Category Archives: Miniatures

Pulp Chinese

Like a truffle-seeking sow, I was rooting around in my unpainted miniatures box recently when I uncovered the bulk of my last Pulp Figures order. These Chinese pirates, gangsters and ordinary citizens have been awaiting paint for almost 2 years now. Even though I was neck-deep in my Super Mission Force campaign, I was struck with the sudden determination that they should not wait for even one more day! (Besides, I am contemplating placing another order with Mr. Murch, and it’s easier to convince myself if I’ve finished with the last one first.)

First up are some Chinatown residents. Sadly,most of this range is currently out of production pending redesign. I really like these miniatures as they have a lot of character. I only wish I had bought more of the range!

These unsavory types are Tong gangsters. Wargames Illustrated recently had a good article on using Tong in The Chicago Way, a game I’ve yet to try. I’ll be using them for games of .45 Adventure, most likely!

These fellows are Chinese river pirates. There are a few different sets of these guys, but I just bought this one (I needed some rifle-armed bad guys).

Finally, The guys on the left and right are part of the court of the sinister Dr. Koo (not pictured, if you want to see him go here). I painted them a long time ago, but figured I’d show them here. The fellow in the middle is a recently repainted Heroclix Wong (Dr. Strange’s servant). Observant folks may notice that the sky needs a good ironing; I was trying something new for the picture.

Savage Land Characters

As anyone who read my Breeder Bombs campaign knows, I decided rather late in the campaign to set the final scenario in the Savage Land and to add some classic characters to the mix. Here’s what I did.

For Sauron, I didn’t do much beyond a rebasing and a new paint job. Above is the factory paint job, which, I think we can all agree, looks like complete shit.

Here is the finished product. I’m not the greatest painter in the world, but it doesn’t take much effort to make the original factory paint job look a hell of a lot better (or at least not like complete shit).

No game set in the Savage land would be complete without Ka-Zar, Shanna and Zabu. I looked up the clix versions of the characters and instantly hated them all. Well, Ka-Zar wasn’t too bad, but I knew I could do a lot better for Shanna and Zabu.

I checked a lot of manufacturers for a Tarzan figure. Tin Man makes a great traditional Tarzan, and Warlord has a very cool “Beastlord”. I settled on Reaper, because I thought Reaper’s version best captured Ka-Zar’s look. (Plus, he comes with a monkey. Who doesn’t need another monkey?) I also went to Reaper for a Sabretooth tiger miniature. Although Reaper makes more than one tiger, I chose this one based entirely on price. One slightly-rushed paint job later, and they were ready to go. I think his dagger looks a bit too “fantasy” for Ka-Zar’s Bowie knife, but I felt like converting it would just be a little more trouble than it was worth, so I left it as-is.

Shanna was a bit more work. I used this Heroclix Tigra miniature as the base model, because she’s practically wearing Shanna’s costume already (how many miniatures have a tooth-belt bikini?). One quick application of the nippy cutters removed her tail and her right arm. For the spear arm I used the arm from a GW skink warrior. It turned out to be the perfect size (although it’s a bit more muscular than Tigra’s other arm).

Another slightly-rushed paint job later and presto! One Shanna the She-Devil, ready to rumble in the jungle!

Although I don’t see myself using these miniatures for further Savage Land adventures, they’re useful for other genres…(Pulp and Congo gaming come to mind).

Now I just need to replace my Tigra miniature since I’ll probably be needing her sooner or later…

The Breeder Bombs Finale: Savage Land Showdown!!!

We come now to the final chapter in our Super Mission Force campaign, True Believers! And hold onto your hats, because it’s a doozy!

The Scenario: Having thwarted Magneto’s plan thus far, the X-Men track the last Breeder Bomb to the Savage Land, where Magneto and the Brotherhood of Evil Mutants await!

Friendly-looking fellow, isn’t he? A primitive saurian attacks!

But they’re not alone. Everyone’s favorite Greek pterodactyl, Sauron (not to be confused with the Lord of the Rings guy) isn’t thrilled with this violation of his territory. Although he wants everyone out, he agrees to temporarily aid Magneto against the hated X-Men. To this end, has enslaved an army of primitive saurians to do his bidding!

But the X-Men are not without allies in the Savage Land. Answering the call is Ka-Zar and his wife, Shanna the She Devil, accompanied as always by Ka-Zar’s adoptive Dad (really, look it up), the saber-tooth tiger Zabu!

The SR-71 Blackbird’s VTOL engines whine as the pilot, Cyclops, sets the plane down in a clearing. Magneto watches from atop a sacrificial temple, nearby. Powerful energies surround him as he clenches and unclenches his hands. “X-Men!” he bellows, “Welcome…to DIE!!!”

Setup: I used a 4′ x 4′ area, filled with jungle and swamp scenery. There are two large temple-like structures on the villain’s side of the board. One is a sacrificial altar, the other a temple. In the center is the Breeder Bomb (it’s inactive, see below). The X-Men and the Brotherhood deploy in opposite corners of the table. Ka-Zar and family deploy on opposite corner from Sauron and his army of saurian henchmen.  The 20 henchmen are all veterans, so they deploy in four groups of five and must be within 4″ of the temple in their deployment zone.

Special Rules:

Objectives: Magneto’s goal is to destroy the meddling X-Men once and for all. The X-Men must defeat Magneto in order to ensure his plan fails. In other words, it’s a straight-up fight to the end!

The Breeder Bomb: Since he’s been trying to convince Sauron to help him, Magneto hasn’t had time to arm his Breeder Bomb yet. There’s no need to disarm it. For this scenario it simply functions as a big, menacing obstacle. (This is because with this many models on the board, there would be virtually no chance to disarm the bomb if we used the same rules as in past scenarios.)

Sauron’s Henchmen: Sauron’s henchmen are veterans, thus they deploy in smaller groups and are a little better than normal scrubs. As long as Sauron is alive and well (i.e. not KO’ed), they are endless. Whenever a henchmen group is wiped out, it may reform at the end of the turn. This newly-reformed group must deploy within 2″ of one of the temples. This represents the saurian horde pouring out from underground tunnels, heeding the psychic summons of their reptilian overlord!

Difficult Ground: All the swamps and jungle terrain is considered difficult ground, and restricts movement by half as per the SMF rules. Ka-Zar and Shanna have no penalty when moving over difficult ground, as they are quite used to the terrain of the Savage Land.

