Here are some WIP photos from November 7th, with lots on the go:
Not sure yet if those Infiltrators are going to be the back half of Squad Dolos or a fresh squad, but I’m torn because to have the minimum number of troops it’s better to split them into two squads…but that sets me further away from finishing the 2nd Company and I’m not sure I want 20 Infiltrators.
Thus far I’ve held strong on my plan to not work on any minis outside/beyond my initial 2,000-point army, but lately I just haven’t been in the mood to paint — and when I don’t want to paint, I assemble. So I’ve started on my first post-army mini: Feo, my first Primaris Redemptor Dreadnought.
This kit has a ton of movable parts on it: the sarcophagus armor opens and closes, shoulder joints rotate and move laterally, elbows and wrists move, and the front guns rotate. But as with most GW kits I’ve built, I ran into two issues: either the joint was loose, which doesn’t appeal to me for a mini I’m going to transport and use in play, or I couldn’t figure out how to paint the part fully while retaining its ability to move.
Unlike the smaller OG dreadnoughts, even the shoulder rotation comes with built-in complexity: a keyed joint rather than a simple press-fit peg, and huge armor plates that all but prevent arm removal once installed. Seeing that made my course pretty clear. As I’ve done before, I treated all those glorious movable parts as posable parts.
After finding a pose I liked — a lengthy process given the size and posability of the figure — I glued everything in place. The only exceptions are the waist (until he’s mostly painted) and the mount for the primary weapon, which is a nice snug joint and gives me the flexibility of switching Feo to plasma.
I screwed up and glued the legs into place too soon, resulting in a marked forward cant to the body — and making the fitment of the ankles a bit sloppy. Fortunately this kit is designed to be modified, with molded-in parts you can shave off in order to achieve running poses, etc. (or leave on for a figure that looks a lot like what’s on the box). So I shaved off those nubbins and got a better fit.
A lot of Feo’s components need to be able to hold a fair amount of weight (by miniature standards, anyway!), so the gluing process took me several days in order to allow for 12-plus hours of curing time for each stage. I’ve learned that with GW minis a fussy build process results in a deeply personalized and cool finished product, and that was true here as well.
I have two Redemptor kits, and initially I figured I’d make one the plasma guy and one the cannon guy. But those parts swap nicely, so I decided to make one Dread — Feo — with his sarcophagus exposed, in a pose that looks like he’s venting heat or taking a breather mid-battle, cannon low and at rest, and the other in a buttoned-up, aggressive posture with his sarcophagus covered and all weapons at the ready. I love the look of this kit with the “jaws” of front plating open; so many cool details are exposed that way.
Who opens their outer layer of armor mid-battle, leaving “only” the Ceramite of the sarcophagus itself to protect them? A fearless Space Marine — perhaps even a reckless one…like a Marine who pushed his limits too far and took a mortal wound, landing him inside a Dreadnought. (Feo was initially named Impavido, Italian for “fearless,” but it was too long to possibly fit on the tiny scrolls on his sarcophagus.)
I’ve picked out the scenery for his base (a half-buried dead Ultramarine and an overrun Guard post) and clipped his Macro Plasma Incinerator, so the next steps are all lined up. But before I really tuck into Feo, though, I need to finish painting my last three squads.
It took me longer than I’d like to take Squad Dolos from this state, where they languished for a few days:
To this one, starring the worst base-coating work I’ve done this year:
And then to the “starting to not look like shit” stage:
And finally through the undocumented and quite frustrating stage where I discovered that the ~20-year-old knee pad decals I’d planned to use were — at least as far as I could tell, still being pretty new to using decals — too old to soften properly despite repeated applications of Micro Sol. I was hoping to avoid freehanding their squad markings; in the end, that’s what I had to do.
…But I finally got there!
I have to say that these weren’t my favorite models to paint. Their highlighting was fun, but they’re kind of basic — excellent sculpts and detail, but with so few ways to personalize or pose them that the end product was not all that exciting. I didn’t cut corners on them, but it always felt like a bit of a struggle; I suspect that’s why it took me so long. Ah well.
Thus far I’ve painted more troops than anything else, so my current point total of painted figures (730/2,000) is low relative to the number of models I’ve completed. I’m one figure shy of the 50% mark now, and it’s all characters, elites, and fast attack — plus one massive tank — from here on in.
It doesn’t look like I’m going to match April’s record month, but you never know. Next up I’m going to paint my Sternguard squad and my Chaplain, and fitting in one more squad of five after that — which feels like a stretch right now! — would match April’s tally.
I wasn’t in the mood to prime minis today (I did some test priming, which I’ve detailed in a post for tomorrow), so I picked another unit to build: Squad Dolos, my first Primaris Space Marines — the cool-as-hell Primaris Infiltrators (paid link).
Gotta start with the sergeant! Although unlike Squad Karios, the first squad I built for my Blood Angels army, these dudes have many, many fewer unique elements to them. That makes it harder to flavor the squad based on the sergeant, but I’m sticking to my guns anyway.
After my first two (drawing-his-pistol guy is such a cool pose!) I stood them up next to two members of Squad Karios for a quick size comparison. Space Marines are massive compared to an average human . . . and Primaris Space Marines make them look small.
(It was while I was working on my third one that I realized the chest-grenades come in right- and left-side variations, and I’d already done one wrong. Now it’s two!)
I want zero exact duplicate figures in my army, and ideally zero near-duplicates as well — so this kit is a bit of a challenge, since it includes two sets of identical twins and the Infiltrators are almost mono-pose figures.
Compared to the Space Marines I built last week, and even setting aside that the level of uniqueness in that kit is higher than in a standard Adeptus Astartes kit, these Infiltrators are much more rigid: no waist rotation, entire torso is one piece; each torso matches exactly one pair of legs; legs locked into position; only five sets of different legs (2x of each set); identical weapons; etc. You do get 10 pieces of “waist bling,” 2x each of five designs, and of course I’m limiting myself unnecessarily by using only the helmeted heads (which are all identical, save that I used the comms guy’s head for the sergeant).
For the two dudes above, I really had to stretch the limit of how far the arms on the one on the left would go in order to make his posture emphatically different than his twin. That said, the poses are quite dynamic, I dig the pouches and holsters and other doodads, and the special ones are rad — the sergeant cradling his Bolt Carbine, the guy reaching for his sidearm, the comms guy. They’re good-looking minis overall, I just miss the blinged-out variations in my Tactical Squad.
I built the other set of identical twins, far right and third from the right, and squeezed as much individuality out of them as I could: different Bolt Carbine angle, head position, bling style and location, and presence/absence of grenades on the chest. I’ll add a bit more variation when I base them (skulls, tufts, etc.).
I’m pretty bleary-eyed after doing six of these in a row, so it’s time to call it a night.