WH39kRelicRevisited (2)

Playing Relic Again (For the Last Time?)

With all of the Zombicide conent as of late, I’m getting a little backlogged on these posts.  I figured I’d slip in an awaiting post for a little change of pace–rest assured that I’ll go back and finish up the zombies soon…

So, earlier this month, the guys came over for game night.  We had a really good turnout, including some guys that rarely show.  Per usual, some people brought some of the new hotness that they wanted to play, including the Star Wars mini-game, and Relic (for which, Kurt had picked up an expansion or two).

WH39kRelicRevisited (1)In case you don’t recall, I did a write-up after the first time we played the game and didn’t give it a favorable review.   I didn’t particularly care for it, but now that I’m going back and reading it, I wasn’t as negative as I seem to remember.  Anywho, Kurt expressed an interest in playing and that kind of snowballed.  Everyone seemed either generally interested or at least willing to go along, and I didn’t want to be the fuddy-duddy, so I joined in.

The new expansions introduced two new ideas: the idea of an enemy (or whatever you call it), and a new section of board that allows players to get more powerful.  The first one was necessary because we had too many players, and when nobody spoke up I chose to be the enemy.  I wound up picking the Khorne marine because he had a mechanic that allowed him to vary his movement (albeit slightly), and I recall that being really powerful in the previous game.  I ultimately should’ve gone with my other option though: the Genestealer.  Oh well.

As the adversary, I felt that I didn’t have much impact in the game.   In effect, I seemed to be a timer that forced the game to be over sooner–though in practice, it didn’t work that way.  I wound up dying and resetting the work I had done towards ending the game.  But as the adversary, I was almost playing my own game: I couldn’t interact with anything on the board, had my own decks (some of which helped me and some helped my opponents), and could only choose to attack players if I landed on them (though several of them were stronger than me so there was no point in doing so).  So, while it was possible to win, it didn’t seem like that was the objective.

The other new addition was an expansion to the board, which allowed you to roam the halls of Terra.  Brandon went straight there from the beginning, but while the others were running around grabbing loot and leveling up, he only managed to grab a handful of affiliations.  He also felt like he couldn’t get out of the area effectively without wasting a lot of turns.  In the end, I think the general consensus was that to use the area effectively you had to gear up/level up a bit before going in.

WH39kRelicRevisited (2)The game took a long time.  In fact, after 3-4 hours of playing, nobody had won and we eventually given up.  Come to think of it, by that point, only one person had managed to leave the outside ring of the game.  That person was in the middle ring for two turns, then entered the “inner sanctum” (or whatever you call it) for a few turns, but when he got halfway through, he earned his last corruption token and was removed from the game.  In total, virtually everyone had died at least one, and two people had their characters completely corrupted and removed from the game.

It wasn’t without it’s moments though.  Part of why everyone seemed to die was because players seemed to roll insane dice for enemy combats.  Albert was pure insanity when he rolled his dice, habitually rolling successive exploding 6’s.  The worst though was Brandon, who ensured that Kurt couldn’t win any combat: getting to the point where he rolled four in a roll on an “easy battle”, and killing his character outright.

But my opinion of the game really hasn’t changed.  It’s beautiful and incredibly thematic, but it’s too slow and random, so I really don’t care to play it again.  I would though, if others around me wanted to, but I don’t think you’ll ever find me suggesting we play it.

Maybe when Kurt gets around to painting all of the figures… :)




WH39kZombicideProgress (9)

Zombicide: A Splash of Color

WH39kZombicideProgress (10)In my last post about Seekers, I wound up alluding to the possibility of adding a splash of color to my models.  I was intentionally vague because, at the time, I wasn’t sure what all I wanted to do to them.  My friend had a vial of GW’s Technical Paint called “Nurgle’s Rot,” that I’d contemplated dabbling with.  He offered to let me try it out, but I ultimately proved too impatient and I just went with straight blood effects.

WH39kZombicideProgress (14)I don’t use the GW technical paints for blood, instead using Tamiya’s Clear Red.  You can see more on my earlier attempts at blood effects in my Dishonored Imperium Statues and my Building Posts.  All that you really have to do is glob on the effect–then you can generally apply another coat of it mixed with black for a dried blood look.

WH39kZombicideProgress (11)Since these are board game models, I didn’t figure the models required that much detail, so I opted to skip the “dried blood” effect, and just went with the red/gory look.

My first inclination was just to do a little bit here and there on some of the models to make them stand out.  After all, I just wanted to include the effect on the board, but didn’t want to put in the time to bloody them all up.  After working through a few figures, it was clear to me that I had to work on every figure to make them truly horrific; however, I didn’t want to make them all the same.

WH39kZombicideProgress (12)The obvious (and really great looking) style was to paint blood hands and mouth, but with 280 zombies to paint up, I had to mix things up.  So, I tried to make some bleed from the eyes, or any of the various open wounds they have.  The runners that were clutching their chests all seemed to get massive coronaries, while models that looked as if they were stumbling often were the recipients of head wounds.  Really, it was a matter of whatever looked good on the model, or whatever I was feeling at the time.

WH39kZombicideProgress (16)I also took the time to paint up all of their bases as well.  As I discussed before, I went with gray for most of the models, and used black bases for the runners.  I think that it’s distinct enough that it’s easy to pick them out, but not so obvious that it seem to detract from the overall board state.

WH39kZombicideProgress (15)In most cases, I think the blood really stands out well; though in some of the zombie types (namely the berserkers and also the seekers), it’s a little subtle for my likes–but I didn’t want to neglect them, or to overdo the effect just to make them stand out.

So now the question is how do I seal them?  Do I just go out and buy a few cans of spray sealant and see if I can make another hole in the ozone?  Or do I resort to the dreaded dip…?