Injured Heroes: As a result of their fight with the Soviet Super Soldiers last scenario, three of the X-Men were wounded. Nightcrawler was wounded most severely and is not available for this scenario. Storm is -1D to attacks and -3″ to her movement, while Rogue is -2″ to her Movement for this fight.

ROUND 1

With so many miniatures, going back and forth will be tedious, so I won’t necessarily cover the actions in the order in which they happened, rather I’ll lump them together where I can.

The villains gain initiative.

The henchmen groups all move forward towards the middle of the board. The Blob and Colossus both lumber forward their slow 5″ move (Bricks are SLOW).

Zabu, Ka-Zar and Shanna all move up into the swamp area and end their movement in hiding. Toad, the sneaky git, moves into hiding as well. Kitty Pryde phases and moves unhindered through the difficult swampland in front of her. Cyclops uses his Enhance power to shout some strategic tips to his teammates. He scores enough goals to give his teammate, Storm, 2 re-rolls she can use later in the game to help attack or defend as needed. (Hopefully, that will help to offset the injuries she sustained in Arganistan.)

The Scarlet Witch uses her Fortune power to giver herself some extra defense capability (it’s looking like she might have a face full of tiger pretty soon). Storm flies shakily towards the center of the board and focuses on Magneto, realizing that the faster they drop him the quicker they can all go home. She Power Blasts him from pretty far away and uses her re-rolls, but fails to inflict any damage.

Sauron takes off from atop the temple and charges Storm. The two circle each other in a dazzling aerial display, but no damage is inflicted.

He’s the best he is at what he does…

SNIKT!!! Wolverine uses a Brawler maneuver called Speed Burst to really move and charges henchmen group 1. When all is said and done, Wolverine scores enough goals to completely wipe out the group of five saurians (because that’s what Wolverine does).

Quicksilver tries to take out the X-Men’s leader, Cyclops. As a Speedster, he has more than enough movement (40″!) to run across the table, but it’s a risky maneuver that leaves him far in enemy territory. Quicksilver has never been much of a reasoned and cautious fellow, and he’s counting on his speed to get him out of a tough spot. Unfortunately, even after using a Machine Gun Punch (a Speedster maneuver), he only inflicts 1 damage on Cyclops, and is now locked in combat with him.

Nearby, Rogue decides that that Speed power is pretty cool and she wantses it, my precious…so she successfully uses Mimic and copies it. Unfortunately for Quicksilver, he’s the only guy near enough to attack. So Rogue attacks Quicksilver with his own Machine Gun Punch, but he manages to duck and weave at supersonic speeds and avoids damage! Of course, now he has one more person to fight next turn…

Finally, Magneto acts (he’s been pontificating the whole time). From atop the Sacrificial Altar, he Power Blasts Storm. Although he risks hitting Sauron instead, he misses them both.

End of Round 1

ROUND 2

The X-Men seize initiative. Rogue attacks Quicksilver and clobbers him for 4 damage, knocking him off his feet and back into the trees, generally ruining his day. Quicksilver gets up and charges Rogue, using a Move-by Attack, a Speedster maneuver that lets him attack a model and if successful, continue his move and another model, etc….until he either fails an attack or runs out of movement. With 38″ of movement (he lost 2″ for having to stand up), he successfully attacks Rogue for 1 damage, then moves onto Cyclops, attacking him for 1 damage, and finally runs around the swamp, attacking Kitty Pryde for 1 damage! Not too shabby! Quicksilver could conceivably reach Colossus too, but he would probably not do any damage to the big Russian and would then be locked in combat with him. Quicksilver’s a hothead but he’s not stupid, so he opts to use the last of his movement to run back the way he came, putting some distance between him and the X-Men.

G’night sugah!

Cyclops resents being punched in the face, so he moves after Quicksilver and fires an optic blast at his dust cloud. As is usual for Cyclops in this campaign, he misses. Rogue puts her new Speed powers to good use and does a Move-by attack on the fleeing Quicksilver, whom she smacks for 3 net damage. Since he only had 2 Body left, he makes a KO check and fails. Quicksilver goes down for the count and Rogue moves on into henchmen group 4, dropping 3 of its members. She has no movement left so she’s stuck in combat with the remaining 2 saurians. They attack Rogue, but fail to wound her.

Sauron rips into Storm, causing 6 damage, which drops her to zero health in one shot. She fails her KO check and is out of the fight! (Cue triumphant pterodactyl scream.) Scarlet Witch spots Shanna with a successful Perception check and attempts to Power Blast the She-Devil, but Shanna is too agile.

Ka-Zar charges out of the swamp and attacks Scarlet Witch, whose Fortune power serves her well. She only takes 1 damage after all the dice are tallied. Toad sees his opportunity and rushes to Scarlet Witch’s aid, but Ka-Zar easily avoids Toad’s attack. Zabu bounds into the fray, attacking Toad with no effect.

Shanna charges Blob. She inflicts 1 damage which is soaked up by Blob’s armor. Thus, she learns the hard way that “Nothing moves the Blob!” Blob activates his Density Increase power and pounds her for 4 damage, knocking her back 16″. She manages to keep her footing, but she’s a lot less cheerful than she was a minute ago.

Deja vu?

Wolverine moves rapidly into combat with henchmen group 3, and does a repeat performance of last round, wiping them all out in one fell swoop. This gets Magneto’s attention. He quickly finishes his soliloquy about the futility of resistance, flies off the Sacrificial Altar he’s been perched atop and Power Blasts Wolverine, but only inflicts 1 damage. Henchmen group 2 moves up to support Magneto (as if he needs it).

Kitty and Colossus both move towards the action, but can’t really do anything.

At the end of the round, henchmen group 1 respawns near the sacrificial altar (near Magneto) and group 2 reforms near the temple.

End of Round 2

ROUND 3

The X-Men keep initiative. Rogue leaves combat with the two remaining henchmen in group 4 to charge Magneto, who is hovering nearby. The saurians get a free shot on her as she leaves, but they fail to injure her. She serves Magneto a knuckle sandwich that dishes out 3 net goals of damage, enough to knock him back 12″ and drop him to half his health! Magneto has the sudden thought that it might be a good idea to activate his Force Field, so he does. He’s also a guy who holds a grudge, so he Power Blasts Rogue for enough damage to drop her to 1 remaining health.

