…parts…destroying kin… must absorb parts…

Foreign parts come…..
Hunger… growing… must consume…
Pain….great pain…

Threat….powerful….parts…too strong to absorb…
Increase strength…absorb parts….
Grow….must grow….
Kin are coming….unity awaits….
Survive….adapt….feed….

Awaken…..Quote: Addendum: Hive Fleet Reclaimer
The Tyranid infestations that plagued Kur were initially thought to be small. But as the campaign began, both the Shadow Guardians and the Kurian PDF learned that this assumption was quite wrong. The Marines hoped to exterminate the uncovered Genestealer nests and effectively end the threat from within. But Tyranid retaliations, like those that occurred at the Governor’s mansion, showed that not only were the xenos more numerous than expected, but they were far more coordinated as well. Even the Tau, who thought to use the infestations as political leverage, were caught off guard by the sudden attack of so many Tyranid. Yet it was the unanticipated arrival of the ARC-16s which informed the Coalition of the true nature of the enemy they faced.
Dubbing the Hive Fleet Reclaimer, the ARC’s commander, Shas’El Sa’cea Cova'O Lar’shi, explained to the command staff that his cadre had been tracking this fleet for some time. These Tyranid operated in an unusual fashion. Relatively small in number, the fleet avoided frontal assaults. Instead, on almost every world they have been fought on, Reclaimer made use of a large underground hive, already buried deep below the surface of the planet. With their planetside assets causing havoc, they would then disable any orbital defenses and make planet fall, linking their two forces together. After successfully absorbing the world, they would travel to planets, seemingly at random; only consuming worlds along their path as they strove to reach a specific destination. While other fleets seemed to just feed, Reclaimer seemed to be recovering its lost kin.
The cadre’s Fio postulated that the Hive Fleet we now see is a remnant of a much older fleet which roamed this galaxy, thousands of years ago. To an Imperial historian this would seem unlikely, as the first recorded engagement with the Tyranid was in 745.M41, when the first Hive Fleets invaded the world of Tyran. But when the connection was made between the Genestealers of Ymgral and the ones appearing in current Hive Fleets, it was clear that the Tyranid were already here for some time.
Some more radical members of the Ordo Xeno theorize that several death worlds, like Catachan, may have been seeded by the Tyranid centuries before, only for the vanguard units to go feral. They use the hyper productive flora and vicious fauna as an example of Tyranid tampering (the famous Catachan Devil does bear a vague resemblance to other Tyranid organisms), but no definitive connection can be found. Of course, not every fanged beast in the galaxy can be connected to the Tyranid. But the idea that our galaxy has been watched for some time is a chilling prospect.
Yet the report given by Shas’El Lar’shi was of great concern to the Tau. Normally, Reclaimer displayed a pattern in which it pursue a predefined path, consuming what it could along the way, till it reached a destination in which it would reunite with a lost portion of its fleet. However, the advance on Kur saw the Tyranid bypass several systems in they could have absorbed with minor resistance. The Shas’El postulated that something on Kur has caused the fleet to rush to the planet. What that objective is exactly, is beyond the information of the ARC-16s. But the Shas’El’s conclusions were blunt:
Things on Kur were going to get much worse before the arrival of the Hive Fleet.
What’s this? Two updates in a week? Yessir! So let’s talk about those Tyranid, shall we? I wanted to have a leader in my swarm that would represent the planet-bound part of the Hive Fleet. So what character in the codex exemplified a hidden threat? How about the Parasite of Mortex! So without further ado, I give you the first attempt at creating a gross, flying terror.   