Saturday, September 20, 2014

Beyond Rogue Trader: Ultramarines


If you are a Oldhammer fanatic, it's easy to bash the miniatures of the 1990's as clunky, awkward, and abnormally prone to splaying their limbs. Sweet Jebus - why did they think that men charging into battle would start doing jumping jacks? Don't they know that you can ruin your back if you hold a two-handed sword at arm's length for too long?

Well, before I completely lose my shit and fall into a foaming nostalgia rage, I want to qualify myself. There were still some beautiful sculps coming out of Citadel after 1990, and I'm going to show some favourites from my collection in this post, all of them Ultramarines. The best of the best, in my view, is Jes Goodwin's solid metal Space Marine Dreadnought (1994).




Dreadnoughts should be awkward and clunky, so I guess Goodwin's sculpture played straight into the prevailing aesthetic of the Citadel studio. Its square posture broadcasts power. But more than this, this is a well balanced figure: The smooth shapes of its armoured surfaces contrast beautifully with the textured machinery in the rear of the figure and under the plates.



I decorated the miniature with some modern plastic bits, like purity seals and a laurel crown. The inscription on his right plate ("VAE VICTIS") means woe to the conquered.  The battle damage is silver paint applied to the edges of the armour, sometimes with an outline in black or grey. I distressed and rusted the gears by applying thin washes of Chestnut Ink... ah, the long out-of-production Chestnut Ink from Games Workshop. I still have the first bottle I bought (about 10 years ago), and I carefully dole it out like precious saffron, since I don't believe I'll ever see its like again. Urk. I can feel the nostalgia rage coming over me again.



Speaking of nostalgia, in my last post I wrote about the role-playing elements in the original Rogue Trader rules set (1987). I received a lot of thoughtful responses, several of them pointing out that more recent editions of Warhammer 40K have tried to re-insert a role-playing feel into the game, but that there's some resistance from 40K players, who just want tournament play.

And yet, I still think there's something special about Rogue Trader. But what? Over the past week, I've been flipping through my battered copy of RT, and comparing it with the most recent Warhammer 40K edition that I own (5th edition published in 2008). It's hard to fault the more recent version: it's a polished book, with pithy text, spacious pages, and lots of bright colour photos of well painted dioramas.

In contrast Rogue Trader is primitive. It's predominately printed in black and white, with just a few grainy photos of miniatures. Although illustrations abound, they are by almost a dozen different artists, resulting in a confusing aesthetic. The text is dense and long as the King James Bible -- if there was an editor, he had a light touch, or simply died of fatigue. And the layout is cramped, with a self-conscious effort to make the page look like a blue-print or a technical manual.



All of these elements should make Rogue Trader a disaster. But they don't -- in fact, they make it a classic. And I think the reason is because the claustrophobia in the pages of Rogue Trader oppresses the reader with the claustrophobia of 40K universe. The book causes sensory overload, in the same way that you would be overwhelmed when entering a Chapel of the Administorum or when walking the galleries of a Hive World. In other words, this book didn't just describe a game -- it was a portal into a different world.

But this sort of stunning success is its own undoing. The profits and popularity of Rogue Trader led to better production values for subsequent editions: colour printing, tighter writing and cleaner layout. All of these improvements are generally good things... but none of them conjure up the shadowed world of the Rogue Trader.




Sunday, September 14, 2014

The Age of Dark Technology: Rogue Trader Miniatures


It's time to break out (and refurbish) some of my Rogue Trader miniatures! My last post was a rumination on the close and mutually beneficial connection between roleplaying games and war games in the 1980's. This conversation seques right into Warhammer 40,000 Rogue Trader (1987) by Rick Priestley.





It's easy to forget how much Warhammer 40K has changed since 1987. Contemporary Warhammer 40K (now in its 7th edition) is mainly a system for competitive tournament play, along the same lines as De Bellis Antiquitatis or Flames of War. But Warhammer 40K's original form, Rogue Trader, was something radically different. It was a story driven adventure game featuring intricate plots and deep background, all supervised by a Game Master. The result is not so much a tactical battle as a cinematic shoot-out. My favourite manifestation of this is the "Plot Generator" on pages 240-248, which includes such entries as "Abdul Goldberg stole your ship - the poker game was rigged. Your crew are unhappy - having been turfed from their ship together with their possessions. The ship leaves tonight - unless you can steal it back!" (Incidentally, I'll mention that Rogue Trader seems full of Space Hebrews like Abdul Goldberg. Other examples include Pedro Cantor and Myron Jubalgunn.)

