Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Thursday, 24 September 2026

Necromunda RPG? Thoughts and Feelings...

I like Necromunda. I first played it when it was originally released in the 90s, stopped when I moved away from minis games generally, and came back to it a few years ago. 

I have always thought that Necromunda was probably the best of the Games Workshop games to turn into a role playing game (well, that and Mordheim). And lo and behold, it has been revealed in the Big Autumn Preview from Games Workshop, that they are releasing a Necromunda role playing game. As a fan of role playing games, and as a fan of Necromunda, I should be excited, but instead I have mixed feelings, like I've ordered something new off the menu at a favourite restaurant. I'm keen to learn more, but reservedly keen. This isn't what I'd normally order, feels a little outside their wheelhouse, and I'm not 100% confident in the chef's ability to carry through, but I have to admit, I'm curious...

From the Warhammer Community Announcement

The 40K universe has been the reliable heart of Games Workshop since it's conception. But 40K as a role playing game is less interesting, to me in any case. The setting of the 40K universe, from the 40K lens, is militaristic and soaked in themes that started out as parodies of issues in the real world, like facism, but which I feel translate less well into a narrative game where one's avatar in the game participates in the narrative machinery that was originally written to mock those issues. Maybe I am not giving that lens on the setting due consideration, maybe I am overthinking it, or maybe I don't understand it well enough. But I don't feel that the heavier and more satirical aspects of the setting translate well into a role playing game, and that you can often end up like that classic Mitchell and Webb skit, asking: "Are we the baddies?" Maybe that's the point, but it doesn't feel like it's sustainable.


I do feel that from an RPG perspective, Necromunda is a better lens on the 40K setting, funnily enough, than 40K. Necromunda is connected to the military-industrial complex of the universe, but it is also separated from it. It feels like a setting where more is possible, particularly from the point of view of having characters change social position, question and act upon their own evolving morality, be elevated by their successes, and so on. This allows it more room, in my mind at least, for the characters to have the freedom to act, grow, explore, and step outside the boundaries to observe the system from without. It feels, in short, like a setting where a greater variety of stories is sustainable.

Games Workshop have mentioned a little about the system. It'll feature a D100 roll under system, characters will have skills, talents, and aptitudes. It looks like skills are standard RPG skills, Talents are special abilities, and Aptitudes look like they are divided between skill categories and stats, and if I was to guess I'd say they are probably linked to character development. It looks like the system will have some level of transfer from the minis game to the RPG, and perhaps back the other way. Combat will use a board, and miniatures, and perhaps some level of transfer with the Zone Mortalis rules will come into play here.

Content shot from the Games Workshop preview article.

So why the hesitation? I like Necromunda, I like the setting, I like role playing games, so what's the issue?

The first issue is that Games Workshop have positioned this game (so far) as a game master representing an Arbitrator, and the player characters representing bounty hunting Venators. I wrote a lot for the Infinity RPG, published by Modiphius, which elected to place the characters into the role of O-12 Bureau Noir agents, and that, I feel, was an unnecessary limitation. Similarly the decision to position the game as one where the characters are bounty hunting Venators seems to cut off some of the flexibility in the setting that I feel it has over other brands in the same universe. But... this may just be the window dressing for the starter adventures, I hope so.

I suppose for me the biggest issue rests on the reliance on miniatures. When I play RPGs I don't tend to use boards and figures, and when maps are required it tends to be illustrative. I prefer games that are theatre of the mind. I don't like tactical combat in my RPGs, that is why I play games like Necromunda, Mordheim. 

I'll be keen to see if there are rules or suggestions for playing the RPG without maps, but I can also understand Games Workshop's design goals here: they manufacture miniatures. It makes sense to create a game system that is going to ask players to buy more stuff, and the more stuff that Games Workshop already create and are good at creating is miniatures.

I tend to play most of my RPG games with friends online. I like getting together face-to-face, but it's so much easier to coordinate our schedules when we can simply jump on the computer, as opposed to physically meeting somewhere, especially when we all have families and children.

