Here’s a little old/new paint job comparison. It’s not night and day, but I can see the benefit of experience!
From left to right, the Infiltrators are July 2023, May 2020, July 2023; Chaplains are July 2020, July 2023.
I put in a couple sleepless nights getting the three new models ready for a 40k game. It was great to get back to painting Blood Angels!
The biggest changes are attempting proper edge highlighting, pin washes rather than all-over washes on armor, and being sparing with the final highlights. My brush control isn’t where I’d like it to be yet, but it has improved.
Thinking about how these will look in play, older paint jobs mixed with newer ones, reminded me of something I wanted to get up here on Yore for posterity.
A few years back I saw a post on Twitter that has quietly become one of my miniature-painting hobby touchstones. (I wish I’d taken a screenshot!)
It was a photo of thousands of points of 40k models from the same faction, some of which were quite clearly painted differently than the rest.
The poster noted that those were his older models, and that instead of being frustrated they didn’t match he looked at it like this: It’d be sad if they didn’t look any different, because that would mean he’d never made any progress as a painter.
I love that.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I committed to learning to pin wash when I started painting BattleTech minis again, and since my first outing I’ve added it to my toolkit. That also means it’s time for an updated Blood Angels color guide, since pin washing is a big part of my Space Marine painting process now.
Old/new comparisons: Infiltrators (left) are July 2023, May 2020, July 2023; Chaplains are July 2020, July 2023
The pin wash on their armor takes a lot longer than an all-over wash, and requires a level of focus that feels closer to what I put in when I’m highlighting. But the payoff is worth it: It’s easy to neaten up messy bits using my base coat color; it preserves the redness of Mephiston Red, which means I don’t need as many highlights to bring back the red (as I did with my old approach); and the shading gets to do more of its work.
2023 general Blood Angels color guide
As always, these recipes are based on the Citadel studio recipes with some tweaks, and nothing is drybrushed unless noted. Highlighting is a mix of edge and point highlights.
Red: Mephiston Red > Agrax Earthshade pin wash> Evil Sunz Scarlet > Fire Dragon Bright.
Black, including 99% of armor gaskets: Abaddon Black > Eshin Grey > Dawnstone.
For grey armor gaskets (like on Chaplains and Death Company dudes, who have black armor): Mechanicus Standard Grey > Nuln Oil all-over wash > Dawnstone.
Metal: Leadbelcher > Nuln Oil all-over wash > Ironbreaker > Stormhost Silver. Notes for specific metal stuff below.
Go easy on the Stormhost, a little goes a long way for stuff like guns.
Cylindrical things: Do a volumetric highlight with the Ironbreaker, hitting just the top surface, then follow up with a tiny bit of Stormhost.
Jump pack forward vents: These are a pain in the dick to highlight, so I just do one light drybrush of Ironbreaker (with a tiny brush) and call it good.
Most leather: Khorne Red > Agrax Earthshade all-over wash > Wazdakka Red > 50/50 blend of Wazdakka Red/Kislev Flesh.
If it’s textured (like on the old-school resin Chaplain with Jump Pack), replace the highlights above with a single step: Wazdakka Red drybrush.
Purple gems: Screamer Pink > Agrax Earthshade pin wash > Pink Horror in a crescent from 2 o’clock to 8 o’clock > Emperor’s Children in a smaller crescent over the Pink Horror area > dot of White Scar at 11 o’clock.
Also applies to tiny screens, just with different colors.
“I’ll get to play with these” has been a powerful motivator since I got rolling in 2020, and I’ve always speculated that “I played and I like/didn’t like X, I need to paint some Y for my next game” would be similarly powerful.
Kill Team has produced that cycle for me, except instead of X being my team and Y being something new for my team, Y is just more teams. Every time I play, especially when I’m “curating” the whole experience in home games (providing the board, terrain, minis, rules, etc.), I want more options available.
That cycle has now kicked into gear with my Blood Angels, my largest and oldest 40k army. I’ve played two short games, enough to get an idea of what I like in play and what I wish I could field, and now that I’ve got a larger game — 1,000 points! — on the calendar for this week, I’m scrambling to paint three minis so I can field them right away.