Wolverine regenerates his lost damage and charges henchmen group 3. He drops 3 of them, leaving 2 alive (for now). They attack Wolverine, but do no damage. Henchmen group 2 charges Wolverine from where they respawned (near the Temple). They also fail to wound Wolverine.

Sauron has a close target in the nearby Kitty Pryde, but notices that the Blob just knocked Shanna the She-Devil into next week and that she’s vulnerable. He dive-bombs her from across the board and hands her a heapin’ helpin’ of pterodactyl justice. Shanna is KO’ed and isn’t getting up anytime soon.  (Cue triumphant pterodactyl scream.)

Blob charges into combat to assist Toad, making it 2 against 1 for Zabu. Blob knocks the Smilodon back 8″ and inflicts 2 body worth of damage. The giant cat springs right back into action and charges Blob, tearing into him for 5 damage, dropping him from 8 body to 3. Ouch! Scarlet Witch leaves combat with Ka-Zar (thinking perhaps she may get her ass handed to her soon). Ka-Zar gets a free whack at her but misses. She promptly Jinxes Ka-Zar, which will make it difficult for him to do anything henceforth.

Toad moves to intercept Ka-Zar. The two fight but neither does any damage (Ka-Zar would have hurt Toad if not for the Jinx). Henchmen group 1, Colossus and Kitty Pryde all move towards the central combat. Cyclops moves and fires at what remains of henchmen group 4, taking them out of action (hey! he hit something!).

Henchmen group 4 reforms at the temple.

End of Round 3 (Side View)

ROUND 4

The X-Men keep initiative. Cyclops takes a long-rage shot at Magneto, who is hovering above the battlefield. He (naturally) misses.

How do you say “Good Night” in Transian?

Scarlet Witch turns her attention from Ka-Zar to Power Blast Rogue, scoring a ridiculous nine goals! Rogue fails to make even one resistance goal and fails her KO check, so she is out of the fight for good!

Blob activates his Density Increase power and trades blows with Zabu, but neither do any damage. It’s a good thing Blob activated his power first, because Colossus charges him and knocks him down to zero health! Blob makes his KO check and remains conscious. He’s also immune to knockback (Nothing moves the Blob!) thanks to the Density Increase, so he doesn’t go anywhere. Henchman group 1 charges into combat with Zabu, inflicting a net 3 goals of damage on the big cat.

He’s just one human! Get him!

Henchmen group 4 charges into combat with Wolverine, but does no damage; Wolverine counters and wipes out 4 of them. That leaves Wolverine in combat with a two Henchman groups: one with 1 member and 1 with 2 members left. Wolverine’s active Rage power is giving him more dice to roll, but he is bogged down in endless waves of saurians as he keeps getting charged every round! To illustrate this point, Henchman group 3 charges into combat with Wolverine too, but Wolverine shrugs off their spears in a fury of bloodlust!

Toad and  Ka-Zar attack each other but both miss. Sauron takes to the air and charges Cyclops, but he also misses. Kitty Pryde charges Sauron, hitting him for 2 damage.

End of Round 4

ROUND 5

The X-Men keep initiative. Kitty Pryde activates her Density Decrease power which makes her immune to body-damaging attacks, so she won’t have to worry about getting eviscerated by Sauron on his turn. She then performs a Ghostly Attack, doing 1 damage to Sauron. Cyclops attacks Sauron with his bare hands (he’s giving up on his own optic blasts), but his punch is as effective as his shooting (he misses). Sauron attacks Cyclops, dropping him to 1 body.

Magneto uses his Mentalist ability, Mind Meld, to give everyone on his team +2 re-rolls until next turn on all attacks. He takes a point of Psyche damage in doing so, but that’s of no concern to him.

Colossus throws a Haymaker into Blob’s fat face, doing no knockback (Nothing moves the Blob!) but dropping him on the spot in a spectacular KO. Scarlet Witch runs away from Colossus, then tries and fails to Jinx him. Meanwhile, Toad and Ka-Zar continue to fight each other this round without anyone actually landing a punch. Zabu and Henchmen group 1 do the same.

Wolverine makes a strategic decision…rather than wipe out one of the weaker henchmen groups he’s fighting and having it respawn at the end of the round, he attacks the largest one (henchmen group 3) hoping to do some damage, but not allow a full group to respawn. But Wolverine is berserk, and he overdoes it a bit. He wipes out henchmen group 3 anyway, ensuring the endless tide of saurians continues. The other two groups do no damage to him.

Henchmen group 3 respawns at the temple…

End of Round 5

ROUND 6

The X-Men keep initiative. Colossus grabs something large (a rock, tree, whatever…) and hurls it at Magneto, but Magneto’s Force Field easily deflects it.

Meddlesome Dullards!! I AM MAGNETO!!!!

Magneto is fed up. He Power Blasts Colossus, but makes it a Radial Attack in the hopes of catching Ka-Zar and Zabu in the blast and ending this combat with finality. Of course, henchmen group 1 and Toad are in the blast radius too, but Magneto has proven often that he cares nothing for lesser beings, and little indeed for Toad. Colossus takes 4 damage, dropping him to half his Body. Zabu takes a whopping 6 damage, enough to drop him to zero. He fails his KO check and goes to sleep. Ka-Zar, despite the Jinx, manages to come out of it unscathed. The villains fared poorly; Toad takes 3 damage, while henchmen group 1 is totally wiped out. Oops.

Toad attacks Ka-Zar and misses. Ka-Zar finally scores a hit resulting in 1 damage to Toad.

Wolverine knows that as long as he’s stuck here in combat with the endless saurians, he’s effectively being kept out of where he’s needed most. So he leaves combat with the henchmen groups (no damage from the free henchmen hits) and charges Scarlet Witch, who just got a little too close…when he reaches her he guts her like a mackerel for 7 goals of damage, enough to take her from 6 down to zero. She fails her KO roll and drops. Both henchmen groups formerly in combat with Wolverine charge him again; they fail to damage him and he automatically wipes them out because of his Scrapper counterattack ability (something I’ve neglected for the ENTIRE campaign).

Sauron attacks Cyclops but misses completely. Kitty Pryde and Cyclops both attack Sauron and manage to put him down for good. With Sauron gone, the saurian henchmen groups will not respawn any more. Henchmen group 3 is now all alone, and moves towards the two X-Men that just put down their master, but they are far away indeed.

End of Round 6

ROUND 7

The X-Men keep initiative again. Cyclops fires at Magneto, and actually manages to inflict 1 damage on Magneto despite his Force Field! Magneto responds in kind, Power Blasting Cyclops for an obscene amount of damage. Cyclops fails his KO check (it’s a bad game for KO checks) and it’s lights out!