Ultramarine Communications Officer - 2nd Company

Of course Rogue Trader was not completely a roleplaying game either: the players controlled multiple models, they generally fought against one another, and these models had no capacity to develop if they survived from one battle to another. This made Rogue Trader a quick, unsentimental game. It gave players the flavour of a roleplaying game without all the calories.

This hybridization of role playing and wargaming led to some grand results. In my view, Rogue Trader remains the best illustrated, most original and engrossing rule book ever produced. It is no exaggeration to say that every one of its 272 pages contains some image, quotation or photo that stimulates the reader into populating the Warhammer world with his own imagination.


 

But that's not all. The story-and-character driven nature of Rogue Trader had an important impact of the designs of the miniatures. These early sculpts placed a real emphasis on giving each miniature his own persona, like bucked-toothed inquisitors, skeletal astropaths or bulbous-headed Space Marines. As well, rather than the homogenous armies that would come in later editions of Warhammer 40K, the original Rogue Trader range was populated by misfits: space pirates, adventurers, mercenaries and (my favourite) Eldar outcasts. These characters didn't and never would fit into any army list. Uniforms were not uniform and weaponry was improvised: Space Marines carried shuriken catapults and Eldar carried shotguns. These were just the sort of figures to rescue your ship from that schmuck Goldberg.



 Eldar Mercenaries (note that two are carrying shotguns)



Thursday, September 4, 2014

The Web of Eldaw: the first warhammer fantasy roleplay adventure



Thirty years ago or so role playing games and war games were not yet separate hobbies. It’s well understood that D&D evolved out of miniature war gaming rules like Chainmail (1979). But it’s also interesting to see how the first and second editions of Warhammer (1983 and 1984) straddled these two different categories, with one foot in the world of fantasy armies and the other foot rooted in role playing small encounters with lots of character development and dungeon-crawling. 




Eventually, these different impulses split Warhammer into two different games: Warhammer 3rd Edition (1987) and Warhammer Fantasy Roleplay (1986). But one of the things that made Warhammer so much fun as a war game was that it retained the flavour of a role playing game long after it was just used for table-top battles. I think that’s a huge part of why Oldhammer is so popular now.


A neglected fossil that captures this moment in Warhammer’s early history is the scenario The Web of Eldaw by Rick Priestly (1985). It’s found in a Games Workshop magazine entitled “The Good Games Guide Vol. I”, which is itself a unique historical document. The Good Games Guide attempts to survey the entire field of the hobby as it existed in 1985, listing every AD&D module with helpful commentary, detailing games as diverse as Fighting Fantasy to Advance Squad Leader, and profiling the best games from GW’s competitors, such as Steve Jackson or Avalon Hill. As even the ads in this magazine show, it comes from an age when Games Workshop sold games of all sorts and so promoted the hobby at large. Sadly, this ecumenical approach to gaming was banished from GW just a short time later when it (and White Dwarf) decided to focus exclusively on promoting GW’s own games. And so, we never got a Good Games Guide Volume II.

That the Web of Eldaw is a hybrid between a war game scenario and a role playing adventure is apparent from the fact that it’s written with stats for both Warhammer and Warhammer Fantasy Roleplay. In fact, the Web of Eldaw is the first Warhammer Fantasy Roleplay adventure ever published, predating WHFR itself (the rules for which don’t seem to have been finalized by the time of the Web’s publication, since stats in the Web are wonky). The adventure consists of a short dungeon crawl, with the players taking four pre-generated characters and facing off against a referee, who takes the role of the dungeon’s guardians.

