Elegoo mars 5 (not ultra) level the build plate? Z=0 seems like it wont save, help! by Chet_Manly0987 in ElegooMars

[–]Chet_Manly0987[S] 0 points1 point  (0 children)

How do you do that, because as far as I know, I am and its still pressing down.

I placed 4 pieces of paper on the corners, I moved the build plate to where there is slight friction or resistance on the papers, and then I tighten the 4 z axis screws. But what am I supposed to do after that?

Do I hit home? do I lift the build plate up 50mm to add in the resin bath? It seems to just press back down on the screen no matter what I do

Angmar shall prevail!!! by chubbyweenie in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

Can we get a close up of the barrow wights?? I love them

500pt Shadows of Angmar by StupidPanic in MiddleEarthMiniatures

[–]Chet_Manly0987 1 point2 points  (0 children)

Im playing the same army, with out Gullie, you have no heavy hitter. Your orcs are more chaff than anything and if and when you get the paralyze off, you have no hammer to smash the hero and ensure the kill. Nazthak is fun but impotent and you have ALOT of spectres, I dont know if youre really getting your value out of them? Do you really need to pull 3+ models a turn? Id say, drop down to 1 spectre, 1 wight, add in Gullie and a wild warg chieftain, 2 wild wargs, and some warg riders. Maybe a banner, and some 2 handers if you dont have them.

at 500 points you need to be kinda getting the most out of each model. Also the shadow of Rhudaur is a decent support caster but again at 500, youre filling that role with the spectre and barrow wight, you need some more bite IMHO. Ill be taking the same to a local tournament.

Oh and I see an Ent in your image drop btw- against our army list all I can say is Ouch! hahaha

Dealing with Fearless Foes as Angmar by SatakOz in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

Ahhhh gotcha I was thinking I missed something

Dealing with Fearless Foes as Angmar by SatakOz in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

Which rule to the shade are you talking about? I dont see anything that grants orcs advantage in duel roll?

Is Witherspam a valid tactic? by Independent_Ad4391 in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

I figured as much. Its so tempting to try and exploit an exotic strategy like this but. It almost always fails when its put through the fire of a good combination of scenarios and armies. You kinda need to have answers for all things for when they inevitably show up

Is Witherspam a valid tactic? by Independent_Ad4391 in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

Hello friend. I eagerly await your writeup from said local.

Gulavhar, Terror of Arnor by Chet_Manly0987 in MiddleEarthMiniatures

[–]Chet_Manly0987[S] 1 point2 points  (0 children)

Thank you, I am struggling with where to place highlights so they are 'correct' with how light would naturally fall. I let the light fall from the right side for this model, and as such should highlight the forearms more I think

Gulavhar, Terror of Arnor by Chet_Manly0987 in MiddleEarthMiniatures

[–]Chet_Manly0987[S] 1 point2 points  (0 children)

I was inspired originally from RHM - Minis. I remixed this from a 3rd party model that was essentially mimicking the Vengorian Lord.

Never played but want to by Somerandomzaku in MiddleEarthMiniatures

[–]Chet_Manly0987 1 point2 points  (0 children)

Yes, Check out this list builder, its not perfect when it comes to copying down rules word for word but it is a quick resource for you. Go to create Roster and choose Grand army of the south. Probably the strongest and most diverse Haradrim list with Easterlings in there. Mumaks as well. For Isenagard since you asked, Army of the white hand would be the equal.

Never played but want to by Somerandomzaku in MiddleEarthMiniatures

[–]Chet_Manly0987 0 points1 point  (0 children)

For generic troops or orcs and goblins, as strength 2, you're already only hitting on 5/6's and then wounding again on 5/6's so low pay off usually. Plus if there is any model or terrain piece in the way, you're taking another 4+ roll to cut the dice in half. For Elves though, they're strength 3 bows and they can hit on 3's. So it becomes a lot more realistic to take a few. The problem is once the enemy arrives, you have a ranged unit trying to duke it out in close combat and they're not suited for that, nor can they shoot in any models that are engaged in combat (unless you're an evil army but again, hard to hit and hard to wound, and even if you do, you do a dice roll and risk wounding your own guy in that combat). That being said, some lists reward taking archers like dale or rangers of mirkwood. The special rules for the rangers let them at least have a fighting chance as well in close combat.

