My progress on these Scouts is still slow, but it has ramped up quite a bit. I've had to accept the fact that I am simply flat out terrible at step-by-step updates. I'll have to content myself with incremental updates. So, here are some incremental updates!
In my last post, I had applied the basecoat of Grey Liner to all of the armor parts. The next step was to wash it all down with Badab Black. You can see the wash is still wet in this image:
It doesn't bring the armor all the way back down to pure black, but definitely provides some darkening effect. After the wash was dry, I went back and applied edge highlights with Shadowed Stone, and then ever so slight touches of Stone Grey (those are Reaper MSP colors). Next was the pouches/holsters/straps. The color below is MSP Ruddy Leather, washed with Devlan Mud, and then brought back up a bit to Ruddy Leather, and a very light touch of Leather Brown on all the panels. Then, I hit the chest armor with plain grey, and then white. The grey is lost in this image because of the bright light. It didn't look quite right in the end, so I eventually washed it in thinned Badab Black and went back with the white again.
You can also see in the shot below that the chest armor is messy, especially at the left side of the skull, lower right wing, and the right side pouch lids. I'll go back and touch all those areas later. I like to do my cleanup all in one go at the end.
The next step was metals. The shot below is blurry and a bit of a poor example because the Marine only has a knife. I just applied Leadbelcher to everything, washed with Badab Black, then touched it all with Ironbreaker. The exception is the flats of all the combat blades. I left those dark, and applied brighter metal colors to all the cutting edges. It's a neat contrast effect.
I also started working on the bases for the models. Because every model will be on a 30mm base, and I had to bitz-buy the ten bases I have, I wanted to try making castable bases. However, my big problem with resin bases is that you only have so many designs. If you buy one of the beautiful sets from Secret Weapon or Dragon Forge Design, you're limited to the 10 or so bases they have. I didn't want to be limited in that way, so I decided to try casting "minimum detail" bases. Instead of adding all the sand, rock, and other decoration on the master base, I am just building the basic floor section and adding all the sand and deco to each cast afterward. That way I have a quick, easy startup but a lot of individuality in the end.
I wanted a broad stone paver design as the underlying detail, and then I can add sand and vegetation over top of it. To that end, I got out a bunch of scrap plasticard I had squirreled away, and used a rotary paper cutter to score it into 1"x1" squares. I will then carve the edges of each square a little to look like chiseled and worn stone, and arrange them on the bases. It's a technique I stole and modified from Grubnards at the Mandulian Chapel.
By altering the location of the four stone corners on each base, and then rotating the eventual casts by any of 360 degrees, I figure I can produce an unlimited number of similar-yet-unique bases from five or ten masters.
In regards to non-Raven Guard projects, I've also made some good progress on my Ultramarines Librarian, though I didn't take any pictures. I'd say he's about 95% done. I need to find a good jump pack for him. Right now he's only got his standard power armor pack, but I magnetized him to accept a jump pack. I'm looking at the plastic Vanguard Vets packs, a Finecast version of the previous VanVets packs (I have them all in metal, but that's FAR too heavy for 1/8" magnets), or even something from the Blood Angels range. I can't decide if I like the Sanguinary Guard jump packs with the wings left off. Anyone know if the gap left over from leaving the wings off is very noticeable?
My drop pod sits, incorrectly magnetized until I decide to order some new 1/16" magnets to fix it. It's a low priority. I've not touched the lascannon Marines beyond assembling them and picking their bases.
3.31.2015
3.24.2015
Help! Help! I need ideas to fix this...
I finished building and magnetizing my second drop pod last night. My first one went off without a hitch, following Ron's tutorial over at From the Warp. For this second one (a Forgeworld Deathstorm with missiles), I got a little cocksure and didn't double-check the steps of the tutorial. I realized once I'd glued the doors to the bottom hull that I'd placed the magnets in the doors too far back. As a result, the pod now stands with all the doors open about 30-40%, instead of firmly closed. In short, it looks stupid.
