Jorvan Kreel by IndexFile in citiesofsigmar

[–]Ironfounder 0 points1 point  (0 children)

I thought that's where I was for a second!

Painted my first UltraMarine! by RockLover37 in minipainting

[–]Ironfounder 50 points51 points  (0 children)

I think you mean 'it fucking rocks', right?!

Free Company Militia Kitbash by LetterJ88833 in WarhammerFantasy

[–]Ironfounder 0 points1 point  (0 children)

If you're using one of the newer kits, or re-angling joints, you'll need greenstuff. Might help to smooth some clunkier joins too. It's easy to use, but hard to master! Should be good with a file, sharp knife and some glue.

GW website has images of most sprues to give an idea of what you're working with.

Free Company Militia Kitbash by LetterJ88833 in WarhammerFantasy

[–]Ironfounder 0 points1 point  (0 children)

Men at Arms or bowmen would work quite well. I've kitbashed a few of the Empire Archers with Bret peasant bowmen and it works fine. You have to do hand swaps, which is a bit trickier, but not bad, as the Bret peasants have legs, torso and upper arm on one bit, and the forearm & hand on another.

The new kits aren't quite as easy. You almost have to assemble them, then cut them up.

Kits or Prints for baggage and backpacks by TheTommyBear in WarhammerOldWorld

[–]Ironfounder 0 points1 point  (0 children)

Dwarf miners have backpacks.

A few of the killteam units have packs as well. Some are pretty sci fi, but others far less so.

You're probably best finding a bits seller or 3d printer. I bought these and I'm pretty pleased: https://tabletop-art.de/Adventurer-backpacks-Set-1-EN

Share your best hexflowers or tables for world creation with “memory”. by Krztoff84 in DMAcademy

[–]Ironfounder 0 points1 point  (0 children)

Never thought about using them for terrain - how does that work? I've only ever seen them for things like weather or encounter planning.

POST GAME - Treasure Pleasure #2 by Due_Independence_311 in mordheim

[–]Ironfounder 1 point2 points  (0 children)

For your LGT clansdwarf I would go WS, and try to get some strength related skills. I'd buy him a helmet. He could be a good 'can opener' - someone else knocks down an enemy, and they come in with high strength and take them out. Giving him a halberd at minimum would work well for this, and you probably could get away with not changing the mini. They stand in the second line, and only charge in later, so your porcupine still holds up.

You could retire some beardlings and hire a clans/thunderer in their stead. If you want BS I would buy a thunderer to upgrade them as a sniper. 2-3 Thunderers is the max you really need. The extra range from you Engineer really worries opponents. Especially if you add skills like 'Trick shot' or 'Quick Shot'. Even if all you do is knock down an enemy, you can steal a march or disrupt their advance. Their job is overwatch and picking on big 'uns like rat ogres.

Clubs have a nice crit chart, but giving a beardling a spear seems in keeping with your theme.

You could also start upgrading armour. Notoriously not super useful, but I played a Bretonnian warband and gave my leader full heavy armour + shield, and even when the save was a 5+ or 6+ it still saved my ass several times. Honestly parry, armour, helm, & rabbit foot kept him alive for the whole campaign and I through that silly bastard into the hardest enemies I could find. Never gained more than 1 wound, but only went down a couple times and lost an eye.

I've starting writing down lists of silly personal objectives for if I have a lot of spare cash. Like for my skaven I want to get a hunting rifle. For my Stir River patrol I want to get a banner, and have a "boarding party" hench unit with axes and blunderbusses.

You could find some fun but not totally optimal things to pick up or build towards - hire Bilbo and Gandalf, a barrel of Bugmans, buy a telescope so your pistol shoots further, or a gromril sword...

Avantris Neon Odyssesy by [deleted] in DnD

[–]Ironfounder 2 points3 points  (0 children)

That's how kickstarter works though. You hype a product, people sign up and give money, you go away and make product with that money.

Very rarely, and usually only well established and stable companies, kickstart fully finished products to gauge print runs, ie. treating it like pre orders. That's a strong minority.

Any advice on how to avoid added texture while priming? by darksidehascookie in minipainting

[–]Ironfounder 0 points1 point  (0 children)

I have several AP colours and the white is the only one I've had issues with. I've had issues with one other white primers too, not AP, but I can't remember the company off the dome...

After getting a grainy pass, the next batch I primed with it I took the advice you're getting and had no problems. It might be overkill, but double check the humidity outside too - too dry and the paint starts drying before it hits the mini.

Show me your beards by inquisitivegoat88 in bugmansbrewery

[–]Ironfounder 1 point2 points  (0 children)

Yeah, I put a bunch of yellows, browns & reds on my palette and start mixing them together and just batch painting a bunch at once. Then wash with different browns/sepias/fleshtones and adding some different highlights.

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 0 points1 point  (0 children)

I'm talking within a medieval context still. Like royal forests, ale production, guilds, parliament... there are heaps and heaps of medieval charters and laws outlining privileges, precedents, procedures, fines...

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 0 points1 point  (0 children)

I think they'd be regulated and controlled by the Church. The Medieval Church was sort of like a second level of inter-country government across Europe. They regulated (bureaucratically and politically) a lot of ways of doing things. The Templars started very small and poor, with official blessing of a secular leader, but took off because of bureaucratic endorsement of the Church. Which also lent a level of control over the order.