At this point in the game, I’m wondering how the X-Men are really going to win. Magneto is flying above the battlefield and has no reason to land. He can just stay up there and blast away. Kitty and Wolverine can’t attack him from the ground. Both the flyers (Rogue and Storm) are out of the fight, as is Cyclops, limiting ranged attacks to whatever Colossus can throw.

A quick look at the table and an idea began to take shape. Wolverine and Colossus are pretty close to one another, certainly close enough for Colossus to walk over and grab Wolverine.

“Petey, Fastball Special!”

Super Mission Force doesn’t currently have official rules for the Fastball Special, but it’s certainly thematically appropriate and a classic maneuver perfected by these very two heroes! I decided that if Colossus can hit with a normal ranged attack, then he tosses Wolverine into Magneto. Wolverine then makes an attack. Should he count as charging? I decided HELL YES!

The odds were against them, as Colossus only has 4D to make the throw and Magneto has a Force Field up. They’d only get one shot at this…

Colossus managed to hit with one net goal. Wolverine inflicted 4 net damage. Magneto, like almost everyone else this game, failed his KO roll.

An awesome end to the campaign! Victory for the X-Men!!!

AFTERWORD

Well, the X-Men did it! They beat Magneto and the Brotherhood! They stopped the Breeder Bombs! They hit ’em with the Hein!

I’d like to extend special thanks to Joerg Bender from Things from the Basement, LLC. for all his help with the temple MDF kits. I was staring at a stack of pink insulation board, thinking I was going to have to construct the temple for this scenario, when I logged onto The Miniatures Page and saw these kits advertised. They’re from Joerg’s Frostgrave: Ghost Archipelago terrain. It couldn’t have been better timing. I immediately purchased the set. I was worried that painting them would obscure the detail, but Joerg assured me it wouldn’t and shared his painting technique. He even offered to replace the pieces if the paint job obscured the detail. As you can see, it didn’t. So thanks, Joerg!

Also, thanks to Scott Pyle and company for creating Super Mission Force and making the playdoc version available to gamers early!

This scenario was by far the most fun scenario to play in the campaign. The classic match-up between the X-Men and Magneto didn’t disappoint. I made a lot of changes from the original as it was written for the RPG. In the original, Magneto and the Brotherhood were robots, the Breeder Bomb was active, and Magneto had some generic mutants helping him out. I decided to add Sauron and the saurian henchmen instead of the generic mutants. Once I decided to use Sauron, I couldn’t resist using Ka-Zar, Shanna and Zabu. (More on them in the next post!)

I think that throughout the five scenarios of the campaign I managed to learn the rules pretty well, although I was using an early version of the playdoc Scott Pyle graciously provided (version 1.30 to be exact). I know the test rules have been updated and modified since then, and I eagerly wait the final product. In the meantime I think I used a lot of the powers and maneuvers and got a pretty good handle on combat.

Of course I’m sure I made mistakes and overlooked some stuff, just as I consciously changed and ignored some things. There’s a lot more to the game than what you read here: I pretty much ignored backgrounds and character development, because I was using established comic characters that I adapted to the system. Perhaps when the finished rules come out I’ll create my own supers team to experience more of what Super Mission Force has to offer.

Here are my SMF builds for the villains and team-ups in this scenario:

Magneto (Powerhouse) Major: Power Blasts, Mentalism, Minor: Flight, Force Field, Iron Will, Telekinesis

Quicksilver (Speedster) Major: Speed,  Minor: Armor, Clever

Scarlet Witch (Blaster) Major: Power Blasts, Minor: Fortune, Jinx

Blob (Brick) Major: Super Strength, Minor: Armor, Density Increase

Toad (Brawler) Major: Scrapper, Minor: Leaping, Super Agility

Sauron (Wild Card) Minor: Flight, Melee Specialist, Stun, Parasite

Saurian Henchmen (Veterans) Minor: Power Blasts, Melee Specialist

(Note that these archetypes represent the early versions of these characters, before Scarlet Witch became one of the most powerful mutants on earth, before Toad was a badass and before Sauron could breathe fire.)

Ka-Zar the Savage (Wild Card) Minor: Fast, Melee Specialist, Rapport (Shanna), Super Agility

Shanna the She-Devil (Wild Card) Minor: Fast, Melee Specialist, Rapport (Ka-Zar), Super Agility

Zabu (Big Cat) Minor: Enhanced Senses, Melee Specialist, Leaping, Super Agility.

Yes, Ka-Zar and Shanna are essentially the same character. (Shouldn’t they be?) For Zabu, I didn’t follow any rules. I just gave him what I thought an intelligent Smilodon should have. I also gave him a base movement of 12 and a body of 8, in case anyone cares.

And that’s about it for now! I think I’ll take a break from SMF (and supers gaming in general) until I get my hands on the finished rules. I may adapt more TSR Marvel Super Heroes adventures when that happens, so stay tuned! In the meantime I have something big (pun soon to be understood) planned for May.

See you soon!

MH-1: The Breeder Bombs: A Super Mission Force Campaign

With the holidays over and my Reaper Nativity project done, it’s back to Super Mission Force for some solo supers gaming. I can’t wait until the final version of these rules is available for purchase, because I’ve been having a blast with just the rough play doc versions!

Up next is my adaptation of MH-1: The Breeder Bombs, featuring the Uncanny X-Men! The plots of most of these old  TSR Marvel Super Heroes adventures are pretty ridiculous and terrible, even by comic standards, and this one is no exception. I made some changes to the plot (and some scenarios) as you will see.

As originally written, the module opens up with the majority of the X-Men training in the Danger Room while one lone X-Man is alone in the mansion, making lunch. The Fixer suddenly bursts into the mansion and attacks the lone X-Man. He’s pissed and looking for Wolverine because someone mailed him a videotape of Wolverine killing his partner, Mentallo. Of course, Wolverine is being set up, and when they investigate, the X-Men find a warehouse with robot duplicates of Wolverine and Mentallo, as well as the real Mentallo, captive and alive. He reveals that Magneto is behind the tape, and that his plan is to detonate “Breeder Bombs”, explosives that will force mutations upon all humans, thereby ushering in the age of Homo Superior. Then the X-Men travel to various spots on the globe to defuse these bombs, battling Sentinels, Soviet Super-Soldiers, and finally, Magneto himself, who reveals he’s been set up himself and he’s not behind it after all…it’s all the work of a ROBOT DUPLICATE of Magneto! The X-Men face off against this robot Magneto and his robotic Brotherhood of Evil Mutants in the climactic chapter.