Can anyone think of a way I could fix this? The problem lies in the magnets in the doors, which are now inaccessible because the two halves of the bottom hull are glued together. I need to either move the magnets in the doors, remove the doors and replace them, or nullify the magnetic pull between the magnets in the doors and those embedded inside the bottom hull section. I need some way to hold the doors fully shut. Once they're opened, the model is just fine. I just can't put it on my army display tray looking like a half-opened flower.
Ideas?
Can anyone think of a way I could fix this? The problem lies in the magnets in the doors, which are now inaccessible because the two halves of the bottom hull are glued together. I need to either move the magnets in the doors, remove the doors and replace them, or nullify the magnetic pull between the magnets in the doors and those embedded inside the bottom hull section. I need some way to hold the doors fully shut. Once they're opened, the model is just fine. I just can't put it on my army display tray looking like a half-opened flower.
Ideas?
3.13.2015
Raven Guard Progress Dump
I've made some good progress on my Raven Guard Scouts, but unfortunately I did a really poor job of documenting the process. So, this post is more of a photo dump with words. With that warning out there, here are some pictures:
I continued working on the skin from the prior posts. After the thinned down Ogryn Flesh wash, I went back to Fair Shadow, then to Fair Skin, and a final touch of Fair Highlight. After those were try, I spot-touched again with Ogryn Flesh wash, thinned to an almost transparent look. Unfortunately, I am far too lazy to set up my light rig for WIP shots, so the whole effect is washe dout by my bright painting light.
After the skin was done, I put a coat of Brown Liner on the hair of each Scout. Reaper's MSP "liner" colors are near-black shades that were designed for dark-lining fantasy gaming models that have alot of material transitions. Honestly, I think it's a technique that's dying in the wake of easy washes that pick out detail withmuch less effort. But, I still have the Grey, Brown, and Blue versions, and the Brown Liner makes a nice base for dark hair. I'll go back later and lightly add lines to insinuate the hair texture. Basically, you rapidly paint a series of pencil-thinlines in the direction of the hair "flow" and then lightly wash over them to dull them down some. Depending on your monitor settings, you can see the difference between pure black of the primer and the brownish black of the liner paint.
The next step was the cloth, which I base coated using MSP Shadowed Stone.
After the wash was done, I went back to Shadowed Stone, then rough highlights with Stone Grey, and then very thin and sparing highlights of Weathered Stone, as it's a very light grey compared with the others. I tried a strong highlight initially, but it made it look like the model was wearing pants made of Siberian Tiger skin, lol.
I am now at the hard armor stage, to which I applied a basecoat of MSP Grey Liner. As you can see, it's a near-black grey color, and it makes a great base for black armor. If I'd started with pure black as a basecoat, there's only one direction to go...up. Highlights only. But by starting with Grey Liner, I can go both directions, up and down. I'll apply a wash of Badab Black, and then highlight upward with a mix of Grey Liner and Shadowed Stone, then refined highlights with Shadowed Stone and maybe Stone Grey.
Progress has been nice and steady on these models, but I'm stumped on the next step, the chest decoration. GW likes to paint Raven Guard with a lot of white on them. I've never been a big fan of that idea. Why put a ton of white on a Marine whose specialty is ambush and infiltration? Sort of gives away your position, you know? I cannot decide if the chest decoration should be a light grey, a dark grey like the pants and arms, or a silver metal color. What color do you think would fit? Keep in mind that my gun casings and frag grenades will be Caliban Green, kraks will be red, and pouches will all be a dark brown with silver fasteners and buckles. There will be NO gold on these models.
What color would you paint the chest decorations, keeping in mind the above and the fact that whatever color I choose will also carry over to the power armored models?
I continued working on the skin from the prior posts. After the thinned down Ogryn Flesh wash, I went back to Fair Shadow, then to Fair Skin, and a final touch of Fair Highlight. After those were try, I spot-touched again with Ogryn Flesh wash, thinned to an almost transparent look. Unfortunately, I am far too lazy to set up my light rig for WIP shots, so the whole effect is washe dout by my bright painting light.