I've used a Tyranid Warrior torso, a Genestealer torso and the alien skimmer from Troll Forged Mini's. I then used cut down Hormagaunt claws for the tiny vestigial claws near the bottom of its body and I used the Venom Cannon feeder arms to represent long, spindly arms. I want to put some type of hollow talon at the end of them. I imagine it striking from the shadows, injecting its victims with the tendrils and then moving away. The hunched body was done so it looked extra creepy. Oh and the head is made from a Acid Spore mine. I could even say that the green bit you see in the front is the creatures proboscis. Imagine it pulling its victim to its horrible face, injecting them with its young and then leaving them bewildered and staggering back to camp, carrying inside of them a little prize... Thoughts? I know I still have a lot of work to do, but its a start! Oh and I realized that I never posted my Tyranid list! Well lets remedy that: HQSwarmlord w/ 3x Tyrant Guards Parasite of Mortex EliteDoom of Malan'tai w/ Pod 3x Hive Guard 2x Venomthrope Troops5x Genestealers, 1x Broodlord 5x Genestealers, 1x Broodlord 20x Termagaunts 2x Tervigons (A bunch of random Gaunts for the Tervi-Babies) Heavy Support2x Trygon (one being the Shoverler) 3x Biovores (I don't know why I like this model so much!) So in addition to this list, I would like to add a bunch of Ymargl Genestealers, a standard Hive Tyrant and perhaps a special Old One Eye... Any comments or critiques are welcome. Please let me know if something in my fluff doesn't make sense. I am trying to write a little Imperial Armour type of story. So we'll see how it goes! What I'd like to do next is introduce the characters with a little profile. Man, I can never do anything half way, huh? 
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Shas'La
- Kakapo42
|
Post subject: Re: [Wolfs16's Projects] The Struggle for Kur (11/24/11) Posted: Nov 24 2011 11:10 |
|
Joined: Nov 17 2009 01:40 Native English speaker?: Yes
|
|
So far so good! I'm not sure about how the parasite flies though (If I recall right it flies), does this one levitate on some sort of psychic power like a Zoanthrope, or do you intend to model wings onto it?
I dig the Tyranid POV stuff, very similar to the Beast from Homeworld Cataclysm.
Can't wait to see what you do with the Doom of Malan'tai!
_________________ A Shas and a Kor walk into a bar...
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] The Struggle for Kur (11/24/11) Posted: Nov 24 2011 11:24 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
|
Yeah, the idea is that this thing levitates. I have had that skimmer for awhile and I was trying to figure out what to use it for!
And yes, the Tyranid POV is taken from the Beast. I loved that game! The voice acting was infinitely better than the stiff, boring delivery of the first game.
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] The Struggle for Kur (11/24/11) Posted: Dec 08 2011 04:46 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
Hello all, I have an update! I was looking at my stealthy scouts and I realized that I didn't like the head I had on them before. I was using fantasy hooded elf heads, but they looked a bit silly. Then I found these!   I like them! They are Wargames Factory, Heavy Shock Trooper heads. The neck part is a bit long, but I think they look pretty good. Thoughts?
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
|
Shas'Vre
- modelglue
|
Post subject: Re: [Wolfs16's Projects] The Struggle for Kur (12/8/11) Posted: Dec 08 2011 05:03 |
|
Joined: Oct 08 2010 02:34 Location: On, Canada Native English speaker?: Yes
|
Hey Wolfs, My initial thoughts were: Those look like DKoK heads. These are cool and all, but they look a bit IG to me. I think finding a helmet that matches up well to a Marine scout is going to be tough for anyone. I personally do not like bare heads, and will use a closed helmet wherever I can. I didn't notice the necks until you pointed them out, and I have to agree with you about the length. Looks like an easy fix to me. All in all, these look good on your models, but I would add circular optics to at least one eye piece on each model to give them more distinction and variety. modelglue
_________________ My Latest
|
|
| Top |
|
 |
|
Fio'El
- Wolfs16
|
Post subject: Re: [Wolfs16's Projects] The Struggle for Kur (12/8/11) Posted: Dec 08 2011 05:14 |
|
Joined: Aug 19 2007 03:02 Location: Pennsylvania, USA Native English speaker?: Yes
|
|
They will look much better with paint, but I agree that they have a bit too much of an IG look as is. I think it's the way the helmets are flared out at the bottom. Did you get a good look at the front of the models? The image wasn't showing up correctly at first.
_________________ ARC-16 Background Battle for Kur ARC-16 Log #2
|
|
| Top |
|
 |
Who is online |
Users browsing this forum: No registered users and 1 guest |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
The Tau Emoticons Pack and all associated and modified graphics pertaining to
and used by the website advancedtautactica.com are copyright Sebastian Stuart,
donated to and for the exclusive use of AdvancedTauTactica.com only.
These images are inspired
by Games Workshop artwork and themes, no challenge is intended.
|