Building a Painting Habit

Since the beginning of the year my workplace has been encouraging people to share… not resolutions, but to set a target for something to improve and share progress towards that target. Most of these were about fitness (running, cycling, etc) with some interesting projects (recording an album, interior mountaineering). One of the fun things I chose to challenge myself to paint 20 minutes every day. Every day.

After weekly updates there for three months I realised I was doing a blog, and I already have a blog…

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One of the ‘fun’ things about this has been adding charts and tracking progress.

In the first quarter, I finished a Teraton team, Elmer & Dobbs and The Fixer. Although I bought the Magnetar Marvels for Dreadball, Ambots and Slave Ogryns for Necromunda, I finished 12 models and only purchased 8 so the pile of shame is moving (gradually) in the right direction.

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In spite of a last minute slowdown, the target was completely smashed; I’m pleasantly surprised that the 20 minute aim was (on average) achievable. In total, I went 845 minutes over the cumulative target! The overall goal of ‘paint more often’ is a success. Trying to hit more days (for a less spiky graph) would be nice, but there are too many external factors affecting time for that to be in my control.
This has been a very enjoyable challenge, and makes up for my occasional pre-pandemic habit of painting in my lunch break in the office. I’m still not sure that I’m painting as much as I’m buying, but it’s at least balancing the scales slightly!

Things that I’ve learned:
* Motivation can be difficult. Having two projects on the go helps with this, but often ends up with one being forever in the background while the other gets attention and rushed forward.
* Keeping good notes is good. I’ve been logging what colours I put on which models, so I can look back at what worked well previously and also so I know where I got to in highlighting if I take a week away from a miniature.
* I will never get tired of saying ‘two monkeys in a trenchcoat

Next Quarter I will:
* Up my target to 30 minutes a day. I think this is still achievable and probably won’t affect the streak counter much.
* Plan painting better. One of the things that I think saps motivation is not knowing what to do next; I generally plan the main sections and then get lost in details. If I take more time and plan this beforehand, I should be able to keep the motivation going.
* Be more ambitious! I’ve tried a few different techniques this quarter, some need more practice and others have worked really well. It’s given me confidence to go back to some half finished projects and know that I can get to the right end result with them, if I persevere.
* Be more ambitious II! Over the years I’ve bought some large, centrepiece models and then shied away from starting them because I can’t do them justice. I’ll try to finish one this quarter.

Tri-Star League S3E6

This match was a rematch of the first game against Joachim’s Judwan – I was feeling good about the game because other than the ref, there are very few ways for them to remove Zees from the pitch. This should mean that once I have got the monkeys on the pitch, they’ll keep getting underfoot!

This game started well, the Judwan tried (and failed) to open up a path on the three point strike zone while the Zees successfully scored. The score moved back and forth but slowly inched to the Judwan’s side.

Both sides had poor luck at times –terrible dodges by the Zees, and a couple of failed strike attempts by the aliens, and in the last few turns (as a Zee win was getting further and further away) the monkey about to score was struck with All Thumbs – meaning it had to pass a Skill check or drop the ball. The coaching dice didn’t help, nor did re-rolls, so that turn ended without a score. The next time the same Zee got the ball to the four-point spot (once the defender had been removed by a big pile of coaching dice and a monkey punch in the back), the ball shattered. I still had the movement of the Throw action to resolve, so the player ran back to pick up the ball… but failed to Dash far enough and fell down on it, losing the only chance to equalise the game as that was the last rush.

I was happy overall, a few monkeys had managed to get three dashes in a row for fan checks, a few lucky Slams took the number of Judwan right down, and I even remembered to use my new cheerleader (although it didn’t work!) and Running Interference (and it fortunately did).

This may be the end of the league, as there are no more games planned and momentum is running down. If it is, the Zees have performed admirably! If it’s not, I have a feeling they will fall down the table slightly – they are in fourth place, but not all games have been played and it’s likely to change slightly as more people fill in their results.

Tri-Star League S3E5

Game Five of the Tri-Star League! I bought two cards before the game, to try to squeeze a few more actions into the Zee, rather than more bodies.