After the skin was done, I put a coat of Brown Liner on the hair of each Scout. Reaper's MSP "liner" colors are near-black shades that were designed for dark-lining fantasy gaming models that have alot of material transitions. Honestly, I think it's a technique that's dying in the wake of easy washes that pick out detail withmuch less effort. But, I still have the Grey, Brown, and Blue versions, and the Brown Liner makes a nice base for dark hair. I'll go back later and lightly add lines to insinuate the hair texture. Basically, you rapidly paint a series of pencil-thinlines in the direction of the hair "flow" and then lightly wash over them to dull them down some. Depending on your monitor settings, you can see the difference between pure black of the primer and the brownish black of the liner paint.
The next step was the cloth, which I base coated using MSP Shadowed Stone.
I then applied a liberal wash of Badab Black to darken things down. This picture also shows the rudimentary eyes painted in. I am terrible with eyes, which is a bit of an obstacle for a Scout-heavy force!
After the wash was done, I went back to Shadowed Stone, then rough highlights with Stone Grey, and then very thin and sparing highlights of Weathered Stone, as it's a very light grey compared with the others. I tried a strong highlight initially, but it made it look like the model was wearing pants made of Siberian Tiger skin, lol.
I am now at the hard armor stage, to which I applied a basecoat of MSP Grey Liner. As you can see, it's a near-black grey color, and it makes a great base for black armor. If I'd started with pure black as a basecoat, there's only one direction to go...up. Highlights only. But by starting with Grey Liner, I can go both directions, up and down. I'll apply a wash of Badab Black, and then highlight upward with a mix of Grey Liner and Shadowed Stone, then refined highlights with Shadowed Stone and maybe Stone Grey.
Progress has been nice and steady on these models, but I'm stumped on the next step, the chest decoration. GW likes to paint Raven Guard with a lot of white on them. I've never been a big fan of that idea. Why put a ton of white on a Marine whose specialty is ambush and infiltration? Sort of gives away your position, you know? I cannot decide if the chest decoration should be a light grey, a dark grey like the pants and arms, or a silver metal color. What color do you think would fit? Keep in mind that my gun casings and frag grenades will be Caliban Green, kraks will be red, and pouches will all be a dark brown with silver fasteners and buckles. There will be NO gold on these models.
What color would you paint the chest decorations, keeping in mind the above and the fact that whatever color I choose will also carry over to the power armored models?
2.26.2015
Raven Guard Skin WIP #1
Another small update. I've primed the Scout models, considering the modeling done. I was debating holding off until I decided upon a base theme, because normally I attach models to bases after they're painted using small strips of plasticard to mark foot position and then gluing sand and objects around those strips. That typically involves tracing around feet with a colored pencil, etc. But for my Raven Guard, I decided to try a different basing method. I'll be doing a ruined city base style, with very large, slab-style pavers and tumbled debris. I don't need to deal with strips of card and pregluing for that.
Anyhow, I have started on the skin for these guys. As many of you may know, Raven Guard have pale, paper-white skin. They don't go full-on alabaster until some time after geneseed implantation. It's perfectly normal for Scouts to have pinkish skin. So, I decided all of mine would be "rookie" Scouts with pinkish skin. This not only provides me the chance to work different skin techniques into the army, but also delays the need to figure out how to paint the more mature Marines' skin.
To start, I applied a bunch of thin layers of Reaper Master Series Fair Shadow. This is the darkest color in the Fair Skin triad (Reaper sells their Master Series paints in three-color sets, for those not in-the-know). It took anywhere from 3-5 coats per model. You can see here what only a few coats looks like, leaving a bit of grey tone on the flatter areas of the face.
Once that was dry, I applied a very thin wash of Ogryn Flesh to the whole face. I put a bunch of Ogryn Flesh on my palette, and then thinned it out with Winsor and Newton Acrylic Flow Improver. This gives a pinkish hue in the recesses. If you don't dilute the wash, it just stains the light skin color a reddish color. You can do that, and just come back up to the Fair Shadow color, but it's a bit of a waste of time and effort, and you can end up with very stark pink lines around the edges and in the facial creases.
At this point I stopped for the night to let the washes dry thoroughly. If you keep poking at them you end up softening and removing the paint underneath, and repairing the holes can be a pain depending on how many layers you damaged. The next step will be to touch up any overly pink areas with more Fair Shadow, and then move on to the next color, MSP Fair Skin, and then highlights of Fair Highlight, which is nearly white.