WH39kZombicideProgress (8)

Zombicide Progress: Seekers

With all of this work on Zombies, it seems almost a let-down to do a post on Seekers.  All of the previous posts have included a minimum of 29 models (with some up over 100+), so to do a post covering 16 models seems like a cop-out.

In order to complete the series though and to document the scheme (in case I have to paint more in the future), I might as well do one.

WH39kZombicideProgress (8)These guys are from the “Angry Neighbors” boxed set and have a special rule that they gain an activation every time that another seeker card is drawn.  I actually like the sound of the mechanic, but it really seems like it would work best in a deck without all of the other zombies in it.  Otherwise, the odds of drawing them is far less likely, so the threat of them getting extra activations is minimized.

For the scheme, these guys are supposed to be black, which is notoriously difficult to paint.  I didn’t want to shade it with gray, so I felt that I was really left with purple or blue to shade with.  I opted not to do purple because I thought that was a color that they could use for zombies in the future, so I went with blue (ignore the fact that blue is the more obvious choice for them to reuse).

The good news is that these are definitely black, so if I wind up doing a batch of blue zombies in the future, I’m confident that they’ll be light enough to be easily differentiated from this group.

The scheme is simple.  I just used subtle mixes from black through:

  • WH39kZombicideProgress (7)Based Black
  • GW Midnight Blue
  • GW Lightning Bolt Blue

I never got to the point where I applied pure Lightning Bolt Blue to the model, but I did get close with the final highlight.

So, at this point, all of the zombies are painted, they just need to be based, sealed, and maybe have a little splash of color added…

WH39kZombicideProgress (4)

Zombicide Progress: Skinners (and Crawlers)

WH39kZombicideProgress (1)I have to admit that I’ve never played with Skinners/Crawlers in Zombicide before.  I’ve only played about half a dozen games.  About half of those were with the base game and the other half were missions from the base game with zombies added from both the Toxic Mall & the Prison Outbreak sets thrown in.  Until now, nobody I know has owned the Rue Morgue boxed set (or the Angry Neighbors one either), so they just haven’t come up.

WH39kZombicideProgress (4)From what I can tell, these are essentially normal zombies that also have an added rule that says for every “1” you roll when trying to kill them, you also spawn a crawler zombie who has the “low profile” skill (essentially meaning that they die last).  Doesn’t seem like a huge difference, but I guess it’s worthy enough of a separate paint scheme.

Since the base models are yellow, I painted mine up starting with the rustoleum “Rusty Primer” paint, and then layering up oranges/yellows in the following scheme:

  • WH39kZombicideProgress (6)P3’s “Ember Orange”
  • Vallejo Model Color 70.953 Flat Yellow
  • Vallejo Model Color 70.949 Light Yellow

Which is quite similar to the scheme I used for the flesh on the Berserkers from earlier, but I’m happy to say that they turned out distinct enough to stand out in a crowd.

You’ll notice that some of them have their bases painted black–that’s something I’m toying around with to help differentiate runners from walkers in the game.  I find that they easily get lost in the shuffle, so I’m playing with color schemes on the bases to see if that will help them stand out at all.

I guess time will tell…



Zombicide Progress: Berserkers

I don’t use “tags” very much in my blog, preferring to associate things together with “categories” instead, but since I’ve started what appears to be a short series of posts on painting up my models for the Zombicide board game, I might as well do a tag for them.  So you can find all previous posts on the subject under that tag here:


Wh39kZombicidePainting (4)Anywho, with the zombies from the base game and the first expansion done, I moved on to the second expansion…  Zombicide Season 2: Prison Outbreak.   That set is a stand-alone game and includes both basic zombies (included in my original paint-a-thon) and a new style of zombies called Berserkers.  Berserkers are the opposite of the Toxic Zombies from the last post in that they don’t explode when you melee them, but are rather immune to damage from ranged attacks.  Between the two, they ensure that you need a balance of ranged and melee weapons within your party if you’re to survive.

The models come in a brownish-red, almost rust-colored plastic so I wound up painting them that way.  Now, I could’ve painted them red, but I opted to go with a rusty/brown theme, thinking that they may one day release truly red zombies that I’d have to adjust my scheme for.  To get the effect pictured, I essentially just used the same colors/techniques that I used to paint rusty buildings long ago.  Of course, I didn’t salt them because I didn’t want them to look like statues or anything.  The scheme was:

  • Wh39kZombicide Painting(10)Rustoleum Rusty Metal Primer
  • Folk Art 2902 “Pueblo”
  • Apple Barrel 20569 “Harvest Orange”
  • Apple Barrel 21472 “Jack-o-Lantern”
  • Vallejo Model Color 70.953 “Flat Yellow” (which is essentially my substitute for the classic GW “Sunburst Yellow”

I just worked up through the various layers of those to produce the desired effects.   In the first picture (above) you can see models at various stages from Harvest Orange (left) to Jack-o-Lantern (back) to the yellow (front).  The below picture is a “completed” shot of all of the painted models (aside from their bases). Along with a sneak preview of the next style of zombie I’m working on (trying to determine whether the yellow is significantly different enough from the rust).

Wh39kZombicidePainting (9)For the bases, I suspect I’m going to paint them gray to match the tiles of the board, but I think I might do something special with the bases for the runners.  Unlike the fatties, they’re only subtly different from the walkers, so you at times lose track of which are which.  To avoid this, I could paint blood splatter on only one series of them (that seems decidedly unzombilike to not have blood on all of them), or I could just paint their bases a little different.  My initial thought is to go with black bases on the runners, so it’s obvious enough that they’re different, but it’s still a subtle/background color.  At least one of my friends thinks I need to go bolder and do something like red bases though.  I’m not so sure…

What do you think?