John’s Forge Father team haven’t had great luck in the league so far and this game didn’t break the streak. The guards hit pretty well, but not quite as hard as the Teratons in game 3. Most of the game saw eleven monkeys on the pitch, even though one (with a Skill upgrade!) was knocked out of the game permanently (to be declared an ex-clone after the game…)

The far strike zone was defended by a Keeper and a Jack, so one intrepid Zee sprinted all the way to the end to Sucker Punch him before I realised that that little monkey did not have a high Strength. Still, he provided a useful threat hex for a different, better clone to knock him down. The Zees got away with every foul – the Forge Fathers didn’t like following up Slams (aversion to Evade rolls, and wanting to be able to run into next turn’s Slams) so there were lots of unthreatened monkeys around the referee ready to distract.

Tit-for-tat scoring had somehow led to a three point lead for the Zees. Leaning on the big pile of coaching dice, the Jack defender was punched from behind by tiny fists. Lots of one-sided luck left the Forge Father lying prone and the four-point lane open. No Zee with a Skill upgrade was nearby, so trusting on luck got the ball in our cheating little hands… a running throw, dozens of crossed fingers and what remained of the big pile of coaching dice landed the ball for four points ending the game in a landslide win for the Zee!

The game was good fun – it’s always a nice feeling to have twelve players on the pitch, even when you can’t see your opponent’s face. Unfortunately I only ended up with 60mc so going into the last game I think I’ll buy a cheerleader and learn how to use them properly.

Tri-Star League S3E4

After the third game, the players were split into ranked groups for the next three games. I was against a Nameless team that had been abandoned by the coach, and taken up by the league organiser – something I was pleased about, as he’s a fantastic opponent who I played at a Bristol tournament once when he travelled down.

The game can best be summarised as incredibly lucky. Sam tried a couple of fouls with his Guards, and got them sent off and while I didn’t get away with all of my fouls I did scrape by a bit better. Vassal’s RNG was called into question as not once, but twice in the game I re-rolled to get a 6 which gave me another 6… and another… and another. Meanwhile, after a good turn or two punching monkeys (while they hid the ball and waited for a chance) the Nameless team’s Slams lost commitment. Once an opening was made in the three-point zone, the lucky Zees managed to score three times (and incredibly lucky punching Nameless defenders out of the way!) while the aliens only managed three 2-pointers. Some incredibly lucky monkeys managed to get fan checks for successful restraints, three-dashes, and even for tripling dodges (see above about the RNG…)

The game ended three points up for the clones with enough cash to buy another monkey (not quite enough for a captain), and nearly two.

Tri-star League S3E3

One win, one loss, ready for game three. This is against Nacho’s Teraton team. I had played Nacho previously, in the second Tri-star League season and an online tournament. He’s a fun opponent, very strong player and a gentleman.

I found the Teratons a real challenge. Nacho’s league team had two very, very powerful guards –a combination of Ram, Threatening, Pile Driver and being really strong guards meant that it was hard for my Zees to stay standing. I only got Monkey dice a couple of times, and the team even dropped below the maximum allowed number of players a few times!

The Teratons themselves played a slow game. They held the ball at the end of a few rushes, preparing to score in the following turn, relaxed and confident.

The Zees were on normal form, failing to pick up the ball. Only one player got an experience point beyond showing up, and that was for stealing the ball. I managed to steal a few times, but without a lot of luck there just aren’t enough actions to also get the ball to a scoring position from there (accepting that the players are mostly starting from the subs bench!)

The Zees only got one scoring attempt for three points, and failed. Then any monkey near the Teraton zones was smashed into the ground.

It was an unstoppable push to a three point loss. A little bit of income gives me enough cash for another player, but I haven’t decided yet whether to get that or a new card… which would be useful for Running Interference, as long as I don’t play teleporting turtles again.

One of my monkeys was permanently injured but got away with ‘neural damage’. It lost the “It Wasn’t Me” ability, but with all the other players on the pitch we should be alright.

Onto the next game, and hopefully we will avoid any more Teratons!

Tri-star League S3E2

After the first game, I added another monkey (number 11) to the team to make the most of the Monkey Business rule. The more monkeys on the pitch, the more threat hexes! More line of sight blocking! More bonus coaching dice!

The second game was against Joaquim’s Yndij team. They played a fast game, scoring 1 or 2 points every single turn. Their end zones were totally empty though… if only the Zees could pick up the ball!