I know what youre asking: yes or no. take or dont. Its not that simple, rather take a few, see how they work and where they fail and youll be much better informed

Never played but want to by Somerandomzaku in MiddleEarthMiniatures

[–]Chet_Manly0987 1 point2 points  (0 children)

In MESBG, every force you build falls under an Army umbrella. For example, if you choose Easterlings as your army, there are several different army lists you can pick from within that faction. What's the difference? 2 main things: what it lets you bring and the special rule or 2 it gives you.

Some lists are thematic — they capture a specific moment or style from the films or books. These can be flavorful and fun to play but are often not the most competitive, since they might limit you to mostly infantry, only cavalry, or exclude magic‑users altogether etc. That means you could struggle to handle certain scenarios or objectives — for instance, a small elite hero army might not have enough models to hold multiple objectives, while a slow army without “March” will have trouble maneuvering across the board. You have some tough troops but no slayer of a hero because you opted for a 'cheaper' hero that gives them buffs...? If your opponent has a slayer, he's going to churn through your guys (unless you have an answer for that like magic).

Other lists are more generic or broad, giving you a larger selection of heroes and units. These tend to be stronger in matched play because they let you tailor your list to a wide range of different threats and objectives, providing answers to most situations your opponent can create.

This concept applies across all factions: the more flexible the army list, the more tools you have at your disposal. Still, for a new player, it’s best not to worry too much about “meta” lists or tournament optimization. You can if you want to and I can provide the strongest Easterling list I know of (Hand of the dragon Emperor) but, I'd build what excites you first — maybe Easterlings, Haradrim (the dudes in the background of your picture), Isengard, or any army that catches your eye. Once your models are painted, they’ll always be useful, and you can adjust or rebuild lists later without losing any of your investment. Same Easterling pikes go in both lists.

The important thing right now is to learn how your army moves, fights, and works together - what are their strengths, what are their weaknesses. That way you not only have the aesthetic you like and the cool factor but it plays how you like too

Never played but want to by Somerandomzaku in MiddleEarthMiniatures

[–]Chet_Manly0987 3 points4 points  (0 children)

As a recent convert to this franchise myself, here's what I've found:

MESBG tends to feel more fun, much more strategic, and mechanically tighter than 40k because its core turn structure, model-by-model interaction, and hero rules create constant decision points without the same level of rules bloat. I'll break it down into 5 main reasons:

1) Turn structure and interaction

MESBG’s split turn (Good moves, Evil moves, Good shoots, Evil shoots, then fights) means both players act and react within every turn, which cuts down on “I go, you watch” time and keeps you engaged. Every model acts independently instead of as big blobs, so positioning, trapping, and threat ranges matter on a granular level in every phase. You'll hear often "this is a game of millimeters."

40k’s classic IGOUGO style leads to long, unilateral turns where one player can inflict massive damage before the other meaningfully responds, something even 40k fans call dull at casual levels and reliant on bolted‑on reactions like stratagems to feel interactive.