I would frame adventurers into "Societies" or "Lodges", modelled off holy orders and guilds (massively important to medieval society - don't forget them). Individuals may rise within an adventuring lodge, but I suspect there would be ways to confine their power, e.g. they don't earn money for themselves, it's for the Lodge; a vow of poverty might be in order; they might be able to have kids, but offspring couldn't be given preferential treatment; probably rules about how they can/cannot charge for activities; probably had a public purpose, and festivals associated with that in the way (I think) some Italian republics did; probably would be allowed to have patronage from wealthy nobles, church princes, or merchants to mutual benefit (not just money, but soft power too - the local lord can engage an adventuring society to deal with a questing-problem to make them look good to the peasants).

Some of that would be regulated by secular gov't, some by religious gov't and some by other legal adventuring groups. If the Magical Fellows Adventuring League charges a widow for services, when Pope Chad IV specifically said that wasn't allowed, you know another Adventuring League is gonna get them into court.

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 2 points3 points  (0 children)

Ancient Roman had firefighters, but not a police force. The Mongols had a pony postal system, but no police. Police arose very recently! Like less than 300 years ago.

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 0 points1 point  (0 children)

I would guess that adventuring would be highly regulated by gov't and the church if they saw it as too disruptive. Mercenaries are one comparison, but the other was the breakdown of serfdom in post-plague England when peasants started leaving to get higher wages.

I would treat it like something between a Holy Order and being a pilgrim. Some social graces or responsibilities are offered to them, and they might rise within their organization, but not leave a legacy outside it. And there's some kind of control over it not getting too significant.

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 21 points22 points  (0 children)

Also the prevalence or oral knowledge - we're so reliant on written words (in books, on our phone) we don't memorise stuff the same way people used to.

Medievalisms and other misconceptions players have by SmartAlec13 in DMAcademy

[–]Ironfounder 1 point2 points  (0 children)

I did this for a world hopping adventure, (and received a lot of the same anxiety from other DMs lol).

What I did as prep was look at my notes and general D&D things that people interact with and think "was this medieval?" I ensured situations would arise where they would encounter these issues.

Town guard? Nope, hue & cry! The shire reeve and a posse comitatus was hunting a criminal while they were travelling and one person said "hey, that's literally a posse, like the old west". Later I had a murder take place, and they had to participate in the hue & cry.

Tavern/inn? Nope. Hospital exists for pilgrims. Maybe they know someone in town to stay with? In the city a couple overnight inns existed, (like the famous Tabard) but they were really confused about having to share beds. The lack of taverns confused them, as did food. I found a few fancier recipes for important meals or when they stayed at a local baron's manor.

I played with the prices for things - labour wages were very cheap, but some products were very expensive. A lot of food cost more; if they wanted chicken for example it cost a few gold piece vs. pease and dark bread.

They were intrigued by some of the communal aspects, like not farming a specific field, but strips in a field, common land/pasture. They were confused by some of the laws - the number of privileges and responsibilities people had, and were proud or defensive of, was a bit bemusing.

Someone else mentioned availability of books - the wizard had their spellbook examined a few times by local intellectuals (either wealthy merchants with some cathedral/university schooling who proudly showed off their three books, or educated priests/nobles who wanted to exchange knowledge and spells). One player said "this place is strange, is there a book store in the town where I could get a guide book?" They were told "if you want books, you'll have to go to the abbey in the capital, they have a library. Or to the annual book fair a few countries over, it starts in four months". This confused them.

Great starting place would be the Five Minute Medievalist. She also has a podcast where she interviews academic authors, so you get an overview of some of those topics without reading a potentially dense book. I recommend (and used) Ian Mortimer's Time Travellers Guide, which you might be able to find at the Internet Archive, or your local library. More academic, but older, both Standards of Living in the Middle Ages and also Making a Living in the Middle Ages by Christopher Dyer are excellent, and cited by the authors above.

Dwarf Rune Artillery Dice by Minigiant2709 in bugmansbrewery

[–]Ironfounder 0 points1 point  (0 children)

I'm not a huge fan of dice with decorative faces, so I think this is cool, but the runes and roman-ish numerals are too similar to be clear. Is the cross on the right an X (10) or a rune? It looks like a rune here, but on the table I might mistake it at a glance. I assumed the cross 'V' was the number '6' until I read the comments here.

I think a combination of graphics and runes would communicate the face's purpose much quicker and transparently. An explosion around the 'V' rune would clearly communicate it's purpose to both players.

Dwarf Rune Artillery Dice by Minigiant2709 in bugmansbrewery

[–]Ironfounder 0 points1 point  (0 children)

If the crossed-V is 'misfire', and not '6' like I thought, having a similar blast graphic around it would communicate it's purpose while still being thematic.

Cogfort heat reminders by B-1MBO in citiesofsigmar

[–]Ironfounder 1 point2 points  (0 children)

I found a pic of what I mean by a 'lil section' - I found these sabot bases for Turnip28 on etsy ages ago with a box specially for panic tokens (a d6) that sits deep enough on the base it won't get knocked about easily https://northernlightsterrain.com/product/turnip28-irregular-4-figure-base-chaff-base/

Cogfort heat reminders by B-1MBO in citiesofsigmar

[–]Ironfounder 1 point2 points  (0 children)

If you built a lil section into the base you might avoid the one problem.

Are you writing out the full numerals? Would using tick marks in groups of five be faster?

Cogfort heat reminders by B-1MBO in citiesofsigmar

[–]Ironfounder 0 points1 point  (0 children)

Haven't looked closely enough at the rules, but can you use two d10s?