The Sneak fouls kept getting spotted, keeping a player off the pitch most of the time. A couple of lucky clones managed to get the ball to the end and score 4 points, but the score never got back to zero from the early Yndij lead. It was a tense game but the Zee really needed a little more luck in picking up the ball, or in not getting pushed out of the way of their defence.

A slight loss, but lots of fun. Adequate chaos was sown. I didn’t get enough cash after the game to increase the monkey count though.

On to game three!

Tri-Star League S3E1

So throughout this pandemic, a few clever people have been setting up online Dreadball events. The Tri-Star League is run by Sam Lowrie, and I had such a blast in the second season with my Neo-bot team that I finally managed to finish painting them!

Since the pandemic continues and face-to-face gaming gets harder I jumped at the chance to join the third season of the league – this time bringing my Zee team.

The first game was against Joachim’s Judwan team, the Long Arms. I took the Home player position and managed to score three points in the first rush – one intrepid monkey evading and weaving between the defenders. More monkeys swarmed onto the pitch and the Judwan failed to Feint the Zee out of the way to clear a bonus strike.

Third rush, the monkeys stole that ball but didn’t count their actions properly – they sat up in the sidelines. The Judwan responded by mobbing that player but leaving the ball where it was.

One daring Zee punched a Judwan in the back (with assistance) and actually knocked them out for three turns! Lots of lovely experience points. On the other side of the pitch, the ball-carrier evaded two Judwan masterfully, getting to the three-point line, and missing. With coaching dice. And two re-rolls. But the ball was as far from the Home goals as it could be. The Judwan responded by setting up a perfect passing chain, which got the ball all the way to the potential point-scorer who… dropped it. Even on re-rolls.

The shot-misser redeemed themselves by punching a defender and not only turning them around (as expected) but also knocking them prone! This left the 4-pt hex undefended, ready for another Zee (with help from a card) to sprint to the bonus hex and throw all of their coaching dice into it… A score! Surprising landslide win for an undeveloped Zee team in only turn 7!

Two lucky Zees got advancements – Extended Interference and Skill. So that’s a target on at least one back. I bought an eleventh clone with the winnings and hopefully in the next game will get a player more able to push defenders out of the way. I don’t think it will be as easy as the Judwan in the future…

Thanks Joachim, that was a great game!

Rebels Team Overview – Minsharan Militia

The planet Minshara’s first communication with the GCPS was an immediate surrender with no terms. They had heard of the Council of Seven’s reputation and decided that they could not even hope to resist a takeover, so positioned themselves to step peacefully into subjugation reasoning that there would be no need for heavy-handed restrictions or harsh justice to reinforce the new government’s authority.

The Council of Seven had seen this trick before though, so the first diplomatic contact with Minshara was a large platoon of enforcers to exercise the will of the council. Over time, they realised that the surrender was genuine and Minshara became a productive, respected member of the GCPS and a shining example for other newly discovered worlds.

The tale of Minshara’s surrender hadn’t sat well with a group of malcontents two sectors away, who themselves had been cautiously trading with the GCPS. They invited alien merchants to discuss the GCPS and pretty soon ended up talking with the Rebellion. Before long, their early and encouraging peaceful ties were broken with the GCPS and full scale war was declared. The war was over three months later when help from the Rebels never materialised, but a few barges full of Enforcers did.

After the war, these malcontents attempted to explain that they were defending a whole swathe of inhabited worlds in the area – including Minshara. The planetary governor of Minshara responded by sponsoring a DreadBall team and stating publicly ‘This is all the defence Minshara needs.’ The Minshara Militia have gone on to be a popular team in the local area, gaining support even with the worlds forcibly incorporated into the GCPS.

Having tested a camouflage pattern on a human fan model, I thought it would be a good idea to use it on the Rebel team as a whole. I was pleased to see on closer inspection that all the models are actually wearing a lot of clothing (large jumpsuits) even on the centaur-like Raellian.

I painted it in the same way as the fan’s camo – Knarloc Green base, Bleached Bone splotches and tiny bits of Dryad Bark, all washed with Agrax Earthshade to give it a tone. The armoured patches were painted with Gorthor Brown, highlighted with Gorthor Brown mixed with Zandri Dust.