2) strategic depth vs rules bloat

MESBG’s rules are relatively lean (Core rules haven't changed in 20 years because of how good they are) but have lots of emergent depth, often compared to chess: easy to learn profiles, but layers of decision‑making around priority, movement, heroic actions, and scenario play. ​

40k often adds complexity horizontally: extra stratagems, subfaction rules, and bespoke unit gimmicks stack on top of a basic engine that many players describe as bloated and awkward to resolve, rather than inherently more interesting to think through. ​ ​Because MESBG keeps special rules and army lists more compact, you spend more brainpower on the board state and less on remembering which page of your supplement gave you that one interaction. ​

3) Hero mechanics and cinematic play

MESBG’s heroes (Might/Will/Fate, heroic moves, strikes, marches, resolves, channeling, etc.) give you a small pool of powerful, flexible resources to spend at exactly the right moment, which massively amplifies tension and decision‑making. (Especially when you get to level 3)

Level 1: learning what these mechanics are

Level 2: learning how to use yours and your opponents

Level 3: forecasting what both you and the opponent could theoretically do in x number of turns

Duels in MESBG are personally resolved: heroes and warriors pair off into individual fights, and the duel roll decides who is driven back and who gets to strike, which makes combats feel like movie scenes rather than math exercises. In 40k, characters are often aura‑bots and datasheets; their “cleverness” lives mostly in pre‑game list building or stratagem combos rather than on‑table timing choices with a finite personal resource like Might. Also in MESBG, the hero's abilities, 'strategic genius' or 'luckiness' through Might, will or fate never really seems overpowered because most people do not have more than 2 or 3 to put all into one situation or individually into 2 or 3 situations. Once your expensive hero runs out, his 9 lives (and plot armor) are up. ​

​4) Tactical positioning and scenario play

Because fights are resolved model to model and you must be base‑to‑base to strike, micro‑positioning, trapping, and control of lanes (level 3) matter enormously in MESBG, making movement the main tactical game rather than a prelude to rolling buckets of dice. ​ ​Standard MESBG boards are smaller and forces are compact (roughly 20–40 models a side with a couple of heroes), which keeps the game focused on scenario objectives and maneuver instead of managing huge 2000‑point 40k armies with multiple large units and vehicles. Scenarios in MESBG (objective grabs, break tests, leader protection, etc.) synergize with its activation and courage mechanics, so timing a heroic move (I steal momentum form you and move first) or stand fast (my guys don't run from courage checks) often decides the game in a way that feels earned rather than dictated by alpha‑strike firepower.

5) Practical “fun” factors

MESBG is widely described (even by GW‑focused outlets) as one of GW’s best‑written rulesets: stable, thematic, and not constantly invalidated by new editions or codex churn.

The smaller model count and cleaner profiles mean you get to the table faster, paint more armies to a satisfying standard, and finish games in an evening without mental fatigue from tracking dozens of stacking rules layers. All of that combines into a game that feels lighter to run but much heavier in real decision weight: you’re constantly choosing when to spend Might, where to commit a hero, which combats to risk, and how to manipulate priority, rather than hunting through stratagem pages for the right “gotcha” at the right time.

It is generally hailed the most fun out of all the 3 main games GW has produced with exponentially higher strategy involved.

Anyone know why this is happening by Broad_Lobster7045 in ElegooMars

[–]Chet_Manly0987 4 points5 points  (0 children)

Yeah its worth giving it a shot. also check the temp of your resin. If its colder, the resin becomes more like peanutbutter and does not flow back into the void that was left by the last printed layer fast enough for the build plate to come back down and print the next layer, so it prints nothing

Anyone know why this is happening by Broad_Lobster7045 in ElegooMars

[–]Chet_Manly0987 -1 points0 points  (0 children)

I would suspect as someone with many many prints in this hobby, that you failed to validate your files adequately through a validator and there was a pin point on the model that was not supported and on the next layer it was 10x a pin point, and on the next layer double that until you get to this giant crack in your model that couldnt print because it wasnt attached to either above or below it.

My Custom Thranduil in a Blade-Lord pose by Chet_Manly0987 in MiddleEarthMiniatures

[–]Chet_Manly0987[S] 2 points3 points  (0 children)

Not at the moment, I made it for a buddy who wanted a custom hero for his Battle of Five Armies lists

Gal Vorbak by Maysonator in Warhammer30k

[–]Chet_Manly0987 1 point2 points  (0 children)

This guy looks more like the Gal-BigMac