I have no idea how I'm going to paint these guys' eyes. The eyeballs are so poorly defined on the models once you've primed and painted them, that it's really tough to paint them so they don't look wide-eyed and fearful, or cross eyed. I know HOW to paint eyes, just not on Marine faces.
I have also been poking away at other projects and models. Here are a couple WIP shots of my Ultramarine Librarian. I tried using darker blue for his armor, to make him stand out from the other Ultramarines. The shoulder pad shot is intended to show the tone difference. I did miss the brown basecoat on the shoulder pad rim, and yes, that is a magnet sunk into his back. I'm taking the backpack magnet plunge so I can use him with a jump pack or on foot!
I also got bored and assembled some lascannon Marines usable as part of a Devastator or Tactical Squad. Missile launchers just don't cut it in the modern "AV13 and 2+ armor everywhere" world of 40K. I'm using old, metal lascannons and salvage-quality bodies/legs/heads. The metal cannons aren't all that hard to assemble if you do so in the correct order and with the correct glue. I use Loctite Ultra Gel Control super glue. Assemble the backpack to the body, then the gun to the torso by applying glue to both the stump of the power feed on the pack and the arm joint. Press the power cables of the cannon against the stump on the backpack, and then the shoulder to the torso joint. Hold it in place for several minutes, and then attach the support arm by applying glue in the wrist socket and the left shoulder joint. Press the wrist into the socket on the cannon, and then the shoulder to the torso. Hold, and you're done! I also recommend leaving the head off the model until after the lascannon is fully assembled, to make sure it's not at an angle or pose that would prevent the cannon from seating properly against the shoulder joint. The models are wobbly and tippy, but putting them as far back on a base as you can helps mitigate it a little. 32mm bases would help a LOT.
Anyhow, I have started on the skin for these guys. As many of you may know, Raven Guard have pale, paper-white skin. They don't go full-on alabaster until some time after geneseed implantation. It's perfectly normal for Scouts to have pinkish skin. So, I decided all of mine would be "rookie" Scouts with pinkish skin. This not only provides me the chance to work different skin techniques into the army, but also delays the need to figure out how to paint the more mature Marines' skin.
To start, I applied a bunch of thin layers of Reaper Master Series Fair Shadow. This is the darkest color in the Fair Skin triad (Reaper sells their Master Series paints in three-color sets, for those not in-the-know). It took anywhere from 3-5 coats per model. You can see here what only a few coats looks like, leaving a bit of grey tone on the flatter areas of the face.
Once that was dry, I applied a very thin wash of Ogryn Flesh to the whole face. I put a bunch of Ogryn Flesh on my palette, and then thinned it out with Winsor and Newton Acrylic Flow Improver. This gives a pinkish hue in the recesses. If you don't dilute the wash, it just stains the light skin color a reddish color. You can do that, and just come back up to the Fair Shadow color, but it's a bit of a waste of time and effort, and you can end up with very stark pink lines around the edges and in the facial creases.
At this point I stopped for the night to let the washes dry thoroughly. If you keep poking at them you end up softening and removing the paint underneath, and repairing the holes can be a pain depending on how many layers you damaged. The next step will be to touch up any overly pink areas with more Fair Shadow, and then move on to the next color, MSP Fair Skin, and then highlights of Fair Highlight, which is nearly white.
I have no idea how I'm going to paint these guys' eyes. The eyeballs are so poorly defined on the models once you've primed and painted them, that it's really tough to paint them so they don't look wide-eyed and fearful, or cross eyed. I know HOW to paint eyes, just not on Marine faces.
I have also been poking away at other projects and models. Here are a couple WIP shots of my Ultramarine Librarian. I tried using darker blue for his armor, to make him stand out from the other Ultramarines. The shoulder pad shot is intended to show the tone difference. I did miss the brown basecoat on the shoulder pad rim, and yes, that is a magnet sunk into his back. I'm taking the backpack magnet plunge so I can use him with a jump pack or on foot!