The armour I was least happy with was the Sorak Jack. The other three are essentially wearing jumpsuits or blankets, large fabric areas to put camo on, but the Sorak only has a tiny bit visible under the knees (elbows?). The rest is the more solid armour that I’ve painted in brown. I went and made it camouflage pattern anyway to fit in with the team better. On each of the suits I painted the bulky circles (some sort of connector port?) in Dawnstone, highlighted with a Dawnstone/Pallid Wych Flesh mix.

As for skin tones… well, as for skin tones… I decided to follow the book fairly closely. The Ralarat had Scorpion Green (in many, many layers since it is so dilute) with Evil Sunz Scarlet claws, the Rin had Zandri Dust with an old Flesh Wash, cleaned up again with Zandri Dust. The Sorak had Naggaroth Night base highlighted with Liche Purple and the Gaellian was a mix of Rhinox Hide with Wazdakka Red, highlighted with two layers adding in more Wazdakka Red each time.

Since I was so pleased with them so far, I went on to finer details – the bandages/bindings on the Rin had an edge highlight of Dawnstone so that they weren’t totally blank. I added a bit of Chainmail to it’s goggle lenses too. The Ralarat eyes were done with Bestigor Flesh, followed by Sunburst Yellow, a tiny bit of Pallid Wych Flesh in a vertical line and finally a thin, vertical black pupil.

I ended up taking these guys to HATECon in London, and failing miserably at the game but picking up a prize for Best Painted!

HATECon One Tournament February 2016

This was a last minute decision, since East London isn’t terribly easy to get to from the West Country but I have a friend living there that I haven’t seen in a long time – the efficient use of time is to visit one and attend the other!

My choice of team was made, as is traditional, on the morning. I chose the Rebels in the end since they are better painted than the Ada-Lorena, and I wanted to show off. As for upgrades, I chose two ranks on each of the Gaelian Jacks (they’re the centaur-type that can run and slam).

This was the first tournament to use the 2016 style rules pack, where Jacks can move up to half of their movement on actions.

Game One – Dale’s Tsudochan

Dale was running this tournament, and he brought his stunningly painted Tsudochan team. As usual, he’s got to the precise requirements of the team and did a great job of keeping the pressure on me. On the other side, my dice completely abandoned me – I don’t normally complain about my dice, but right here they were awful. I failed so many “easy” rolls, to dash, to pass, to catch, and so on… it was a little painful to watch. It wasn’t too bad, as I managed to score 2 kills and 3 4-pt shots but I ended up losing by 3 points. The game had swung quite significantly, I was 5 points down early on and three points up later in the game, before the final score.

Game Two – Leanne’s Veer-myn

If I play Dale in a tournament, I’m probably also going to play Leanne. Her luck was typically excellent, and I was almost completely unable to clear the 3pt zone of rats. In the end, she won with 5 points.

Game Three – George’s Teratons

Teratons are as usual a challenge. George was fairly good at keeping the Strikers away from scoring, but eventually I managed to scrape together 7 points for a landslide win, and my first of the day.

Game Four – Andrew’s Marauders

This game was incredibly close, and it was the first time of the day I hadn’t been the Home player (Andrew had been slightly luckier; this was his fourth Home game). Andrew’s Marauder team had an interesting setup – they ignored guarding the strike zones and instead bunched up near the centre line for an early push. Like George, Andrew’s guards did a fantastic job at managing the Ralarat Strikers. When they were on the pitch, they were too far away usually to do anything. He scored a 2pt lead early, and it was several turns before I managed to equalise – to be immediately bested by another greenskin 2-pointer. The ball moved around a lot without a score, until the very last turn when I finally managed to score a 4-pointer and edged a 2pt lead. That last action was the first time the score had moved into my favour, that was how close the game was.

Conclusion

Two wins and two losses, I feel is a fairly good result. It was great, as always, to see Dale and co again and I got to play against some new people which is always a pleasure. I look forward to seeing some of them at the Bristol tournament.