The Web of Eldaw itself is of middling quality. The text lacks any illustrations, the perils of the dungeon are boilerplate and the climax of the adventure (an army-sized battle royale between the heroes and villains) is skipped over in just a few sentences on the last page. But that being said, there are some priceless touches. My favourites include a guardian demon, who is described as “polite and apologetic but will slay anyone who tries to pass” and the discovery of a very special magic crown. Not only does the crown grant the wearer immortality, but it can only be removed with the wearer’s permission. Unfortunately, its current owner, King Lufric, was decapitated several centuries ago, and his still-living head was stuffed by his usurper into a box, where Lufric was forgotten. By the time the adventurers find this grisly trophy, the King’s head under the Crown “looks more like a brown leather bag, the features... so distorted and putrefied”. It is, however, still alive and drones in an gurgling whisper about better times.


Although the Web of Eldaw is a flawed gem, it shows how some of the most exciting parts of Oldhammer gaming come from role playing. Like the Terror of the Lichemaster, it uses very few models, making it into a quick and deadly skirmish where one bad roll can doom you to defeat. Like Blood Bath at Orc’s Drift, it throws several players together on one side, but gives them different motivations, goals and victory conditions. Like the Tragedy of McDeath, it derives its spooky mood by drawing on (and parodying) Shakespeare’s plays. And like all of the early Warhammer scenarios, it requires a referee to guide the characters into a rich adventure. Unlike these scenario packs, however, Citadel didn’t give the Web of Eldaw its own dedicated range of miniatures.


As a postscript, I'll say that I believe that war games and role playing games are once again converging, allowing each to benefit from the strengths of the other. Dead Man's Hand is a good example (although one far away from the fantasy genre). This is a skirmish game set in the Old West combining small scale competitive battles with character development and lots of story. Let's hope that games like this become more of a trend!

A pdf of the different pages of Web of Eldaw is below... Please let me know if you ever run it as a game.

The Web of Eldaw pdf full text

Sunday, August 24, 2014

The Blue Yonder: a review of the Flotone graduated photography background

I'm not saying that you have to have an obsessive streak if you're going to paint miniatures, but it certainly helps. My latest obsession has been improving my miniature photography, as evinced by my recent purchase of a Foldio Light box. But even then I wasn't happy because the strong light I used to illuminate the figurines' fine detail was now washing away the colours in the paint. It reminds me of the Zen proverb, medicine cures the disease, but what cures the medicine? And so I decided to invest in a professional grade photographic backdrop. 

I'm glad I did. Here's one of my first photos with this background:




By way of contrast, below is the same miniature, taken with the same lighting, but using the white foam backdrop that was included in the Foldio:




The difference is astounding.  The blue background makes the entire miniature seem warmer and more vibrant. This is especially true for the orange flesh-tones -- through the magic of complementary colours, the blue lends them a lifelike glow. The graduated effect is also important. It gives the miniature a sense of being suspended in space. Finally, I think the deepening blue draws the eye upwards and into the faces of the miniatures. (Incidentally, the Yalta miniature is one of the Moments in History Vignettes offered by that excellent organ of our hobby, Wargames Illustrated.)



The backdrop that I'm using is the Flotone Graduated Background - 31" x 43" in Blue Jay colour. I bought it for $33.50 from B&H Photo Video in NYC (+$18 in shipping and duties to Canada). B&H was a fast and pleasant retailer. The Flotone itself is a heavy PVC material with a matte finish, making it sturdy and attractive.  In order to adapt it to the dimensions of my lightbox, I cut the massive Flotone into a number of smaller sheets.




Cutting up the Flotone was a handy thing to do since it allowed me to customize a number of continuums (continua?) of gradation from blue to white. This will be useful because I don't want too intense a blue behind miniatures that are themselves blue, for fear that the background will drown them out.

My only complaint about the Flotone is that it scuffs very easily. After taking a number of photos with it, its surface was marred by smudges from my miniature bases (as seen in the photo of this Mimic). These marks are easy to wipe away with a damp, soapy cloth, but the process of washing is a pain in the ass in the middle of a photography session. 

In sum, the Flotone Graduated backdrop is a fine product and a benefit to my photography. I now think of my backgrounds like I used to think of the base of the miniature -- a precious opportunity to highlight the figure itself.