How well will the Necromunda RPG translate to theatre of mind? Hopefully Games Workshop will explore this more when it comes to the next update, which they suggested would be soon. Until then I am guessing: probably not that well. I imagine that a good number of the Talents in the game will draw directly from the Skills that gang members in the Skimish version of Necromunda can gain, as seems to be supported by the character sheet image they used in the preview. These 'Skills/Talents' are built for a skirmish game, and while they have no doubt been reimagined for the RPG, the question remains, how much of the skirmish game was altered to be RPG like, or how much of the RPG was designed to be skirmish like. From what we have seen so far, the answer seems to lean toward the latter.

A mock-up of the cover for Necromunda 'Roleplay', from the Preview article.

Games Workshop get a lot of stick for their pricing, and often rightfully so. But one thing I think they tend to do well, and despite the high cost (believe me, as an Australian, it is a high cost), is put value for money into their boxed sets. We don't know what Necromunda the RPG will retail for, but for a box containing a hard cover rules book, dice of many kinds, two battle mats, 11 player hand outs (which feels like too many), a pad of character sheets, a GM Screen, and 18 miniatures (which look amazing I might add) feels like pretty reasonable value if they keep it to a similar price as say the Blood Bowl or Necromunda boxed sets (which is what I imagine it will be, if not a little cheaper).

Time will tell on all of these things are issues I guess. All said and done, I have long felt that the messy and conflicted world of the Underhive would make the perfect setting for an RPG, how will this one fare? We shall see.



Thursday, 17 September 2026

Arise the Tomb Kings...

 My Tomb King Blood Bowl team is painted and done! 


Phew. 


It took me longer than I had hoped, and boy was I sick of painting gold by the end, but they are done and I am thrilled!


Without further ado, here they are:



Tomb Guardians.


Blitzers and Throwers.


Skeleton Linemen.


Tokens and special balls.


The models were undercoated with Army Painter 'Skeleton Bone' spray undercoat. It was meant to reduce painting time; while I was painting these models it really didn't feel like it had saved any time, but in reality it probably saved me quite a lot.

My favourite discovery in painting these was Army Painter 'Night Sky', which is a lovely paint that I think makes for a nice base for a black (it can be shaded darker, and highlighted lighter), and just feels like it has a bit more depth and richness than a straight black. I used it on the jackal heads for the canopic jars and for the shorts of all the models. Similarly, Army Painter 'Brainmatter Beige' is a lovely starting point for white, which I used on the Tomb Guardian bandages.

I also really liked the rich thickness of the new Army Painter 'Greedy Gold', with 'Bright Gold' making for a solid highlight (it felt like there was an eternity of this).

In the end I went with simple bases - PVA and sand (the classic mix), painted with Army Painter 'Desert Yellow', washed, and dry brushed with successively lighter tones. A few Highland Tufts thrown on for good measure and a bit of variation, and lastly, the traditional Blood Bowl white lines.

I thought these were lovely models to paint, with a solid amount of detail and a good sense of dynamism in their poses.

I am very happy with how they came out!


Friday, 24 April 2026

Here come the Bretonnians!

 I have finished my Bretonnian Blood Bowl team!


I am sure there are many minis painters out there for whom this is not so big an achievement, but for me, and the pace at which I knock over the miniatures in my 'to paint' line (which could be described as glacial at best), this is a day for party poppers. I'm thrilled to have them done, and am very pleased with how they've come out.

In a previous post I put up photos of the first six miniatures. Without further ado, here are the final six, alongside a full team shot! (as per usual, my photography skills and set-up and well below par, but it is what it is).





Knight Catcher



Squire Lineman



Squire Lineman



Squire Line(wo)man


Squire Lineman


Grail Knight Blitzer



The full team, all painted up.


I've also sorted out my storage solution for the Bretonnians and the Tomb Kings, which is my go-to for small mini-count games: a plano storage box and some metal inserts so I can magnetise the bases.



