The Warforge Miniature Modelling and Conversion


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Aug
2009
2810:16
am

Upgrade complete!

1,800 pictures. 423 posts. Hours upon hours of work later, our upgrade is finished!

It took quite a while, as I had to basically copy and paste and reformat all the old posts from the previous site design by hand; there was no compatibility with wordpress. Unfortunately all the old comments were lost in migration, but that was unavoidable.

I've designed the new site to navigate largely similar to the old one via a Projects link at the top. Additionally, there is a Quick Navigation in the new sidebar that will hopefully serve as a shortcut when necessary.

One of the biggest problems I had with the old site was that the front page and the projects pages were separate and divided, meaning that the only time the front page changed was when I had a general update to add. The new design, however, will provide everything up-front; anything that gets updated or posted will show here, making it less of a task to see what's being worked on currently. At the bottom of each post will be a link to the project's category that will allow quick access to all of the posts in that project.

A new commenting system is in place now which should allow you to subscribe to any comments on a particular post or project. It is no longer necessary to register to leave a comment - I tried to make it as easily accessible as possible.

The gallery on the site has improved a significant amount, and any images that are thumbnailed in sequence can be flipped between like a slideshow. I'm also going to make it my goal from here on out to provide larger images, as well - my previous gallery images were 600 x 400, but I'll be increasing my standard image resolution up to 800 x 532 henceforth.

I've added in a new Articles section, but I have not had a chance to put the content up yet. There will be additional content in the sidebar to the right shortly, as well.

All told, the new site's been a ton of work to put together. I want to thank my friends Zach and Brian for their assistance while I slogged my way through making php work. As a last little note, if you spot anything missing, incomplete, or broken, please do not hesitate to let me know or leave a comment.

Edit: August 29, 2009 - I am aware that the site doesn't work that well for IE6 and 7. There's a simple reason for that - I couldn't be bothered to try and slog through all the crap needed to make it work the same. However, I've tested the site in Firefox, Safari, Chrome, and Opera and it works fine in all of the 'newer' browsers. If you're running IE6 or 7 and the site looks strange, I would suggest you switch to one of the browsers listed above for a massive improvement in your general browsing experience.

In the mean time, I've noticed the time and date do some strange moving around in IE, so I'm going to look into fixing that. Be aware that it's current behavior is not intended.

Aug
2009
213:37
pm

Throwing up the Shokker

Let's get a bit more in, shall we?

I added a bit of ribbed cabling between the sections of the prongs, then went ahead and attached them to the turbine. I think the results are quite nice.

Of course, it's not nearly as impressive if it's not moving, so let's remedy that with a video!

I think I nailed the right speed with this.

My next goal is to figure out how I'm going to attach the Shadowsword cannon gun housing to the treads, so that I can figure out where to work in a 6v power source and switch.

After that comes the ammo feed... but that part's a secret. I have a great idea coming up for that one.

Aug
2009
2110:24
am

A very useful magic trick

And with a wave of my hat, some magic words ("Krump! Stomp! Smash 'em! Waaaagh!"), and my pressure pot, presto!

megasag010

The original prong won't be used, so I cast myself three nice, fresh copies and cleaned them up a bit. For those of you who might be curious, this is what the mold looked like:

megasag012

I got these out with surprisingly few mold lines to clean up, which makes me pretty happy. What's more, I managed to cast the areas where the cabling is going as hollow, so I can just wiggle some wire in there and be done with it, rather than trying to drill them out properly.

And lastly, here's a neat little comparison:

megasag011

Leftmost is obviously my Mega-SAG bit. In the middle is a SAG bit from 2nd edition, which as you may be able to tell from the pictures is even more lopsided than the one on the far right, our current edition SAG bit. I tried designing mine closer to the current edition one, since it'd be easier for most players to recognize... though truth be told, how many three-pronged, spinning ork guns are there?

Now for the harrowing task of trying to attach them to the main turbine exactly 120 degrees apart!