Sunday, August 10, 2014

Naval Combat in Oldhammer: "All the Nice Dwarves Luv a Sailor"

Ship to ship combat -- with boarding parties, grapples and rams -- is the one thing missing from old school Warhammer Fantasy Battle. Or so I thought... until yesterday. I was flipping through an old White Dwarf, and stumbled on a short but pithy article by Gary Chalk. Mr. Chalk  is best known as an illustrator (creating the iconic drawings for Talisman and Lone Wolf), but he's also a modeler and a game designer extraordinaire.


His talents in all these respects are on full display in his article on naval combat. Even the title, "All the Nice Dwarfs Luv a Sailor" is the sort of goofy cultural reference that made vintage Warhammer so much fun. The rules themselves are a miracle of economy. There's little (i.e. no) emphasis on army points, or balanced rules. Instead, there are simple guidelines for bringing the ships together in a great smash and fighting infantry melees on the decks of each ship. It reminds me a little of how the Romans won the First Punic War: fight sea battles like they're actually land battles by rushing on to your opponents ship and throwing some stick around.



Naturally, "All the Nice Dwarfs Luv a Sailor" embodies the do-it-yourself ethos of the true hobbyist. It contains a useful template for constructing your own ships for 28mm miniatures, and tips for including such features as a winch-suspended cage of warriors that is to be swung over an opponent's ship and emptied on to the deck.The whole article is clearly designed to get miniatures on the table in the most chaotic and colourful way possible.

I'm hoping to get a couple of these scratch-built vessels for my own table - I may be ambitious and try to replicate (and scale-up) an elven ship from that great game, Man O'War. I'll keep the blog updated with my progress. 


Citadel Elven Ships for Man O'War (1992)

As I did a little research on these naval rules, I ran across the interview Gary Chalk did with the BBC journalist Samira Ahmed in 2012. It's clear that Mr. Chalk also pines for the days when Games Workshop emphasized creativity and freedom, rather than a rigid codex of rules: "People used to invent things -- E.g. dwarf hang-gliders and hot air balloons and invent rules to use them in the game. I came up with naval ships -- we called the game 'All the Nice Dwarfs Love a Sailor': -- they were fun add ons." He's not so keen on the current state of the hobby, summing up modern Warhammer in three words, "It's all pain."

For those who don't have access to White Dwarf 83, the best scan (much better than my own attempt) is found at the most excellent website of Project Aon, which is dedicated to the Lone Wolf books that Mr. Chalk illustrated. The pdf is here, and "All the Dwarfs Luv" starts at page 104. Let's hope Gary's great article continues to inspire a few more orcish Trafalgars!

Arrg!


It’s all pain.

Saturday, August 9, 2014

Foldio Light Box Review: Charge of the Light Brigade

This photo of two Oldhammer Dwarfs comes courtesy of my new Foldio Light Box from Orange Monkie.





When you photograph 28mm miniatures, everything depends on lighting. If you wish to expose the miniature's undercarriage, bring out the colours and capture detail, you will need theological quantities of light. With enough illumination, even the camera in a smartphone can take satisfying pictures (I use a Samsung Galaxy s4 and have always been pleased with its performance). But without light, even the best mini becomes a dingy turd.




When I first started this blog, I took my photos outdoors, in the shade of a sunny day (see the above Meazels from Otherworld Miniatures for an example). The results were tolerable, but there was a lot of inconvenience: the wind kept knocking over my backdrop, the lighting changed with the cloud cover, and there was an ever present danger of fresh air getting into my lungs. The obvious solution was a light box, either bought from eBay or made at home. Light boxes provide the dual benefit of concentrating light indoors while creating a smooth background for the mini. After reading some helpful advice, I decided to purchase the Foldio portable light box. 

I was attracted to the Foldio because it came with its own backdrops and a compact system of lighting, using lightweight LCD strips shining at the frequency of daylight. I also liked the fact that it packs up into a small, flat packet for easy storage.