Sunday, 8 March 2026

Half Way to Bretonnia...

I'm half way through painting my Bretonnian Blood Bowl team, and while that's not a huge landmark by the standards of many painters, given the slow progress I've been making it feels like one to me.


So here's a post to celebrate! Behold, (half) my Bretonnian team! *Apologies for the quality of the photos, I'm not very good at taking these yet...



Knight Thrower


Squire Line(wo)man



Grail Knight Blitzer



Squire Lineman



Knight Catcher




Knight Thrower


All (half) of the team so far...

Various gubbins...


Well, that's the team so far. I'm pretty happy with how they are coming together. After much heartache over the colour scheme, I'm pleased with the choice I made. Half down, and half to go... At my current pace the next update featuring the full roster is likely to drop in another two months.





Saturday, 31 January 2026

Blood Bowl Tokens

I was looking forward to Season 3 of Blood Bowl for some time. To be clear, this was one Games Workshop game I had never played back in the day (the late 90s for those curious), but I have been enjoying Mordheim and Necromunda lately, and seeing Blood Bowl was getting a new starter set caught my attention. Here was a chance to get in on the ground floor, as it were, and pick up two teams in the process. Given the luxurious large hardcover rule book, the tokens, templates, and minis, the cheat sheets, and the board, the whole set was actually pretty good value for money I think - not something I thought I'd ever say of GW, but here we are.


Of the two teams in the starter set, the Bretonnians were the ones who caught my eye. I've been dallying over the colour scheme I wanted to use for some time: green and yellow, red and green, red and blue... I couldn't quite decide. In order to delay the choice, I decided to start work on the tokens. These tokens are used to signify various in game effects, and come about a million to a sprue. They are thick, solid, and good quality casts. I had originally considered painting them on the sprues and cutting them out, but every token had 5 or 6 connection points to the sprue frame, and beveled edges, and I felt after cutting them off and filing them down, I'd essentially be repainting them anyway, so I clipped them off, and painted them that way.


Cutting them off the sprues and cleaning them up actually took a bit of time. Each token had 5-6 connection points, and with the angled edge of the token, the cuts always left flashing which had to be cut and filed back.


The Stunned and Prone tokens, if you follow the colour guide in the rules book, are the only ones which have one colour one side, and another colour the other side.


No prizes for guessing where I was holding them...

The most annoying to paint, but not that difficult really. I started with the yellow, then the red, then cleaned up.


I decided to use Tamiya Panel Liner to fill the letters and symbols. I wish I hadn't. The size of the recesses for the letters and symbols really isn't suited to panel liner in my view - it took an enormous amount, and was messy to use. I should have varnished them before using the panel liner, so I could use a rubbing alcohol to clean them up, but again, I didn't. In the end I wish I had simply used a dark wash. Cest la vie. 


With the 'messier than I wanted' results, I decided to fork out on some new dry brushes I had been eying off. These are really nice, but... they are so soft, and with the large round heads it's sometimes tough to feel when they are actually connecting with the model. This meant some of the early ones were a much heavier dry brush than I intended, and I had to take a step back in the process.

This is the tokens roughly finished. I always wanted them a little dirty, but not quite this much. Still, on the whole they look ok, and are certainly serviceable. I fixed a few up after taking this shot, and the photo itself is in poor light, but they are done!

Crap, I still hadn't decided on the colour scheme for the Bretonnians... 

What would I do differently if I had my time again? 

I could have gone through the same process, using a dark wash instead of panel liner. I think the dry-brush afterwards would have felt more naturally layered, and it would have been a lot quicker.

I've also seen good results on TikTok and YouTube with people spraying them black, and then using paint markers or Sharpies to lay the colour on top. From what I've seen this works quite well. I'd want to experiment with something first, but I could see this working if you wanted a more vibrant set of tokens.


Next, the balls and team token things! Which means I have to make a decision...