Aug
2009
205:23
pm

Turbines and prongs

So the Shadowsword cannon base fit together with minimal headache, and I started on the front end of the gun. Using another Shadowsword cannon part for the front end, I managed to snugly fit the motor inside and glue it in so it was centered.

megasag001
megasag002

Now, some of you may wonder why there's a turbine on the front - after all, the videos above pretty much demonstrate that I have a SAG spinny front bit.

However, after a bit of eyeballing, I've come to the conclusion that the SAG spinny front bit has three problems that prohibit me from using it on this project. First off, it's too small. Since I'm making a very large Shokk Attack Gun, it seems only proper that the front spinny gubbin be much larger than the standard bit.

The second problem with the bit was that it was (surprisingly enough! :P ) never designed to actually spin, meaning that it spins horribly off-balance due to the 'prongs' not being angled out equally.

The third, and last problem with the bit was that it was heavy. While the Thunderfire Cannon chassis is more than weighty enough to hold the gun down and in place, the weight puts more of a strain on the motor, and I need the motor to survive a good, long time.

Thus, I started on what you see above by making the 'axis' for the new SAG spinny bit. The turbine on the front is one of the bits from the underside of a beakie drop pod, with styrene tubing behind it to help bulk it out a bit. There's a smaller styrene tube in the middle of the turbine that goes back through the front of the gun casing to the motor, which spins the part wonderfully. All assembled, we have the following:

You can see the stock SAG bit for scale here.

So, if I'm making my own SAG bit, how would I possibly make one that spins better than the existing Mega-SAG? Surely anything I make would inherently be offbalanced, due to it's hand-crafted natureWhat's worse, it could be fragile in the long run - how well does Superglue hold up to repeatedly being spun over and over and over again? I could picture one of the arms of the gun just falling off after a few years! Well, this is where the magic of casting comes in.

Here's the general idea: Make one prong out of styrene. Cast the prong three times. The resulting prongs will be extremely lightweight due to the fact that they're made out of resin, which means there's a lot less strain on the motor. They're also going to be all one solid piece, meaning that there's much less chance of any parts like rivets going flying off after years of use. Lastly, they're all exactly identical, which means that they are all the same weight, and will balance the front SAG bit perfectly as they spin!

With this in mind, I set about making the 'prong' for the SAG and came up with the following:

You may wonder what the heck's going on at the right side of the prong - it looks like two cylinders are just pointing out to nowhere. The answer to that is actually quite simple - there's going to be ribbed cabling between the two, from the base of the bit up to the spherical 'head', between the ends of the two cylinders. However, ribbed cable texture is a pain in the ass to cast, and is prone to defects that can be monstrously annoying to clean up. What I'm going to do instead is basically cast the bit as it is, and then get some very short, evenly-measured lengths of guitar wire to put in each end of the cylinders between the head and base of the prong.

So now, we cast the prong three times over!

Aug
2009
208:30
am

Shokking development

A while back I put together Big Mek Booma, the grand architect of the warmachines in my Waaagh! When I did, I gave him a Kustom Force Field generator-type backpack in the expectation that I'd be using him for that more than anything else. However, times have changed, and I have come to see the error of my ways. You see, I tend to run big squads of Lootas. Lootas have an absolutely terrific range and high strength, but have a bit of a shoddy leadership, and if they take a couple casualties they have a tendency to up and run. Since they're pretty costly in terms of points, I've been experimenting recently with sticking a Big Mek with a bosspole in with them to try and prevent any early retreats.

From what I have been able to figure, giving that Big Mek a Shokk Attack Gun makes a ton of sense. The random 2d6 for strength averages around S7, which happens to be the same as the lootas, so it makes sense to turn the SAG on whatever the lootas are firing as well. Additionally, both the SAG and the deffguns share the same range, meaning it makes sense to keep them in a squad together. It's a beautiful squad for taking down those high-save units like Terminators, because the SAG will simply penetrate the armor if it hits, while the deffguns will just force piles and piles of saves.

The problem, then, is figuring out how to get Booma a Shokk Attack Gun. After a bit of head-scratching, I had what I thought was a rather clever idea: Make it the orky equivalent of the thunderfire cannon.