Helix gauntlet and comms array Infiltrators on the left, Chaplain on the right
I want a sixth Infiltrator to form a complete kill team (joining the five I already have painted), and he and a seventh have the wargear I didn’t model on my Infiltrator squad because it wasn’t free in 8th or 9th and I needed the points. Now that it’s free, and I’ve seen that Infiltrators are fun to play, the helix gauntlet and comms array should come in handy.
I had to kitbash the helix gauntlet, which doesn’t come in the kit. Google turned up a great idea on Funnyjunk, of all places: use the comms array guy’s arm, shave down a couple of grenades for the medical lights, and add a needle. I had an extra comms arm; I trimmed off an Infiltrator backpack antenna for the needle.
I’ve also shied away from fielding my Death Company lads because of their mechanics: They’re not as good without a Chaplain, but they have jump packs and my Chaplain, Arrius, does not. So it’s time to paint a jump-chap, and hey I have this resin guy just hanging around…
Hello, resin, my old “friend”
Chaplain with jump pack color guide
Same base as my other Blood Angels, of course, and as always these recipes are based on the GW studio recipes with some tweaks. Nothing is drybrushed unless noted.
Jump pack jets: Caledor Sky > Drakenhof Nightshade all-over wash > Temple Guard Blue > Baharroth Blue
It’s been ages since I painted a purity seal, and I’ve forgotten what color I used to scribble the freehand “writing” on the parchments. This time I wrote it down!
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Most of my wargaming has been done with folks I already knew, or if it was with folks I didn’t know it was in the context of a convention (where that’s kind of the norm). Until today, I’d somehow never actually met up to play a game with a stranger before.
My local shop, Mox Boarding House, has a Discord server where folks arrange games. Jason and I set up a match online and met up to play on July 9th. I suggested the Seize Ground because it’s a straightforward classic (and my go-to for introducing folks to the game).
I brought the same team I’d played two days before, my Blood Angels Tactical Marines: leader with a bolter, 3 grunts with bolters, 1 heavy bolter guy, and Mr. Plasma. Jason brought 10 Veteran Guardsmen, which is too many for me to remember all their special roles — but they were all painted like Catachan/Vietnam War/Predator dudes, and modeled after ’80s action icons. Awesome!
(I confirmed beforehand that it was cool to take and share these pics.)
I like deploying in three two-man teams. It’s served me pretty well every time.The rad ’80s action warriors deployed.Our board layout using the shop’s terrain library (which is pretty danged nice).First blood (ahem). This Guardsman got his ass shot off…within range of the medic. The variety of the Guard roles is really nifty.
Through clever deployment and play, Jason kept every Guardsman but that one completely out of harm’s way in turn one. Lots of conceal orders in cover meant zero uses of Bolter Discipline and zero overwatch shots for me.
A steady advance, claiming objectives.
Jason’s sniper ascended to a vantage point in turn one, advanced to a firing position in turn two, and was a menace. He could fire with a conceal order, and short of me abandoning my approach (all Bolter Discipline, a steady advance to his side of the battlefield) and scrambling up there there wasn’t a damn thing I could do about it.
Next to him, also perfectly concealed and still 100% active? The spotter, who called in a guided missile strike in turn two and an airstrike in turn three.
The source of about a third of my problems.
This was my first encounter with a melta gun — ever! — and now I want one in every squad. Jason used the Confidant Guardsman to pair up Rambo (on the right) with the melta dude, and that melta straight-up deleted my leader.
The Guardsmen are individually fragile, but they have a ton of neat tools in their bag of tricks.
My leader moments before he got microwaved.Towards the end of turn two.Lesson learned: Do not, under any circumstances, engage Sgt. Slaughter and his chainsword in melee combat.Near the end of the game.
I haven’t had a dud game of Kill Team yet, and this one was no exception. Jason is a super nice dude and a cagey opponent, and this match was a blast.