I was a little too tired to explore the rest of the con, but they had a lot of other wargames events on, demo games, some roleplay stuff and a bring-and-buy sale upstairs. It’s probably for the best that I stay away from shop, I’m sure that many people would understand! The only downside is that I feel the lighting downstairs was a little dingy and dim. Overall though it seemed very well organised, there were plenty of staff checking things were going smoothly and they were easy to identify with their bright yellow t-shirts.

On to the scores! Dale rather embarrassingly took first place with his Tsudochan, Rob failed to take most bloody. I ended up in fourth place myself, and had most 4-pointers. The thing that I was most pleased with however was the Best Painted award, as done by player vote! It’s the first time I’ve won best-painted and it was one of the (distantly hopeful) reasons that I brought the Rebels instead of the Ada-Lorena. They are one of the teams I feel I’ve done the best on, but my opinion is not always matched by that of the world at large. I was disappointed in a previous tournament not to have won for the painting of my Martian team which was, at the time, my best work. I have a nice certificate, and another art print to put with the others (I must get those on the wall some day).

All in all, it was a fantastic day and I will try to go again next year if they run again and I get the opportunity.

2015 Nationals

Here it comes, the big one of the year! Since 2013s final was late (beginning of 2014), and 2014s just didn’t happen for some reason, it’s nice to see the big tournament happening on time and organised. The regional champions all get free tickets, and I am glad to be one of them now. Hopefully we don’t have to show our Blaines at the door…

I figure the team to beat will be the Convicts. The standard strategy of putting three players at the back and blocking big strikes is easy for the convicts to take out. Action one: Sprint a player to sit next to all three defenders. Action two: Shock Collar, undefendable and watch them all get sent off or knocked down. Either way they are no longer a barrier to scoring. The other possibility, of leaving two players on the bonus point lane to threaten three-pointers and prevent four-pointers, isn’t going to work for the same reasons. However you place the players, it’ll be possible to knock them both out with a Shock Collar or else you’re not even threatening some of the three point shots.

By simply inverting the standard three player defence – instead of forming a line on the strike zone itself, you form a line around the strike hex (so two players are not on strike zone hexes), it becomes massively more difficult to take out all three at once. On the other hand, it puts an unthreatened hex front and centre for your bonus lane defender to get Slammed. With my Sphyr team, I will intend this to be a Striker with his back turned, to make it the most favourable match-up that I can.

The other thing that I can do is to move that line forward a hex so that pushing the middle player back does not place them on the Strike Hex (and thus a potential target).

By trying to keep as much threat in the three-point zone as possible, it’ll be essential to remove the Convicts ability to score bonus points at all by removing their Strikers. This is dangerous, since trying to threaten a Striker enough to knock them out bunches my remaining players up enough to be hit by a Shock Collar themselves and the Convicts Guard is pretty nasty regardless. I can’t be sure exactly whether to go for the Strikers and slow their advance or their Guards and keep my offence safe.

As for scoring, it’s going to depend very much on the opponent. If they commit to blocking the three-pointers (as I will be), then I will probably focus on two-pointers. This is also more action efficient, allowing me to Slam their players more as I go. If there is a three-point path open, it’s not too difficult for a Sphyr to go for it and try to eke out a lead.

All that talk about the Sphyr aside, I didn’t end up taking them. I flip-flopped up until the morning of the event (how many times I’ve sat in a hotel room staring at two teams…) and eventually decided upon the Kalyshi.

I think the Kalyshi are the dark horse of Season Five. With the Mutants and Mechanites taking a lot of thought in construction, and the Convicts having such a shocking ability, the Kalyshi are sort of forgotten. I think it helps that they are the less optimal team in Xtreme, where they debuted. However, they have four excellent Strikers that get a 50% chance of a Skill upgrade on the Season One chart, and their Jacks (if used correctly) can get a 7 dice Shove-Backstab-Slam to push people off of the four-point lane. It’s only Strength 5, but they too have a 50% chance of boosting that Strength. And all I need to do is move someone a little, since the Strikers have Jump and can squeeze into tight gaps to drop a few points.

Game One – Mike Clark’s Nameless

Mike is a strong player, and his setup caused me some extra thought. He had two Sticky Guards on the 4-point line, and flanked them with two Strikers. His two Hard Guards were on the 2-point lines. I had no chance of moving both Guards in a single turn, and the Shove can’t remove a player from the pitch so they would only get moved back in the following turn.