I also got bored and assembled some lascannon Marines usable as part of a Devastator or Tactical Squad. Missile launchers just don't cut it in the modern "AV13 and 2+ armor everywhere" world of 40K. I'm using old, metal lascannons and salvage-quality bodies/legs/heads. The metal cannons aren't all that hard to assemble if you do so in the correct order and with the correct glue. I use Loctite Ultra Gel Control super glue. Assemble the backpack to the body, then the gun to the torso by applying glue to both the stump of the power feed on the pack and the arm joint. Press the power cables of the cannon against the stump on the backpack, and then the shoulder to the torso joint. Hold it in place for several minutes, and then attach the support arm by applying glue in the wrist socket and the left shoulder joint. Press the wrist into the socket on the cannon, and then the shoulder to the torso. Hold, and you're done! I also recommend leaving the head off the model until after the lascannon is fully assembled, to make sure it's not at an angle or pose that would prevent the cannon from seating properly against the shoulder joint. The models are wobbly and tippy, but putting them as far back on a base as you can helps mitigate it a little. 32mm bases would help a LOT.
2.20.2015
Raven Guard Sergeant Progress
Just a smallish update today. I spent a little time working on the Sergeant, roughing out the shapes of his hand and arm.
First I got the fingers laid out, and a small wad of Brown Stuff pushed into place for the general structure of his arm/elbow. I like this better than a wire skeleton, as I know I can just rip it out of there if I really hate it.
As you can see, really rough work, but I got the general shapes and dimensions in there. Then I started work on the arm/sleeve/elbow/whatever with Green Stuff, as it flows better than Brown Stuff. Brown Stuff is spectacular stuff, but it gets a little grainy when worked too much, and it's intended for sharp lines and sandable edges, instead of folds and curves.
This is where the Sergeant sits as of now. I need to go back in and file his fingers smooth and then patch any low areas with GS. The one thing that's really bugging me is the side-on view of the arm. In the picture immediately above this text, the elbow and bicep area look fine. But in the side-on shot, you can see that the arm looks a little...puffy. There's an unnatural angle to the area right behind the forearm cuff of the gauntlet.
Can anyone suggest a fix for this? It sort of looks like I need to point the gauntlet upward more or something. I can't quite figure out what the problem is, and how to fix it.
Oh, and because Khorne Inquisitor asked about on his blog, here's a picture of my blotting/wiping towel, though this one is relatively fresh.
First I got the fingers laid out, and a small wad of Brown Stuff pushed into place for the general structure of his arm/elbow. I like this better than a wire skeleton, as I know I can just rip it out of there if I really hate it.



As you can see, really rough work, but I got the general shapes and dimensions in there. Then I started work on the arm/sleeve/elbow/whatever with Green Stuff, as it flows better than Brown Stuff. Brown Stuff is spectacular stuff, but it gets a little grainy when worked too much, and it's intended for sharp lines and sandable edges, instead of folds and curves.


This is where the Sergeant sits as of now. I need to go back in and file his fingers smooth and then patch any low areas with GS. The one thing that's really bugging me is the side-on view of the arm. In the picture immediately above this text, the elbow and bicep area look fine. But in the side-on shot, you can see that the arm looks a little...puffy. There's an unnatural angle to the area right behind the forearm cuff of the gauntlet.
Can anyone suggest a fix for this? It sort of looks like I need to point the gauntlet upward more or something. I can't quite figure out what the problem is, and how to fix it.
Oh, and because Khorne Inquisitor asked about on his blog, here's a picture of my blotting/wiping towel, though this one is relatively fresh.
2.11.2015
Revised Raven Guard Scouts
I have updated Raven Guard Scout models to share! After ripping some of the previous incarnations apart and reassembling, here's what I have:
The first model is the shotgunner, who is unchanged from last time. I just took a slightly better picture.
Second model now has a swapped combat blade and is throwing a grenade. The blade arm is a reclaimed bit. Stripped of a previous owner's sloppy Templars paint job.
The third Scout is unchanged, but here's a better picture.