Tactical Marines are straightforward in ways I can wrap my head around, and their relentless consistency allows them to apply a lot of pressure. I’m learning that an apparently slow first turn, which has been a feature of both of my last two games with this team, isn’t necessarily an ill omen.
As long as I’m taking good firing positions and controlling objectives while moving up, I can maintain that pressure — and the opportunities for most of the squad to double-shoot all at once will come.
Although looking at the other Space Marine fire team options, the way I play these guys I should really paint up a team of Intercessors — who can only take various bolters, punch better in melee, and have more wounds — and run them as an all-Bolter Discipline force.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Reagan and I got together on July 7th for our second match, Tyranids (him) vs. Blood Angels (me) playing the Secure Archaeotech mission.
I’m not sure I have the stamina to post a battle report for every game I play, but as long as I do and it’s fun I’m going to keep doing it. It’s just so damned exciting actually seeing my little war mans running around and getting played with!
The ‘nids are the first team I’ve painted up explicitly for Kill Team, so for now they only come in one version: 3 Tyranid Warriors (venom cannon plus melee, weaponbeast, and deathspitter/melee) and 4 Genestealers (2 scything/rending, 3 double rending).
This was my second outing with my Blood Angels, and I’d fought against them once, so I knew what I wanted: Bolter Discipline. My plan was to buy that ploy every single turn, so I had my leader with a bolter, 1 heavy bolter guy, 3 grunts with bolters, and 1 plasma gunner. (In hindsight, against a team where 5/8 have an invulnerable save, I should just have foregone plasma for a sixth bolter.)
Board layout is definitely more art than science, but take three — with input from both of us — was the most fun setup yet.
I put something like 25-30 hours into reworking my Genestealers and painting up the Warriors so they’d be ready for today. Having an upcoming match on the calendar is a great painting motivator!
This meeting of G.R.O.S.S. (Get Rid Of Slimy Space marines, shout out to my fellow Calvin and Hobbes fans) is now called to order.My squad during deployment.Reagan’s tendril of Hive Fleet Balaur deploys in conga line formation.Marines move up.Angry space bugs approach, ominouslyStepping out for the first shot of the game. I need to name this guy at some point.
For the entire first Turning Point, I felt like I was living Aliens. I’d built the Tyranid team, so I had a good idea how fearsome they were. Six dudes against eight of these multi-limbed monstrosities felt like it could only go one way (badly for the six dudes).
Reagan held me, if memory serves, one dead Genestealer and nearly zero shots on his entire team, and I don’t think I got a single overwatch shot. This felt like a perfect first turn for the bugs, and it was super frustrating to play against (in a fun way!).
A Tyranid Warrior advances.
I adore the way base size matters in Kill Team. I figured the Tyranids — on 50 mm bases — would be easy to shoot, but maybe also have good lines of sight for shooting because their heads were so high.
What hadn’t considered, and what Reagan immediately figured out, was that it’s really easy to keep a model on a 50 mm base with a conceal order in cover, denying the shooty red lads all their shooty.
The conga line breaks up.A Marine is about to have a bad day.Bolter Discipline, step up to ensure zero cover, dakka dakka dakka.One heavy bolter, 17/18 wounds on the Warrior!This felt very tactical, very Space Marine-y: spread out but with good reason, taking cover and vantage points, advancing with purpose.Venom cannon vs. plasma. At scale, that cannon is like 12 feet long!The venom cannon continues to put in the work.One of our final confrontations, Reagan’s leader vs. a Marine who was carrying one objective and hovering around another.
My die rolls were consistently good, while a surprising number of Reagan’s rolls really stank. If he hadn’t been rolling cold, this could easily have turned into a win for the bugs.
Pretty much every time a bug got into melee, a Marine got deleted. I stood off as best I could, and in hindsight (as in I’m realizing it right now, as I write this post!) those early activations when I couldn’t shoot much weren’t such a bad thing. They set me up for a pivotal turn two, when advancing on my dudes meant getting shot a whole bunch.