The thunderfire cannon, for those of you who may not be familiar, is the giant artillery piece that rolls along with Techmarines.

The way I figured it, if I'm going to be making a separate Shokk Attack Gun model, I may as well make it huge so that I can run it as the Shokk Attack Battery formation in Apocalypse. The idea's pretty simple: In regular games, I park the Shokk Attack Gun somewhere near Booma on the board to display what armament he actually has (which, of course, would be a SAG). In apocalypse games, I'd make a larger base (Maybe 3.5-4" diameter) that I could magnetize both my Big Mek and the gun to, which would have the same profile as 3 Big Meks (meaning, 6 wounds) and 'count as' the entire Shokk Attack Gun battery, by itself.

So, with the concept firmly in mind, my first problem was collecting the parts I'd need. I've been stewing this whole concept over for the past six months or so, and I think it was a foregone conclusion from the start that I would have to motorize the thing. The problem therein was motorizing it at an appropriate speed.

First, I started looking for motors small enough to fit in what I wanted.

The video above shows a stock SAG bit stuck to the front of a small helicopter motor. Now, this motor had two particular complications. First, it spun incredibly fast once it got going, which is impractical from a hobby standpoint because I don't need my models trying to get airborne from the table. Second, it didn't really have the torque to start spinning without help, even when voltage was applied; you had to give it a bit of assistance by spinning the bit first with your finger. I could have tried higher voltages, but the motor wasn't really rated for it, and would have burned out in a hurry.

The second motor I tried was from a lego kit. It was substantially slower, and a hell of a lot noisier, but due to it's 'lego' casing, it was a bit too large to be practical.

It was actually a bit slower than I wanted - I was aiming for a 'sweet spot' of sorts of about one to two revolutions per second.

I tried a whole host of other motors...

But I wasn't particularly happy with any of them. It seemed that with the low-voltage DC motors, your choices were either a small motor that spun at 30,000 RPM and didn't have enough torque to really get the SAG bit spinning, or larger, chunkier motors that had the torque but needed a hefty amount of voltage and space. I had been looking for a long time for a decent gear-motor mechanism that would take one of the speedy little motors and step it down enough to approximate 120 rpm or so, but the problem there was that most gearing mechanisms that could do that take up a relatively large amount of space. While I'm making a big SAG, I didn't want it to be too big as to not fit on a Thunderfire chassis!

Finally, I stumbled upon the 'holy grail' of Shokk Attack Gun motors: The 150:1 Mini Metal Gear Motor.

This little bugger had the ideal RPM for my project, ran on anywhere between 3 and 6 volts, had a hefty amount of torque, and a very small size (only 33.1mm long to the tip of the shaft!). The only downside to the motor was the price, but consider this: By making this Mega-SAG, I'm basically obviating the need to buy 2-3 more SAG Mek models, which more than recoups the cost.

I also decided pretty early on that I was not going to be using the actual body of the Thunderfire cannon, due mostly to how incredibly bad GW's casts are and how much repairing the body of the gun would have required. Instead, I'm only going to use the tread sections and the crosspiece that serves as the base of the gun.

So, what would serve as the body of the gun, then? I could scratchbuild something, and I figured I'd have to, but then the answer arrived all on its own: The Shadowsword Cannon. Specifically, the base of its gigantic barrel!

Once assembled, the base of the shadowsword cannon serves as a giant frame for the SAG to build upon, and it fills the space left vacant on the treads by the Thunderfire Cannon perfectly.

With these parts all in hand, I've set about building.

Aug
2009
58:33
am

Splash of color

A relatively small update is in order here. I've been working on getting the lootas painted up for my game on August 15, and I'm making decent, if slow, headway. I figured that since I had twenty lootas, I'd often end up running them in squads of tens, so I went ahead and did ten in purple and ten in blue shirts to keep them somewhat distinct. The colors are still close enough that they can be mixed together into a unit of 15, though. I tried to paint them reasonably bright and vibrant colors for contrast, because most of the ork would end up getting concealed by the darker metal looted gun harness.

lootas18

As it stands, shirts and faces are done. Helmets, straps, and armor need to be painted yet, and the pants have been base coated but not shaded or highlighted. I hope to have the rest of these details done and painted by tonight, the guns painted by tomorrow, and them done by the end of the week.