Scout number four is the only model I left with the Scout Hug Syndrome, as it actually works in this pose. Pistol extended for a shot, with the swapped combat blade ready for a followup stab.
The Sergeant is unfinished, but he is the most ambitious model in the squad. I removed his powerfist entirely, replacing it with a pistol. I then gave him a WHFB scabbarded sword to serve as either a combat blade or a power sword as I see fit in my lists.
I'd thought about bitz-buying the hands from the Sniper box, intended to graft the hand holding a scope onto a spare arm. But I decided to be more daring and pose him with his hand resting on the sword's pommel. I grabbed another reclaimed arm from the same lot of models, and started cutting. I sliced off the forearm at the end of the armor section, and separated the shoulder pad from the bulk of the bicep. I then carved away the fingers from the hand, and bored a slight depression in the palm area. Using plastic glue, I attached the shoulder to the torso and the palm to the pommel and got this:
The next step is to build the core section of the arm/elbow with Brown Stuff. I just need a rigid center on which to add Green Stuff for the final cloth details. After that is done and set, I'll tackle the fingers.
The first model is the shotgunner, who is unchanged from last time. I just took a slightly better picture.
Second model now has a swapped combat blade and is throwing a grenade. The blade arm is a reclaimed bit. Stripped of a previous owner's sloppy Templars paint job.
The third Scout is unchanged, but here's a better picture.
Scout number four is the only model I left with the Scout Hug Syndrome, as it actually works in this pose. Pistol extended for a shot, with the swapped combat blade ready for a followup stab.
The Sergeant is unfinished, but he is the most ambitious model in the squad. I removed his powerfist entirely, replacing it with a pistol. I then gave him a WHFB scabbarded sword to serve as either a combat blade or a power sword as I see fit in my lists.
I'd thought about bitz-buying the hands from the Sniper box, intended to graft the hand holding a scope onto a spare arm. But I decided to be more daring and pose him with his hand resting on the sword's pommel. I grabbed another reclaimed arm from the same lot of models, and started cutting. I sliced off the forearm at the end of the armor section, and separated the shoulder pad from the bulk of the bicep. I then carved away the fingers from the hand, and bored a slight depression in the palm area. Using plastic glue, I attached the shoulder to the torso and the palm to the pommel and got this:
The next step is to build the core section of the arm/elbow with Brown Stuff. I just need a rigid center on which to add Green Stuff for the final cloth details. After that is done and set, I'll tackle the fingers.
2.04.2015
Old Projects, New Projects
As promised, here are some images and descriptions of my current projects.
First up is the most boring part, the painted Razorback heavy bolter turret for the Command Squad's transport. it needs a coat of Dullcote, then a quick Ultramarine symbol on the top and it'll be done. I'm not doing a dedicated hull for it. Instead, it'll ride on top of one of my existing Rhinos.
I'm also working on the stock, plastic GW Librarian with staff to lead the squad for now. No alterations on conversions, just a quick bang-out job to have a real Libby in my collection instead of subbing in Honor Guard or Captain models in games. He's just in primer right now, but I'm hoping to get started on his face/head tonight during period breaks in the Bruins/Rangers game.
I finished my Vindicator's top hatch with a storm bolter and gunner, and stuck it in the mounting hole. Didn't glue it in, as I want to be able to remove it if one of the open hatch doors breaks or something, or I need it for another vehicle in a pinch. I've decided to set the Vindicator aside for now, since I can't think of anything to paint on the siege shield front. I do random Google image searches from time to time to look for inspiration. Nothing yet.
The most exciting news is that I have finally started working on Raven Guard. I decided to start with a small Scout Squad to break into the one Troop requirement for Allied Detachments. I have a total of ten Scout models available, half in bitz and half from one of the first box sets I ever bought from my FLGS (if not THE first). I wanted my Raven Guard models to be radically posed, with lots of movement and different stances. Then I ran into the reality of the Scout kits. They're pretty terrible! The torsos barely fit on the legs due to the pistol holsters sticking up too far, and the legs are almost all posed in the same manner. Unfortunately, I am not good enough with Green Stuff sculpting to be able to cut and repose these legs. Instead, I decided my Scouts would rely on their arms to convey action. I do have to note that these images illustrate the models as they were when I took them. After I'd uploaded them to Photobucket, I decided I hated some of them with a passion, and went to my desk and tore some of them apart and swapped things around. That being said, here's how the models started out:
For this first guy, I chose the grenade-throwing arm from the Scout Bike kit and swapped in an old, Third Edition Space Marine combat blade for the chainsword that originally came on this arm. I tore this guy apart, because I didn't like having both arms spread wide like that. It looked like he was trying to kill you with hugs.