Kill Team is really hitting every mark for me, and it’s a 9/10 game well on its way to being a 10/10.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I’ve gone from painting and not playing to, at least for now, doing a fun amount of both. It’s great!
On July 2nd, Shay and I kicked the tires on 10th Edition with an old-school combat patrol game: half-size map, 500 points a side (rather than the new bespoke Combat Patrol mode in 10th).
Here’s how this one went:
Blood Angels return to their waiting voidship, ready to be anointed with sacred oils.
Battle-brother: Brother Dolos, you’ve returned victorious! How went the battle against the foul xenos?
Brother Dolos: Actually, they were Dark Angels.
Battle-brother: You do know we’re on the same side, right?
Brother Dolos: […]
Battle-brother: No doubt they had fallen to chaos. Such a tragedy! And where is our beloved chapter master, Commander Dante?
Brother Dolos: Feigns shock. You mean he’s not here? He was right behind me a moment ago, that’s so weird.
Our board setup. Shay taught me about ensuring gaps wide enough for the largest models, in this case my Rhino.
Shay fielded a squad of Deathwing Terminators led by a Captain in Terminator Armour, and two squads of bikers.
My goal was to field as many units I hadn’t tried yet as possible, so I rolled out with Commander Dante leading Squad Adamo, Assault Marines with Jump Packs; Squad Cain, Scout Snipers; Squad Dolos, Infiltrators; and the Rhino Relentless.
Deployment, with Dante and his Assault Marines in reserve.
We got a few things wrong, notably placing two pairs of objectives that were too close together.
Squad Dolos deployed next to an objective, which was pretty much my whole strategy: Everything I fielded except the Rhino could deploy on an objective rather than in my deployment zone.Shay’s rad bikers.I knew from our first match how brutal these Deathwing Terminators were going to be in battle.This is just as intimidating in person.Dante and his squad take the field. Poor placement on my part allowed them to be shot at immediately, a portent of things to come.Squad Cain mostly camped this objective, but they got a few long-range shots in.The board towards the end of the game, with Dante and his squad making an ill-advised advance.In one round, Shay’s Terminators annihilated Commander Dante and what was left of his squad. Like I said: brutal!
Despite him dying in what was essentially a skirmish of no strategic import, I was thoroughly impressed by Commander Dante. He’s more expensive than some entire squads, but his pistol, Perdition, and the Axe Mortalis both put in some serious work.
We called this game for time. It was a ton of fun, just like our previous match.
40k app thoughts
I tried using just the app for this game — no hard copy reference material at all. While it was great for building my list, it’s pretty bad for referencing most units during play since it doesn’t truncate their options down to the actual wargear you selected. Every weapon profile appears on the unit, and that can lead to a lot of scrolling back and forth.
The rules reference is pretty solid, although finding one specific thing can be a challenge. About half the time I looked something up, it would have been much faster to be flipping through a book.
Since BattleScribe looks like it’s never going to update to 10th Edition, I need to find a way to solve these two issues for my next 40k game. I might print out and coil-bind the free core rules, print this awesome quick reference from Reddit, and then print out my datasheets and annotate them with my wargear choices.
Given the current state of the 40k app, the availability of free datasheets and points, and the simplicity of list building now that unit sizes are fixed and wargear options are simplified, I wouldn’t pay a subscription fee for the app as it stands now. If they address how army lists work as a play reference, I’d consider it depending on the pricing.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
One June 21st, Lark and I played our first game of Kill Team, and it was a blast. This was also the first time I’ve ever played a minis game where I’d painted everything on the table.
Skrudd’s Krumpas on the left, Squad Karios on the right
I got out all the valid options I had for two teams, Greenskins (two Boyz fire teams) and Astartes (one Tactical Marine fire team), Lark picked the Orks, and then we each knocked together a team in BattleScribe based mainly on which minis looked the coolest.
All of my model options for these two teams
Like playing BattleTech with my kiddo for the first time, this whole experience was an absolute joy. It would have been a joy even with Lego people and cereal boxes, but having everything painted was the cherry on top. We both found it immersive to play with painted minis — honestly, I’m still shocked how much of a difference it makes.