Eventually his Strikers moved, but that still placed a lot of threat hexes on the three point zone. Luckily, I was able to score just a little more than he did and kept the game pressed firmly at the far end of the pitch. One memorable moment was the end of a rush where my Striker had the ball but no chance of scoring due to threat hexes – no dice left. So I ran it into the far corner to reduce the chances of having it taken. He chose to pin me in place with a Hard Guard… meaning that I got a chance to use Jump to avoid two Evades and sneak out to score 3 points. The game ended with a three point win.

Game Two – Dan’s Veer-Myn

Dan came up from Bristol separately this time around, and it’s always a pleasure to play him. He had his Veer-myn in the configuration I normally choose (to mixed success in tournaments) – 2 Strikers with two ranks each.

We each scored every single turn. Every. Single. Turn. Every damn one of them. No failed shots, no balls left lying around, just wall-to-wall scores. It was a grind, but the score was moving slowly my way. It ended up on rush 14 as a landslide win to me, although I tend to think of rush 14 landslides as “technically” a landslide.

Game Three – Gareth’s Rebels

After explaining in detail to Gareth earlier in the day why I thought the Kaylshi got underestimated and why they were actually pretty good, I realised that perhaps this was unwise. I have only played against Rebels once before, and won in sudden death. I last played Gareth at the 2013 Nationals, where he had Marauders and killed three of my Veer-myn, contributing to his unexpected leap to Most Violent player (and totally at odds with his friendly, pleasant demeanour!)

Gareth scored four points in his first turn, and I dropped the ball in mine. From there, the score fluctuated between 3 and 6 points against me but somehow, by rush 14, I had pulled it back to a draw (with a few more “easy” catches rolling away across the floor). However, sudden death is pretty easy for the Home player and he picked up a one point win far later than I expected.

Game Four – Richard’s Rebels

Wow, Rebels are hard to play when you don’t have a lot of offensive power. Who am I up against next then? Oh.

I’ve not met Richard before, and he had an amazing custom built pitch with hand-painted floor, transparent acrylic walls, walled-off subs benches and even strike posts cunningly placed between hexes so as not to interfere with the model placement. The hexes were extremely large, since he has played with Nameless teams a lot in the past. It’s always great to meet new people!

This was another close run game, but at least it got to one or two points in my favour a couple of times. I used my Defensive Coach to call Offensive plays a couple of times to make sure that I got my lone Striker all the way back to the ball, up to the three-point zone and score. Again, at the end of the game I managed a final turn equaliser to put us into Sudden Death and again… the Home team advantage put me down a one point loss.

Conclusion

I always try to have fun even when I’m losing. And having such close games that finished much later than I expected, and much better than I expected (I was pretty sure Gareth and I would be commentating other games after a landslide early on) I really didn’t feel like I was losing. I was a little surprised to hear that I had come seventh out of fifteen (I was thinking that fifth was still possible) but on reflection, it makes sense since I really only won two games. If I had beaten Rich by two points, I would have been third place… but if wishes were horses, etc. I was really surprised that Jen came in last place, since that’s normally reserved for someone who lost all their games but the competition was so close this year that everyone (bar the stand-in player) had won at least one of their games.

Gareth was the only player to win all four of his games, beating Leon (South-East Regional Champion, and previous National Champion), Dale (North-West Regional Champion), and me (Southern Regional Champion) to get there. I feel glad that I gave him such a tricky game, hopefully I was the toughest opponent for him to beat! That’s almost an imaginary second place, right? But well done to Gareth, he played an excellent game, was great fun to face across the table and I can’t wait to see him again at the next Nationals, or one of the 2016 Regional events.

The only other thing I was close to was a Fan Favourite award, with a personal best of 39 cheers – I was only beaten by Mike, with 41 cheers.

Outside of the games, we caught up with a lot of people we’ve not seen since the last National tournament. Chris came up from Wales, Dale and his crew from Peterborough (Dale had some terrible luck, and perhaps his Teratons are now going to retire from a successful 2015?) and the more Northern folks like Dan, Charlotte and Gareth who don’t often make it down South far enough to cross our paths. It was really, really great meeting up with everyone and having a good laugh.