The second Scout was intended to serve as the squad's Sergeant with a powerfist and shotgun. I figured that because you can't get bonus attacks for a pistol with a powerfist, the shotgun would be an ideal pre-charge weapon for him. The shotgun is from the Scout Bike kit, and the powerfist is from the Cadian Command Squad, grafted onto the pistol arm from the Scout Bike (I am cannibalizing all the arms from my Scout Bike kits because they come with two handlebar-holding arms, and none of the weapon arms add anything to the model). I'd originally wanted to put a regular bare Marine head on all my Scout Sergeants, but discovered that it was really hard to do. Many of the bare heads are out of proportion with the Scout heads, meaning you have a big potato head on there even after cutting down the neck. So I compromised and put the fancy optic-wearing head on there. The more I looked at this model, the more I hated the posing of the powerfist. He suffers from Scout Hug Syndrome, just like the prior model. I ripped both this guy's arms off and haven't replaced them yet.
These next two are stock models with basic assembly. The shotgunner uses a pair of legs from the Speeder Storm kit, which is a treasure trove of torso and arm options, but shit for legs. I've seen people use the passengers from the kit on bases in a variety of crazy poses, and they all make me laugh. I got these parts from a bits lot I purchased, I sold my Speeder Storm a while back in my pre-Tyranid kit purge. No regrets though. I ripped the knife arm off the pistol/blade Scout, as I don't like the massive combat blades on Scouts. They're just absurd for anyone but Templars. Other Chapters' Scouts are sneaky bastards who infiltrate behind enemy lines and sabotage, assassinate, or relay intel. How are you supposed to slit a sentry's throat with a two-foot-long blade? You couldn't even drawn a blade that big in close confines!
I solved the blade problem with this next Scout, who is my favorite. I sliced off his overlarge combat blade and saved it in my bitz box. I have plans for all the blades I remove. Then I got out a regular Space Marine combat blade and grafted it in place. I think it looks far more proportional. In addition, I grabbed a Catachan knife/canteen belt gear bit and removed the canteen. I then sliced the hilt off the scabbard and hollowed it out a bit. You can just barely see it on his left hip, just above the knife blade. Those Catachan knives are perfectly sized for Marines. It looks like the blade he's wielding would actually fit in the scabbard! This Scout and the shotgunner were the only two to survive the arm-ripping, and the shotgunner only survived because it was too hard to get the shotgun arms off.
I'm very excited by this project, despite the pitfalls of the Scout kits. Honestly, I initially rushed some of the models I eventually disassembled, and had tried to use as many loose bitz as I could before cracking into my intact Scout Squad box. It's a mistake I'm remedying. Despite the horrible leg poses, you can actually do quite a bit with the Scout kits by swapping out blades, mixing arms, and cutting and rotating wrists.
First up is the most boring part, the painted Razorback heavy bolter turret for the Command Squad's transport. it needs a coat of Dullcote, then a quick Ultramarine symbol on the top and it'll be done. I'm not doing a dedicated hull for it. Instead, it'll ride on top of one of my existing Rhinos.
I'm also working on the stock, plastic GW Librarian with staff to lead the squad for now. No alterations on conversions, just a quick bang-out job to have a real Libby in my collection instead of subbing in Honor Guard or Captain models in games. He's just in primer right now, but I'm hoping to get started on his face/head tonight during period breaks in the Bruins/Rangers game.
I finished my Vindicator's top hatch with a storm bolter and gunner, and stuck it in the mounting hole. Didn't glue it in, as I want to be able to remove it if one of the open hatch doors breaks or something, or I need it for another vehicle in a pinch. I've decided to set the Vindicator aside for now, since I can't think of anything to paint on the siege shield front. I do random Google image searches from time to time to look for inspiration. Nothing yet.