Aug
2009
412:33
pm

Hoodoo Voodoo

Since finishing up my warphead model, I've been quietly lamenting over the fact that warpheads and weirdboys are somewhat difficult to fit into normal lists. Despite that, I usually try cramming both that and a Shokk Attack Gun into my casual game lists, because I find the randomness of both to be unremittingly hilarious. After a fair bit of playtesting it attached to different squads, I feel that Shoota Boyz are probably in the best position to get the most use out of the Warphead's presence, though fluff-wise I have no doubt a warphead's normal rabble would tend more towards the slugga side. Shoota boyz have the advantage of moderate range, meaning that if my warphead suddenly decides he wants to use his deepstrike power (courtesy of a hapless D6 roll) they can still get a good volley of pain off at their target of choice. If no good infantry targets present themselves, you can always try for a deepstrike behind rear armor of an enemy's vehicle so that you can unleash a rokkit salvo. This adaptability beats something like slugga boys pretty solidly, and they're cheap enough to be a good 'psychic buffer' for the Warphead's leadership rolls via Mob Rule.

With that said, I turned to the idea of what the orks that hang around with a Warphead must look like. From the outset I had two competing ideas. The first was that given Wurrzag's ability to tap into the warp and inadvertently reanimate corpses, I imagined that some of the boyz he hung around might be zomborks, or 'Dead 'eadz' - orks that had fallen in combat near him, and had therefore been crudely reanimated by his Waaagh! powers. You'd have boyz with somewhat hilariously mortal wounds just walking about unaware that they were dead yet, missing limbs, that sort of thing. The second idea I had for these guys was that they might adopt Wurrzag's tendencies by taking up crude wooden masks of their own and adorning themselves in strange fetishes.

I think overall I've decided on something leaning more towards the second idea than the first. As-is, I find the idea of a unit wearing masks and trinkets to be much easier for general purposes than having to explain to everyone who asks why a squad of my shoota boyz are zombies. There's too many Chaos-y, Nurgly connotations there. Plus, the appearance of a unit wearing masks led by my warphead is probably going to look a lot nicer. That said, I expect the majority of the boyz in the unit will be the shaman types, with maybe a handful of Dead 'Eadz lurching about among them just for variety.

So, a while back, in anticipation of this very project, I entreated my good buddy, Nozeminer, to help me out by making a set of wooden voodoo masks that would fit on boyz, yet match the overall 'theme' of Wurrzag's. After talking a bit of design with him, he was nice enough to sculpt up some greens for me:

savage_masks

These masks have since been sent off to D6 Hobbies, where they have been cast and may be purchased, should anyone be interested.

Anyway, with these masks made, it was just down to the simple task of casting them up and putting them on. Given that they're mostly flat, fitting them onto an ork face poses a bit of a challenge if you don't first hack the front of their gobs down a bit. However, with a little bit of knife and filework, you can glue them right on. I'm going to be greenstuffing straps a bit later on, but for now I think it's a pretty good look for a squad:

savageboyz1

These guys are not an overwhelming priority for me at the moment due to an impending tournament in two weeks time that I have to prepare for. However, I'm aiming to have 20 of them made and ready to paint shortly after the tournament ends.

Aug
2009
210:53
am

Back from the Alaskan Wilderness

It's update-o-clock!

I imagine it's probably apparent that I was not, in fact, consumed by ravenous moose or other wild animals during my brief stay in Alaska, but I feel as though I should dispel any doubts as to that point.

I've been roped into attending a 40K Doubles Tournament at The Gamer's Realm in West Windsor, NJ on August 15, so I have been very occupied in the past few days with getting enough stuff painted and in playable shape to run. To that end, I'll be adding a new project to the Orks section of the site very shortly, and my lootas can expect an update soon because they are being assembly-line painted right now.