The final teams, Skrudd’s Krumpas vs. Squad Karios
A light battle report
We played a learning game, leaving out equipment and secondary objectives; I figured we had enough rules to think about for a first game without those. I set up the board based on feedback from r/KillTeam about my test layout, making sure both teams could deploy in cover, no single vantage point could dominate the board, and both halves were similar.
I picked Loot and Salvage for the mission, since it seemed straightforward: long-edge deployment, simple objectives.
The board setup
Lark took some of these photos, but we were just passing my phone back and forth so I’m not sure which ones. If it’s a good photo…it’s probably one of Lark’s!
Half of Srkudd’s Krumpas at deploymentThe other halfMost of Squad Karios at deploymentMy other two MarinesPlasma + vantage point seemed like a good ideaWe tussled over this objective for about half the game
In this mission, you score 1 VP every time you loot an objective. Lark was really good at trading Gretchin for 1 VP (a good trade!). My Marine’s toughness kept all of them alive for the first Turning Point.
All tied up at the end of the first Turning Point, but no Marine casualties yetSecond Turning Point, Ork viewSecond Turning Point, Marine viewOrks moving inOrk Boyz with ‘eavy weapons
I had to pick Sergeant Karios as my leader — he was the first Blood Angel I finished back in 2020. I forgot he was in my case for my first 40k game, so this Kill Team match was the sarge’s first deployment.
One of the key fights in the second Turning PointSquad Karios hogging objectivesThis guy survived a lot of fireThis Boy and his Big Shoota put in the workAs did this Marine and his Heavy BolterMr. Pink Hair cleaning out objective 5Mr. Pink Hair (we both really liked this guy, and he was fun to paint)I can’t remember who had a very bad day here, but based on the number of dice the shot had to be from Lark’s Big Shoota or my Heavy BolterSkrudd, near death but tough as nails
We called the game partway into the third Turning Point. We cleared every objective, but I cleared more in the second Turning Point.
End of the second Turning Point, during which Lark wiped out my Plasma guy
Lark and I both had a great time with this match, and we’re already looking forward to our next one. Lark’s a sharp kid with a real wargaming spirit, and an excellent opponent.
It’s been three months since we first planned to play, partly because I’m a pretty slow painter. Deciding not to wait until the teams we originally picked — Novitiates and Corsairs — were done, and instead to play with forces I already had on hand, was a good call. Playing trumps not playing!
Post-match thoughts
I missed some stuff in the rules, no surprise there. The biggest thing was not being able to select an action more than once during an activation — part of why we cleared all six objectives (18 loot actions) in less than three Turning Points. That’s what learning games are for, though, and after one play we both had a pretty solid grasp of the game.
With the benefit of hindsight and one play worth of experience, this match-up was a challenging one for Lark’s Greenskins. If I were to do it over with these two teams, I’d recommend that the player with less wargaming experience play the Marines: They’re good at everything, quite tough, and you don’t have a pile of models to worry about.
This board probably had too many relatively clear fire lanes (which also benefitted my Marines more often than it did Lark’s Orks), and felt like it needed one more piece of medium/large terrain. (When I set up the board for my second game, a couple days later, I worked on remedying that.) KT boards are more art than science, and I can see how every iteration will make it easier to spot the potential hang-ups in a given layout.
End-on view of our board for this game
Kill Team combines 40k and Necromunda into a tight, rich package that’s relatively easy to learn, quicker to play than 40k, and full of tactical and strategic depth.
I also dig that I’ve reached the point where I can provide all the stuff for a complete game: board, terrain, two teams, etc. I can’t do that with 40k, and won’t be able to for ages. All of that combines to make KT much easier to get to the table than 40k.
As I write this post I’ve already played a second KT game, also a blast. Kill Team is shaping up to be one of my favorite games.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Thinking of painting goals for 40k solely in terms of 2,000-point armies can be daunting. I’m not sure why I’ve never committed to this simple early goal instead: finish a Combat Patrol.