Well, that’s sure a pile of crap for a plot. We are to believe Robo-neto went through all the trouble of making robot duplicates of Wolverine and Mentallo just so he could tape robot Wolverine “murdering” robot Mentallo…all to enrage The Fixer, who is hardly a real threat to anybody. The Fixer decides to get revenge by attacking the X-Men where they live. He’s supposed to be a mechanical genius, but apparently lacks basic common sense to know that he’ll definitely get his ass handed to him in short order if he takes on the whole team by himself. Also, while we’re at it, why not ask why the hell did Robo-neto do this at all? It certainly doesn’t further his Breeder Bombs agenda. Even a robot duplicate of Magneto should have enough sense to know that Fixer can’t take out the X-Men on his best day. So why poke the hornet’s nest and get their attention, which allows them to investigate and find Mentallo, who then reveals the whole plot? Why not just kill Mentallo for real while you’re at it to ensure his silence? No, the whole first 2 chapters are just plain silly. So I modified them for SMF scenario purposes, as you will soon see.

Moving on, the actual Breeder Bombs scheme isn’t bad. In fact, it’s something the real Magneto might actually do. So I decided to dispense with the entire ridiculous robot Magneto/ robot Brotherhood element and just make the real Magneto and the Brotherhood the main opposition in the adventure and modified the scenarios accordingly. The results I hope will be fairly true to the original adventure. Guess we’ll see soon enough!

Before we do that, though, I thought I’d share my Super Mission Force builds for the X-Men. Please note that these violate some of the rules of character creation and team building, but this is hardly competitive play.

Cyclops (Blaster): Major: Power Blasts, Minor: Clever, Enhancement

Colossus (Brick): Major: Super Strength, Minor: Armor, Resistance

Rogue (Brick): Major: Super Strength, Minor: Flight, Mimic

Nightcrawler (Wild Card): Minor: Multiple Limbs, Obscurement, Super Agility, Teleport

Kitty Pryde: (Wild Card): Minor: Clever, Density Decrease, Obscurement, Savant

Storm (Super): Major: Power Blasts, Minor: Flight, Force Field, Obscurement, Telekinesis

Wolverine (Powerhouse): Major: Scrapper, Minor: Melee Weapon, Rage, Regeneration, Enhanced Senses, Tough, Fast

All in all, a pretty powerful team. I considered giving Cyclops Resistance (minor) instead or Enhancement, but I think both fit him. He’s an effective leader but also tough to put down. I guess either one would work. Although he doesn’t meet the definition (i.e. he’s not one of the most powerful beings on the planet), Wolverine is a Powerhouse because of the sheer number of powers he has. I think it’s tough to see Wolverine without any of the powers I gave him. Kitty’s Density Decrease power works a little differently than in the SMF rules: while making a Density Decrease attack against anything electronic or robotic, Kitty gets an extra attack die. This represents her unique ability to screw with machinery while phased. Storm’s powers are all a result of her weather control; again, since she has so many things she can do, she falls into the Super category.

Up next, the first scenario: The Danger Room!

 

The Nativity

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I’m not what you’d call a religious person (I did my time and never looked back). But my mother is, and this year I decided to give her a gift I thought she’d love. So I picked up Reaper’s Nativity (sculpted by the great Sandra Garrity) and got to painting.

I ordered this way back in November, because I knew I would need the time to paint it and base it up so that it was ready for Christmas, and I knew that I would procrastinate until the very last minute. And I did. See, once I made the decision to paint the Nativity scene, it immediately became work. As in no fun. But I stuck to my rule: until it was done, if I wasn’t painting the Nativity, I wasn’t painting anything.

Pretty soon I decided to add the shepherd and sheep to the scene, as it would help to fill out the base (and it would look better). So another order from Reaper was necessary. In case you’re interested, my painting order was Joseph, Wood Backdrop, Mary, Shepherd Boy, and sheep, with Jesus being painted here and there along with the others.

I bought the base at Michael’s, added some stain and polyeurethane. Nothing fancy. I got the plate engraved (“Peace on Earth”) at Things Remembered. I decided to pin all the miniatures to the base so they would stay where I put them, with the exception of baby Jesus. Some people like to keep Jesus out of the Nativity scene until Christmas Day (my mother is one of them), and besides, there’s no way to pin the manger without seeing the pin. He’s the only unattached piece in the scene.

Total cost: $38.00 for the miniatures (plus shipping), about $2 for the base, $24 (!!) for the plate and engraving, and my time…which for my mother, is of course free.

I’m happy with how it came out, especially the star, which I dreaded painting (I hate painting and shading yellow). Hopefully she will like it too.

Merry Christmas to all!

He’s a jerk…but he’s OUR jerk! A Super Mission Force AAR

You gotta love Northstar. The stereotypical snooty Canadian-French skier, Jean-Paul Baubier epitomized superhero douchiness long before he became the poster boy for gay marriage in comics. A while back I repainted Alpha Flight for use in Supersystem 3. I never got around to using them until now, and it’s for my second Super Mission Force AAR! To battle!

Good day, eh?

Alpha Flight!

 

Watch oot! Sentinels, eh?

Watch oot! Sentinels, eh?

 

Dang robots! Get off m'lawn!!

Dang robots! Get off m’lawn!! (Just ignore him. He has no part in the battle.)

The scenario is a simple one. Alpha Flight has been called to a remote area of Canadian wilderness, intent on investigating a distress call coming from an ice-fishing shack. It’s all a ruse to capture Canada’s mutant superhero, Northstar! (Aurora is a mutant, too…but no one seems to know that.) Sentinels appear on the horizon, and battle is joined! The Sentinels must capture Northstar and flee the board. Alpha Flight needs to stop that from happening.

Turn 1

The Sentinels make use of their Metamorph Ability at the start of the first turn. Until further notice, they will have the following profile: Enhanced Senses, Flight, and Entangle in addition to their other base powers (see below).

Alpha Flight gains initiative for the first turn. Puck moves first, cartwheeling towards the center of the board.

Sentinel #1 flies 20″ into the middle of the board. Sasquatch trades his move for a Leap and leaps into combat with Sentinel #1. He manages to inflict 2 damage to the robot on the charge!