Speaking of painted orks, I have to also give a hearty thank-you to Dakkabu at The-Waaagh.com for his ridiculously generous assistance in painting some of the rank and file infantry and I have lying around. He took a mob of boyz off my hands, painted them up wonderfully for me, and returned them to me to be based and indoctrinated in the proppa way ta bash 'eadz in.

dakkabumob

Thanks, Dakkabu!

As a last note for now, I just wanted to mention that I have received my first set of casts from D6 Hobbies yesterday, and I'm quite pleased with the results. As a reader, I would certainly not take my word on this as unbiased, because I've made it clear that I have an obvious stake in the sales of my product that go through D6 Hobbies. However, in the interest of disclosure, I thought I'd share a few pictures of their product, right out of the bag, in the same shape and condition you'd be receiving them.

warforged_guns

My heavy automatic cannons are cast very well, without any warps or distortions in the barrel or ammo cartridges. The vents where the resin pours in are evident along the top of the gun, but cleanup on those flat surfaces should prove to be completely negligible. I'm comfortable stating that these guns require vastly less cleanup and work than any of the half-dozen pieces I have ever obtained from Forgeworld.

I also received a set of D6 Hobbies-brand lava bases, pictured below.

d6_lava_base_25 d6_lava_base_40 d6_lava_base_60

There's a little bit of darker particulate matter that seems to be mixed in with the resin, creating a 'flecked' sort of appearance, but this is obviously a non-issue on base terrain that gets primed over anyway. I am seriously excited to put some of my Salamanders on this terrain, as I have been looking long and hard for lava-themed bases that looked right. I know a couple other manufacturers make their own lava base brands, but I've really never been a fan of what I've seen, because usually it's a very tiny rock sticking up out of a sea of lava; if you base your whole army like that, they look like they're just about to sink into a firey abyss below. This is a more conservative 'cracked earth' appearance that lets me include some lava around the edges but make it look as though my Marines aren't on the verge of being cooked in their armor.

Before tomorrow evening, I'll have those promised ork updates on the site! For now, I sleep.

Jul
2009
169:05
am

Ready for deployment

I'm all done here! Figured I'd finish this thing off and get my friend off my back about it, so I went ahead and added some stuff to the turret and riveted the whole thing up where necessary.

hydra13

I think I'm done with it at this point. If the new owner feels inclined to add more to it, that's his prerogative, but all the essentials are there. I sort've winged it with the details on the back end of the hydra because I couldn't find any pictures of the thing to work from, but I'm not really dissapointed with my Ein-variant hydra design. :P

Jul
2009
149:58
am

Based and smoked

And now, these guys are done, or just about. I finished basing them, and did the smoke up to the best of my ability. I tried to leave a bit of yellow/red visible on the interior of the smoke by the nozzle. I think the overall effect is pretty decent.

stormz68

A final mob shot:

stormz69 stormz70

I didn't add checkers or too much else on their equipment largely because I think it'd end up being way too noisy. As-is there's already a pretty decent spread of colors and details, and I think adding chekered strips on things like shoulder pads and equipment would detract from the hazard stripes. I am probably done with these guys for now.

What I would like is a decent name for the whole squad. I want to make a 'Counts-as' version of Zagstruk and Da Vulcha Boyz, meaning I need different names for both. I figure my 'Zagstruk' equivalent should have a gas mask like these boyz do, down the road. I'm thinking 'Da Blitz Gitz' right now, because I like the idea of them being orky drop troopers who come in from extremely high altitudes at an absurd speed. If I can settle on a name that has good glyph connotations, I may revisit the squad and add said glyph markings to all of their shoulder pads.

I will do Zagstruk a bit down the road for these guys. I'm probably going to scrap my old one, or at least hugely revise it, because I figure if I'm making a counts-as Zagstruk he shouldn't have vulture-power-klaw-feet but some other equivalent gimmick.

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