500 points is a much less daunting prospect, and it still leaves room to paint a variety of models. I have 2,000 points of Blood Angels, which can be sliced up multiple ways to create Combat Patrols — but my Deathskulls Orks, Custodes, and Leagues of Votann armies are nowhere near complete. A concrete, play-focused sub-goal would likely have helped me there.
My one finished army to date, 2,000 points of Blood Angels
Hell, I could field a few different painted Ork Combat patrols…except I don’t have any painted HQ options. If I paint Moonkrumpa or my Weirdboy, bam: instant Combat Patrol. Realizing that was what got me thinking about setting a short-term Combat Patrol goal for all three of my unfinished armies.
None of these Combat Patrols involve buying new models. They’re listed in order of how quickly I can complete them, quickest to slowest.
One of many possible CPs I can make out of my Blood Angels army: Squads Dolos (rear), Barakiel (left), and Karios (right), led by Chaplain Arrius (front)
Deathskulls Orks
The smallest goal, paint my simplest HQ option:
Weirdboy, “Warpmek” Nakk (a converted Age of Sigmar Weirdnob Shaman)
With my painted Boyz, Grots, Kans, Trukk, and Deff Dread, there are at a handful of viable Combat Patrols I can make with the addition of just my Weirdboy.
Moonkrumpa cries out, “Paint me!”
Adeptus Custodes
Finish painting 3x of these Custodian Guards, who are mostly painted:
Custodian Guard Squad, Inkaef, Halfden, Konstantyn, Baptiste, and Adomako (5x Sentinel Blade and Storm Shield)
And then paint these 4x models (all their gold is painted and washed, and their bases are done):
Captain-General Trajann Valoris (Warlord)
Custodian Guard Squad, Telvaer, Anselm, and Sadiki (3x Guardian Spear)
I think with the changes in 9th I need to glue Misericordia to some of my custard lad models; they weren’t free when I built this army.
Last seen in…holy shit, 2021. It feels like a year ago, but it’s been two years!
Leagues of Votann
I have precisely zero of these guys fully painted, and only a few partially base-coated. I also don’t own any of my favorite models for this faction, because Hearthguard were impossible to find when I started acquiring this army. This is the fuzziest goal — I don’t even have names for my models yet! — and the furthest from completion.
Finish painting 5x Hearthkyn (based and primed), and then paint another 5x of them:
Hearthkyn Warriors (7x Warrior, 1x Warrior with Magna-Rail Rifle, 1x Warrior with EtaCarn Plasma Beamer, lead by 1x Theyn with Concussion Gauntlet and Autoch-Pattern Bolt Pistol).
Finish painting this squad of Beserks (based and partially painted):
Cthonian Beserks (4x Concussion Mauls, 1x Mole Grenade Launcher; plus the 2x Mole Grenade models)
And paint an HQ option (unassembled):
High Kâhl (Rampart Crest, Mass Gauntlet, Autoch-Pattern Combi-Bolter)
Dang, I lost motivation so hard that this is the only photo I have of my WIP Votanni…and it’s the very first one I took
Hither and thence
That’s 26 models, ignoring the fuzz factor (the Mole Grenade team is two minis on one base, etc.).
If I’m in a good groove, I can take one squad of five troops from sprue to sealed and ready to play in a week, although two weeks is more realistic. Some of these models are considerably more complex than Joe Space Marine, notably Moonkrumpa and Trajann, so 26 models would take me something like 5-10 weeks to paint.
Under three months — good groove permitting! — to go from one finished Combat Patrol to a whopping four would be awesome.
But the obvious step one is to go from one CP (Blood Angels) to two by painting a single model: a Deathskulls HQ.
6/19/23 update: Well, maybe not thence. Now that I’ve read up on the details of Combat Patrols in 10th Edition, my approach in this post isn’t viable anymore. Combat Patrols are These Specific Minis With Special Datasheets, played against one another.
I can’t see GW sneaking rules for custom Combat Patrols into the core book; the updated CP mode is in lockstep with the dedicated CP boxes. There’s nothing wrong with just making 500-point armies and playing 40k, of course, but from what I’ve read the current edition isn’t balanced around that option.