The squad of Sentinel Troopers moves, flying 20″ to the middle of the table. (This is a 10-man Henchman squad, but I only have 6 models. So we’ll just have to imagine the other four. Any damage inflicted on the squad will come off the imaginary models first.)

Guardian flies close by the Trooper squad, blasting them for 2 damage! (The squad now has 8 members, but since I only have 6 models I didn’t remove any). Sentinel #2 activates and flies into the fray. He uses Entangle on Guardian and succeeds in trapping him in serpentine sinews of strength-sapping steel! (I’m here all week, folks.)

Shaman reaches into his medicine bag and teleports 10″ closer to Sentinel #1. He then blasts it for 2 more damage.

Sentinel #3 flies to the center of the board.

Laissez mon frere seul!!

Laissez mon frere seul!!

Aurora moves closer and blasts Sentinel #1 for 5 damage, destroying it! (It failed its KO check). Teamwork in action!

Cochons! Rencontrez mes poings!!!

Cochons! Rencontrez mes poings!!!

Finally, Northstar moves, flying directly at the group of Sentinel Troopers. He uses Hurricane Charge, which allows him to re-roll 2 dice on his attack. He scores 5 net goals, removing five models! That’s one pissed-off Canadian! Unfortunately, he is now stuck in melee combat with the Henchmen group. (Northstar tends not to think things through.)

Not a bad first turn for the heroes!

Turn 2

Sentinel #3 changes its Metamorph profile. It now has: Melee Weapon, 6″ extra move, Super Agility.

Graaaaaah!

Graaaaaah!

Alpha Flight retains initiative. Sasquatch wastes no time and charges Sentinel #3, causing 2 damage.

The Sentinel Troopers pile in on Northstar. They can’t use their blasters, so they have to go old-school and try to punch him out. They manage to collectively inflict 1 damage on the haughty mutant. Northstar attacks back in a fit of pique and indignation, but does no damage. Merde!

Sentinel #2 quietly sneaks up (!) and uses Entangle on Northstar. He succeeds, and Northstar is rooted to the spot! Guardian uses the opportunity to free himself from his own entanglement and fires away at Sentinel #2, infilicting 3 damage!

This is not how Sasquatch thought it would go...

This is not how Sasquatch thought it would go…

Meanwhile, Sentinel #3 attacks Sasquatch with its newly-formed melee weapon (let’s call it a drill. I like big robots with drills). It scores 7 goals, while Sasquatch scores none. Sasquatch is downed and fails his KO check, so he ain’t getting back up!

Sisterly devotion.

Sisterly devotion.

Puck continues to cartwheel along. Aurora, seeing her brother helpless and at the mercy of Sentinel Troopers and Sentinel #2, charges forward and takes out the rest of the Trooper squad! Shaman teleports again, closer to Sentinel #3. He blasts the Sentinel that just dropped his buddy Sasquatch, but does no damage.

Turn 3

At the start of the turn, Sentinel 3’s system diagnostics assess and repair 1 box of damage. Both remaining Sentinels alter their Metamorph powers to: Melee Weapon, 10″ range, +6″ Movement.

The Sentinels gain initiative. Sentinel #3 attacks Shaman from 6″ away, but misses. Northstar escapes his entanglement and flares like his namesake, attempting to stun Sentinel #2. Sentinel #2 is unimpressed (and not stunned).

Sentinel #2 attempts to grapple Northstar from 10″ away, but fails to grab the slippery skier. Guardian takes the opportunity to blast Sentinel #2 for 3 damage.

Here I come, eh?

Here I come, eh?

From across the battlefield, Puck puts on a Speed Burst and charges Sentinel #2 from 20″ away! (I’m sorry, but the image of a cartwheeling, back-flipping Puck charging halfway across the battlefield made me laugh aloud.) Unfortunately, although he manages to get into combat, our diminutive friend does no damage to the Sentinel.

Aurora blasts Sentinel #2 for 1 damage, barely missing her teammate, Puck!

Turn 4

The Sentinels keep their Metamorph configuration. Neither of them are able to regenerate any damage.

Wouldn’t it be awesome if Puck took down a Sentinel? Well, that didn’t happen, but he managed to inflict 1 more damage on Sentinel #2.

Unhand me!

Unhand me!

Sentinel #3 successfully grapples Northstar and turns towards the table edge. Next turn, he’s gonna morph over to Flight and fly away with his prize unless someone stops him! Aurora frantically power-blasts Sentinel #3, but does no damage!

Shaman summons the Spirit of...whatever!

Shaman summons the Spirit of…whatever!

Sentinel #2 attacks Puck, but the little guy cartwheels away unscathed. Meanwhile, Shaman teleports closer to Sentinel #3 and summons…a monster! (Monster by Rattrap designs.)

Say hello to my little friend!

Say hello to my little friend!

The summoned monster charges Sentinel #3 and inflicts 1 damage!

You would think a thank you was in order, but...

You would think a thank you was in order, but…

Guardian rushes to Northstar’s aid, powerblasting Sentinel #3. He scores a ton of goals, resulting in a net 6 damage! Sentinel #3 is destroyed! (After failing its KO check.)

Victory!

Victoire!

Northstar is released as a result, and in a fit of rage, charges the last remaining Sentinel, #2. He does 2 damage, enough to put down the Sentinel for good.  Game over!

AFTERWORD

This game took me less than 30 minutes to play, not including the time it took to build the characters, take the pics and log the action.

Here are my builds. Again, I don’t follow the Super Mission Force rules regarding power allotments or team restrictions, because I’m adapting established super-teams to the game. Of course, you can play however you like.

Here are my builds:

ALPHA FLIGHT

Guardian (Blaster): Major: Power Blasts; Minor: Force Field, Teleport, Flight

Puck (Brawler): Major: Scrapper; Minor: Super-Agility, Resistance

Sasquatch (Brick): Major: Super-Strength; Minor: Leaping, Rage, Resistance

Shaman (Sorcerer): Major: Sorcery (Power Blasts, Summoning, Force Field, Density Decrease, Healing); Minor: Flight, Iron Will

Aurora (Speedster): Major: Speed; Minor: Power Blasts, Flight, Stun

Northstar (Speedster): Major: Speed; Minor: Flight, Stun, Rapport (Aurora)

SENTINELS

Sentinel Mk II (Metamorph): Major: Metamorph; Minor: Construct, Massive, Super Strength, Regeneration

10 Sentinel Troopers (Ranged Henchmen Group) Minor: Power Blasts, Flight

 

 

Wrecker needs Twinkies: A Super Mission Force AAR

This may as well be called the Marvel Team-Up or Marvel Two-in-One you never read. That’s because…well, you’ll see.