The most exciting news is that I have finally started working on Raven Guard. I decided to start with a small Scout Squad to break into the one Troop requirement for Allied Detachments. I have a total of ten Scout models available, half in bitz and half from one of the first box sets I ever bought from my FLGS (if not THE first). I wanted my Raven Guard models to be radically posed, with lots of movement and different stances. Then I ran into the reality of the Scout kits. They're pretty terrible! The torsos barely fit on the legs due to the pistol holsters sticking up too far, and the legs are almost all posed in the same manner. Unfortunately, I am not good enough with Green Stuff sculpting to be able to cut and repose these legs. Instead, I decided my Scouts would rely on their arms to convey action. I do have to note that these images illustrate the models as they were when I took them. After I'd uploaded them to Photobucket, I decided I hated some of them with a passion, and went to my desk and tore some of them apart and swapped things around. That being said, here's how the models started out:
For this first guy, I chose the grenade-throwing arm from the Scout Bike kit and swapped in an old, Third Edition Space Marine combat blade for the chainsword that originally came on this arm. I tore this guy apart, because I didn't like having both arms spread wide like that. It looked like he was trying to kill you with hugs.
The second Scout was intended to serve as the squad's Sergeant with a powerfist and shotgun. I figured that because you can't get bonus attacks for a pistol with a powerfist, the shotgun would be an ideal pre-charge weapon for him. The shotgun is from the Scout Bike kit, and the powerfist is from the Cadian Command Squad, grafted onto the pistol arm from the Scout Bike (I am cannibalizing all the arms from my Scout Bike kits because they come with two handlebar-holding arms, and none of the weapon arms add anything to the model). I'd originally wanted to put a regular bare Marine head on all my Scout Sergeants, but discovered that it was really hard to do. Many of the bare heads are out of proportion with the Scout heads, meaning you have a big potato head on there even after cutting down the neck. So I compromised and put the fancy optic-wearing head on there. The more I looked at this model, the more I hated the posing of the powerfist. He suffers from Scout Hug Syndrome, just like the prior model. I ripped both this guy's arms off and haven't replaced them yet.
These next two are stock models with basic assembly. The shotgunner uses a pair of legs from the Speeder Storm kit, which is a treasure trove of torso and arm options, but shit for legs. I've seen people use the passengers from the kit on bases in a variety of crazy poses, and they all make me laugh. I got these parts from a bits lot I purchased, I sold my Speeder Storm a while back in my pre-Tyranid kit purge. No regrets though. I ripped the knife arm off the pistol/blade Scout, as I don't like the massive combat blades on Scouts. They're just absurd for anyone but Templars. Other Chapters' Scouts are sneaky bastards who infiltrate behind enemy lines and sabotage, assassinate, or relay intel. How are you supposed to slit a sentry's throat with a two-foot-long blade? You couldn't even drawn a blade that big in close confines!
I solved the blade problem with this next Scout, who is my favorite. I sliced off his overlarge combat blade and saved it in my bitz box. I have plans for all the blades I remove. Then I got out a regular Space Marine combat blade and grafted it in place. I think it looks far more proportional. In addition, I grabbed a Catachan knife/canteen belt gear bit and removed the canteen. I then sliced the hilt off the scabbard and hollowed it out a bit. You can just barely see it on his left hip, just above the knife blade. Those Catachan knives are perfectly sized for Marines. It looks like the blade he's wielding would actually fit in the scabbard! This Scout and the shotgunner were the only two to survive the arm-ripping, and the shotgunner only survived because it was too hard to get the shotgun arms off.
I'm very excited by this project, despite the pitfalls of the Scout kits. Honestly, I initially rushed some of the models I eventually disassembled, and had tried to use as many loose bitz as I could before cracking into my intact Scout Squad box. It's a mistake I'm remedying. Despite the horrible leg poses, you can actually do quite a bit with the Scout kits by swapping out blades, mixing arms, and cutting and rotating wrists.
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