That said, “Have an achievable shorter-term goal” is still a good approach. Maybe that goal is to paint 1,000 points (the new floor for vanilla 40k) while ensuring that a viable Kill Team is created in the process. A thousand points is like six months of painting for me, assuming I stay focused; the Kill Team portion would only take maybe a month, making it the initial goal.
So having just started working on Grey Knights, maybe I paint a squad of 5x Brotherhood Terminators first because I love them, paint a 10-strong Strike Squad next and make sure their wargear lines up with Kill Team, and then finish off the remaining 500 points for a viable 1,000-point 40k army.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
In 2020, I became a miniature-painter. Prior to February, I was a guy who sometimes painted miniatures and generally didn’t especially enjoy it. But this year I painted more minis than I had in my 30+ years of sporadic painting prior to 2020 — almost twice as many, in fact. So I’m still a beginner, in many (many!) ways, but not quite as a green as I was before.
All of the miniatures I painted in 2020
Before I get into stats and silly stuff I kept track of, though, I want to pause to write about the pandemic.
Yore isn’t a news or current events blog (there are many better places to go for that sort of info and content), so I haven’t really blogged about the Covid-19 pandemic. This is one of my refuges, and I hope that perhaps it’s been one of yours.
The toll this virus has taken is staggering: over 340,000 dead in the US alone. More than 418,000 Americans died in World War II; that we’re likely to match that total before herd immunity is reached, and with so many of these deaths being preventable, is heartbreaking.
If you’ve lost someone this year, my heart goes out to you. I can’t imagine what that must be like, in the midst of all of this. If you’ve lost your job, your peace of mind, or any measure of stability, I am so sorry for that loss. Whoever you are, reading this right now, I hope things improve for you and yours.
Miniatures by the numbers
In 2020 I finished painting the following models (I’m not counting assembled, primed, or partially painted minis — just varnished and ready for play):
A full quarter of my output was in December, when I set a personal record: 26 miniatures in one month. I know that’s small potatoes for dedicated hobbyists, but it’s a lot for me!
My overall favorite miniature that I painted in 2020 is also my last one of the year: Mukkit, my first Killa Kan. It’s not just recency bias, either; I poured everything I’ve learned about painting into this guy.
Mukkit the Killa Kan
I got out the first miniature I finished in 2020, Brother Scipio from Space Hulk (2/27), and threw them in the lightbox together for a first/last comparison shot:
My first (L) and last minis (R) of 2020
My MVP brush for the year, the Citadel S Layer — which I bought before learning that animal-hair brushes were a thing — finally died at the end of December. I replaced it with a Princeton Velvetouch size 0 Round, an excellent synthetic brush with similar characteristics. This size has become my workhorse, handling everything from edge highlights to base-coating details to eyes.
I spent about 10 months painting 2,200+ points of Blood Angels (November 2020)
I learned a lot about painting this year. I still have a lot to learn, and a lot to continue improving upon. Painting was a real source of joy for me in 2020. Capturing that joy and that learning process here, and hopefully in ways that might be useful to other painters, has been a lot of fun as well.
I like tracking stuff
A few other stats I’ve kept track of:
Hobby streak: From the day I started painting again to the end of the year, I maintained an unbroken hobby streak of 314 days. Doing at least a little bit of assembly/priming/painting every day played a huge role in keeping me motivated and moving, and in getting this many minis done.
Hand-washing: Since mid-March, I’ve recited my Covid-19 hand-washing mantra — the opening narration for Star Trek: The Next Generation — approximately 950 times. (I don’t, like, log this or anything; I’m backing into my total based on an average of 3x a day since March 12, when we went into isolation.)
Audiobooks: Having gotten into audiobooks at the same time as 40k, and explicitly as an accompaniment to painting, I listened to 15 excellent 40k books this year (almost all of them by my favorite author/narrator pairing, Dan Abnett and Toby Longworth). Favorite titles include Ravenor (Ravenor v.1), Necropolis (Gaunt’s Ghosts v.3), and Brothers of the Snake.