I like to have a scenario in mind when I post an After Action Report so that it reads as more than just a random slugfest. For this one, I was inspired by all those Hostess ads in the old Marvel comics of the early 80’s…ones where a Marvel hero had to thwart a jokey villain in his attempts to steal a shipment of fruit pies or cupcakes. So I figured he Wrecker has a hankering for some Twinkies and doesn’t want to buy a box when he can just steal a shipping crate full of them. He enlists the aid of the rest of the Wrecking Crew and grudgingly promises to share his Twinkies with them. Standing opposed to this nefarious crime are none other than the Amazing Spider-Man and the ever-lovin’ blue-eyed Thing! (I could write comics.)

A fine day in Manhattan...

A fine day in Manhattan…

 

Hey! That's the Wrecking Crew

Hey! That’s the Wrecking Crew in the shipping yard!

 

Aw, crap. And I was having a good day.

Aw, crap. And I was having a good day.

 

Turn 1

Ouch.

Ouch.

The Wrecking Crew gains initiative, thanks in part to Thunderball’s Clever Boost, which gives them one extra die towards initiative. Piledriver wastes no time in grabbing a nearby lamppost and tossing it at the Thing. The resulting hit does 3 Body damage and knocks Thing back into the wall, knocking him down.

Ouch.

Ouch.

Thing gets up and grabs a nearby mailbox and beans Piledriver with it, returning the favor. the hit only caused one damage, but knocked Piledriver back 5″ into a nearby Mini. Meanwhile, Bulldozer moves towards Thing to keep him away from the shipping yard.

"Out of web fluid!"

“Out of web fluid!”

Spider-Man trades his move for a Leap, leaping 32″ down onto the corner of the shipping crate. He tries to web up the Wrecker, but fails to get even a single goal. That old Parker luck strikes again!

"Let me help you down from there..."

“Let me help you down from there…”

Spider-Man is too high up for Thunderball to attack him unless he throws something, but Thunderball tries something different…he attacks the shipping crates! His gamble pays off as he scores a whopping 10 goals, enough to destroy the crates!

Wrecker screams at Thunderball, “There better not have been any Twinkies in there or they’re coming out of your cut!”

Oboy.

Oboy.

Spider-Man takes no damage from the fall (it’s less than 2″), but he is knocked down in front of a huge guy with a wrecking ball. Not really where you wanna be.

Finally, Wrecker attacks the shipping crate in front of him in search of Twinkies. No luck…this crate contains only pink Sno-balls. Yuck!

Turn 2

Charge!

Charge!

The Wrecking Crew hold onto initiative. Bulldozer does what he does best and charges the Thing, but ol’ Rockface just squares up and meets him head-on. They exchange punches, but neither one lands anything damaging.

Thunderball takes his shot at Spider-Man, but Spidey manages to wiggle out of the way of the wrecking ball…for now. He follows up with a roundhouse to Thunderball’s chin that cracks him for 3 damage! (For some reason I forgot to apply knockback. Not that it made a difference overall, but still noteworthy.)

Piledriver moves towards Thing, but doesn’t reach him.

 

I need some space...

I need some space…yikes!

Finally, Wrecker gets annoyed and charges Spider-Man. After all the dice are rolled, Wrecker hits Spidey for a whopping 7 damage! Spider-Man fails his KO check and is…well, KO’ed!

Best not to think about what happens next...

Best not to think about what happens next…

 

Turn 3

The Wrecking Crew keeps initiative. Piledriver charges Thing, but Thing sees him coming and shrugs it off.

It's Clobberin' Time!

KA-POW!

“It’s Clobberin’ Time!”  Thing hauls off and decks Piledriver with a Haymaker punch, knocking him back 25″!!! Piledriver fails his KO check and is out!

Bulldozer once again attacks Thing, but does no damage.

Off-camera, Thunderball takes an action to “ace” Spider-Man. This means exactly what you think it means.

Wrecker moves to another crate and rips it open. Lemon cupcakes! Arrrgh!

Turn 4

Thing finally gains initiative! He makes a quick recharge roll for Haymaker and succeeds, allowing him to use it again this turn. He tries it, but fails to damage Bulldozer.

Bulldozer hits Thing for 1 damage, knocking him back 5″ and knocking him down.

Done with that...

Thunderball moves towards Thing. Wrecker moves upstairs towards a new crate. There has to be a crate of Twinkies somewhere!

Turn 5

The villains gain initiative. Bulldozer, now 5″ away from Thing, charges him! Thing takes 3 damage and needs to pass a KO check. He succeeds!

His best Sunday punch!

His best Sunday punch!

Thing stands up and recharges his Haymaker successfully. He hauls off and creams Bulldozer with this roll.

Can you find the Bulldozer in this picture?

Can you find the Bulldozer in this picture?

Bulldozer fails to resist even one and goes flying 45″! He fails his KO check and is out!

Thunderball continues getting closer. Wrecker finds only apple-filling Fruit Pies in his crate.  “Curse you, Fruit Pie the Magician!”

Turn 6

Have a camper!

Have a camper!

Thing can barely keep standing, so he figures it might be wise to keep some distance between him and Thunderball. He picks up a nearby camper and throws it at the villain, hitting him and inflicting 3 damage!

Thunderball pushes the camper off himself and stands up, moving towards the Thing with obvious ill intent.

Wrecker rips open another container…Funny Bones???!!! How did these get here? Hostess doesn’t even make these!!!

Turn 7

Crap.

Crap.

Thunderball charges Thing and hits him for 1 damage. As he loses consciousness, Thing wonders if he might have been better off just letting the Wrecking Crew have the damn Twinkies.

AFTERWORD

First off, this was a blast. It took me around 45 minutes to play this, and that was with me looking up rules, taking photos and logging the action for this AAR. Once I learn the rules completely, I would imagine this game would have taken me 20 minutes or so.

That’s awesome. This system is so easy and quick that I imagine it would be quite simple to get an entire set of linked scenarios done in a couple of hours. An entire campaign in one afternoon? Sounds good for folks like me that can’t seem to get his friends all together more than twice a year.

Also, in case anyone’s interested, here are my builds for these heroes and villains.