There is a lot to like about the Foldio. It arrived at my door (to Canada from Korea) in just two days after ordering. As promised, it takes only seconds to set up, and creates a crisp environment for pictures. The lights are powered by 9-volt batteries, which means there aren't a lot of cables cluttering up the table. In sum, the Foldio is simple, easy and tidy. A picture of the same Meazels from my Foldio shows dramatic improvement: 





But the Foldio has limitations. It is small (10 inches across), so it's a poor solution for large dioramas or vehicles. Additionally, the coloured backdrop (which can be changed to your taste) is fastened to the inside of the Foldio by little more than goodwill. And the battery connectors for the light strips seem fragile, especially if 9-volts are repeatedly being inserted and detached. But the greatest drawback of the Foldio is that, as sold, it doesn't provide nearly enough light for 28mm miniatures, which leads to a lot of hidden costs. 

The basic Foldio is $49. I opted for the souped-up version ($59) with 2 LCD strips (both glued to the top of the light box). But with these two strips alone, this is the first picture I took of the Orc from Citadel's Talisman range:


In order to fully illuminate my miniatures, I needed to purchase three more LCD strips from Orange Monkie. I then jury-rigged stands for them so they could provide light for the flanks and bottom of the Foldio. (These stands are constructed with common hobby supplies: balsa wood, weighted down with heavy washers. I fasten the batteries to the back of the stands by way of a fridge magnet glued to the wood). 


When you add these extra light strips, plus a substantial amount of duties and shipping (not to mention batteries), my Foldio system has ballooned to almost $200. A do-it-yourself light box would have been vastly cheaper. On the other hand, the Foldio is convenient and elegant. Oh well. Light, like other precious commodities, can be surprisingly expensive.





Now That's an Orc!
Fully illuminated in a Foldio with 5 light strips


Sunday, July 27, 2014

Citadel Monsters III: Painting with a Twist


In the mid-1980's, the sculptors at Citadel hit upon a winning formula for making miniatures that gripped the imagination. In my view, the key to painting these minis is to understand this formula and exploit it. What is this secret sauce? Keep it simple. Add one twist to give the miniature flavour. But one twist is all you need.

For example, take the classic Chaos Hounds by Aly Morrison (1987). Even your grandma knows that Hounds of Chaos must be mutated, and obligingly, these dogs have spines, two heads and ebola. But each dog has only one mutation. Other than that, they are clean models. Absent are the layers of neck flaps, spikes and scales that festooned all the later iterations of chaos hounds. However, there is something else: in addition to each model's single mutation, there is one little twist. All the dogs are thin. Painfully thin. This simple, unifying detail makes the models stand out, and suggests a sinister idea to the viewer... these dogs are very hungry.



In order to paint these dogs properly, it's important to highlight the idea of thinness. So I used a very aggressive highlighting technique without too much blending in order to make their bones stand out as much as possible. I didn't want to distract from the idea of starvation, so I kept other flourishes to a minimum: the skin colour isn't particularly supernatural, the eyes are dark and the teeth modest. It's a simple approach, but it builds on the underlying idea of the miniature.



The "Vampire Attacking" (1986) from the Night Horrors range is another great example of Citadel's approach to sculpting. The vampire itself is clearly modeled on Max Schreck's Nosferatu and so features exactly what you'd expect: an elongated skull, large hands and a feral grimace. But on top of all of this is a beautiful twist: the model is reared into an S-shape, almost like a snake. It's a simple detail, but it gives the monster a haunting silhouette, just like the original Count Orlock. 



"Is this your wife? What a lovely throat."


I'm not sure why, but I've long harboured the suspicion that Games Workshop held secret sympathies for the American right wing. I'm not sure why.




In any case, I was delighted when I went to paint the male harpy by Iron Claw (Bob Olley, 1990?) and realized that he was the spitting image of Ronald Reagan (or maybe the spitting image of the Spitting Image of Ronald Reagan). Painting him to look like the Gipper wasn't hard - I just gave him luxurious black hair and a vacant stare.


"I'm from the government and I'm here to help."

In sum, a defining characteristic of Oldenhammer miniatures is a simple, clean sculpt. These minis are never cluttered with details, but there is usually one stylistic flare. My philosophy is that painting should highlight this flare, and should otherwise stay simple too. As a last example, I offer up this citadel Fire Elemental (Nick Bibby, 1985). I love the way its stretching arms are entwined in the column of smoke billowing off its head. Simple. Odd. Beautiful.


 "What hand dare seize the fire?"