Movies: I watched 183 movies, 44 of which were 2020 releases. Birds of Prey was my favorite 2020 film, and the last thing I saw in the theater; I hit four viewings by year’s end. (I log and comment on every movie I’ve seen on Letterboxd.)
Music: I listened to 52 hours of music, all on Spotify; genre-wise, hip-hop and electronica were my top two. My favorite 2020 releases were Birds of Prey: The Album (various artists), HOUSE OF ZEF (Die Antwoord), and BE (BTS), and dang if that isn’t a decent snapshot of my musical tastes.
RPGs: I played 87 RPG sessions, 27 of which were solo. I only played one 2020 release, Brindlewood Bay; it’s a hoot. Unusually, it’s the first game I can remember that both of my groups are playing at the same time.
Blogging: I wrote 166 blog posts, about 40% of my total output here on Yore since 2012. 2020 also marks the year when Yore crossed the tipping point from being primarily about tabletop RPGs (166 posts as of December 8) to being primarily about minis and my hobby journey (the 167th minis post was on December 8).
Here’s to 2021
While I doubt we’ll get “back to normal” in 2021, I think things will start to look up in the spring and summer, and playing 40k seems like it could happen next winter. (I’m last in line for the vaccine, as I should be, and my family’s bubble, distancing, mask usage, and other precautions don’t seem likely to change for months.) But there’s ample reason to hope for a better year, and hope for it I do!
Thank you for reading Yore. Stay safe out there.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
On November 20, 2020, I finished my first-ever 2,000-point Warhammer 40k army. I waited until this morning to take pictures of it, and even now I still can’t quite believe I finished it.
My first 40k army, 2,000 points of Blood Angels
I’ve dabbled in miniature-painting since I was a kid, and generally didn’t enjoy it (I saw it as a means to an end, which was the wrong philosophical approach), but until this year I wouldn’t have considered myself a miniature painter. When I finished painting my Space Hulk set, something I’ve wanted to since I was about 10 years old, that was a watershed moment.
I rolled right into painting this army — something else I’ve wanted to do since I was a little kid, and always thought was out of reach for a variety of reasons — and have kept that streak up ever since. From the day I assembled my first Blood Angel, Sergeant Karios, to the day I varnished Squad Caedes, this 2,000-point army took me 255 days to complete (March 10-November 20).
Along the way, I became a miniature painter. Not, I want to emphasize, an amazing miniature painter. But I’m proud of my work on these little dudes, and more importantly I’m enjoying this hobby as a hobby in its own right. From a mindfulness perspective, this is the right approach to painting.
My full army — everything I painted from March 10-November 20, 2,210 points with WYSIWYG wargear (9th Edition)
What else happened along the way? I assembled, primed, and partially painted another ~700 points of Blood Angels. I started a Deathskulls Ork army, Moonkrumpa’s Megalootas. And I listened to a 10 awesome 40k audiobooks (which I love to do while I paint).
I started with two by Guy Haley, both narrated by Gareth Armstrong, that seemed thematically appropriate: Dante and The Devastation of Baal. Then I listened to eight more by Dan Abnett, all narrated by Toby Longworth: First and Only, Xenos, Hereticus, The Magos, Ghostmaker, Necropolis, Honour Guard, and Brothers of the Snake, plus most of Ravenor (which is still underway).
My Blood Angels force deployed on the plains of Armageddon
Because I built my initial army list under 8th Edition rules, things changed when 9th Edition came out. I dropped 10 fully painted minis from my force, and added a squad of five — so I’ve actually finished 2,210 points of Blood Angels, not just the 2,000 in my list.
As a rough, conservative ballpark, it takes me five hours to finish a single Marine-sized model — that’s from gray plastic on the sprue to varnished and ready for play. Some take an hour or two longer; the small ones take less time; the tanks and Dreads take a lot longer. But that translates to a minimum of 290 hours of hobby work. Six hours a mini is probably a more accurate estimate, and that’s 348 hours of work.
It has been an absolute blast.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.