The Wrecking Crew

All Bricks, so all have Super Strength as their Major power. (Yes I know technically you’re not supposed to have more than one of the same archetype (except Wild Cards) on the same team, but I defy anyone to tell me that any member of the Wrecking Crew is anything BUT  a Brick.

Wrecker:  Minor: Melee Weapon, Resistance

Thunderball: Minor: Melee Weapon, Clever (Boost)

Bulldozer + Piledriver: Minor: Resistance, Tough (Boost)

The Heroes

Thing (Brick): Major: Super-Strength; Minor: Armor, Resistance, Tough (Boost)

Spider-Man (Brawler): Major: Scrapper; Minor: Leaping, Entangle, Enhanced Senses, Super-Agility

Again, I know I broke the rules here by giving them more powers than allowed, but as as I said before, it’s tough to picture these heroes (especially Spidey) without all of these powers. Having more powers clearly didn’t help them in the above battle. It’s not a matter of game balance for me…it’s about having fun!

 

A Handful of Heroclix Repaints

I’m always repainting clix in between my other projects, since I know eventually I will use them for Supersystem 3.  Here are a few I’ve done recently.

First up, Daredevil and Elektra. This Elektra model is from the first Infinity Challenge set, and TBH I like it the best out of all the Elektra sculpts that have come since. While painting her costume I was once again struck by how ridiculous it is. It would take her an hour just to wrap those stupid scarves and sashes around her arms and legs, but hey…I guess it looks cool.

The Daredevil figure is also my favorite clix version of him. These miniatures were very easy to repaint…I just added shading and highlighting to what was already on the miniature. Red is an easy color to work with. I think Daredevil took me about a half hour. Elektra took longer (stupid costume).

Some loser villains, L-R: The Grey Gargoyle, Blastaar, the Wizard, and Batroc “zee Leepair”! I’ll need the first three soon for SS3 games, but I couldn’t resist repainting Batroc just for laughs. He may be one of the most ridiculous villains ever, which is perfect for a fun game of SS3. Apparently, a stray brush strand adhered to Grey Gargoyle and I only just noticed it while messing with the picture. Let’s hear it for hi-res cameras! This assortment of miniatures is a good example of how I repaint batches of miniatures with similar color schemes all at once, even if I won’t be using them anytime soon.

Lastly, a repaint of The Mad Thinker and his Awesome Android! Definitely crying out to be used in a series of linked scenarios. I’ll get on that soon…

Classic Grenadier Wizards

This boxed set was the second set of miniatures I ever bought, the first being the well-known “Tomb of Spells”. I bought them when I was in 6th grade.  Like all of the miniatures I painted back then, I covered them in Testors gloss enamels and thought I did a swell job. Many years later, when I discovered things like acrylic paints and shading, I realized they looked truly horrendous and stripped them with the intent of repainting them later. Years passed and they languished. Then came Warhammer, and all my painting time was taken getting my armies ready for the table. I wanted to paint them last year for WizarDecember, but couldn’t find the time. Now, at age 43, they have finally been repainted.

I painted these first five to resemble the Istari, the five wizards of Middle-Earth. From l-r: Pallando, Radagast, Gandalf, Saruman, and Alatar. Who are Alatar and Pallando, you ask? Well, they are the Blue Wizards, referred to by Tolkien as “lesser” wizards, of which little is known other than their names. After their arrival in Middle-Earth, they quickly “passed into the East”, where nothing was ever heard from them again.

Of course, Iron Crown Enterprises, who once held the license for the Middle Earth RPG and the Middle Earth: The Wizards CCG, did much to expand (i.e. create) the lore of these two wizards. In the CCG, players take the role of one of the wizards. Pallando is portrayed as a diviner/seer, and many of his card effects allow some sort of precognitive ability. Alatar is a very martial wizard who can dish out some heavy damage. So I chose the Illusionist miniature for Pallando and the Druid (with shield and sword) for Alatar. The others were also fairly easy choices: Radagast is a “Druid with dart”; Gandalf (Enchanter)has the big floppy hat, and Saruman (Sorceror) is holding a crystal ball (a palantir?).

I don’t normally rebase these old classics, but I decided to make an exception with this set. I considered adding a sword to Gandalf to represent Glamdring, but chose to leave him unmodified.

The remainder of the set is above. From L-R: Wizard, Cleric, Archmage with spell, Magician, and Warlock. The wizard was my least favorite miniature to paint because his detail is somewhat ambiguous; there are times I didn’t know what I was supposed to be painting. His “familiar” on his shoulder is horribly sculpted as well. I have no idea what it’s supposed to be. The Archmage comes with two “spells”; the hand shown above and  the head of something so poorly sculpted it also defies description. I chose the hand. The Cleric and Magician models are my favorite miniatures in the set, and to this day when I think of a wizard or cleric these guys come to mind. Last is the Warlock; not one of my favorites but I did what I could with him. I decided to paint him as a Bright Wizard; someone who can fling a fireball or two. I hate painting orange, but I think he turned out ok.

Painting old school miniatures like this is always fun. I think I’ll paint another Grenadier boxed set soon.

Red Dragon

I don’t often paint large models, but I’ve had this fellow on my painting table in various states of assembly and painting for a couple of years now. It’s  a red dragon from Grenadier’s Julie Guthrie’s Dragons line, circa late ’80’s-early 90’s.

Of course, nothing says I had to paint it as a red dragon. In fact, I was considering painting it a greenish-black and using it as a swamp dragon. I even went so far as to basecoat it green, but then changed my mind and went with the red scheme. I used mostly Vallejo colors (Red Black, Rusty Red, Gold Yellow) and Citadel paints (Stegadon Scale Green, Sotek Green, Scorpion Green).

Compared to some of the dragon miniatures available today (i.e. Reaper), this one is pretty small, but is perfect for representing a young dragon rather than an ancient wyrm.

I have a love for Grenadier miniatures, as together with Ral Partha they were pretty much the only game in town for Fantasy miniatures when I was young. These dragons could be a pain in the ass to assemble, and this one was no exception, requiring copious amounts of green stuff to fill the gaps where the wings join the body. Nowadays it would probably be cast from plastic, or at least the wings would be, which would make it easier to assemble as the weight of the wings wouldn’t require pinning.

For the base, I added an axe along with a bit from an Army Painter accessory pack (the helmet with the snake). I smoothed out the contours with green stuff and added sand, tufts and static grass.