My latest guide sees me working my way through a massive game from Fantasy Flight. Descent: Legends of the Dark is a reboot of a classic dungeon crawler. The second part of my guides covers the enemies of the game.
Just like the heroes before them, the enemies are stunning models. There’s a great variety, something usually missing from core set enemies, that really adds to the feeling of a living, breathing world. The detail is superb as well, these are not your usual board game minis. Each one oozes character and have a real feel of dynamism, such as the bandit leaping through a cloud of smoke.
I’m really excited to see what they do in future expansions.
My latest guide sees me working my way through a massive game from Fantasy Flight. Descent: Legends of the Dark is a reboot of a classic dungeon crawler. The first part of my guides covers the heroes and the Dragon Hybrid Centurion. I’ll be covering the enemies in the next guide.
These are probably the best selection of characters I’ve seen from a dungeon crawler. A 32mm scale gives them much more presence and a great amount of detail. The variation is fantastic with both a cat and dragon person, a magical phoenix and 2 women. I only note the women as they fit in traditionally male roles, knight and dwarven fighter, in what I think is a tasteful way, no skimpy clothing or provocative poses.
I also loved the addition of POC. For these guides I base the paint job off the art work or other source material. This gave me the chance to stray from my norm and try different skin tones.
The only character that was a bit of a let down was Galaden the elf. Still great by most standards, just the most generic of the batch and very similar to nearly every other elven archer I’ve seen.
It’s a mild complaint though and they are some of the coolest models I’ve worked on in a while.
This was an exciting project me as I’m a big fan of Aliens, and it’s not difficult to see the clear influence the film series had on this game. The Intruders (what the game call the aliens), have clear similarities with the titular creatures. The similarities seem to cross over to the gameplay too, meaning this is one firmly on the to play list.
There seems to have been a lot of focus on the intruders as a big part of the package. The models are large and impressive, but tower over the crew as you’ll see in the images. Whilst this is fantastic for painting, giving a greater amount of space to work with and more detail with it, they do seem a little out of proportion for gameplay.
It’s always challenging tackling something derived from other forms of entertainment. I’ve never played the videogame these models were based off which is nothing new. It happened before with my guide for Horizen: Zero Dawn the board game, so I followed the same path I did for that. Lot’s of image searches and gameplay videos, focussing on the elements I would be painting, hopefully to get a look that a fan of the video game would recognise.
I’m a big fan of the Gothic aesthetic and the sculpts were over all great. The hunters each have a unique look but they suffer due to their size. They’re very small and as a result lose a lot of detail, with some elements blending into each other. The bosses are larger, which means you don’t see the same on them, other than Father Gascoigne, who stands around the same height as the hunters.
I didn’t have the space for the other enemies, but they are more like the bosses in quality, being quite large, crisp sculpts. It’s a shame that the player characters didn’t get a wee bit more to make them stand out.
I found the minis to be great quality and detail. Much bigger than the minis I normally paint, in fact towering over them. It might take longer, but I enjoyed having the space to play with.
Super Fantasy Brawl is an Arena combat game with champions from the fantasy world teleported through time to fight for the utopian futures enjoyment. Each model is an individual character which offers a varied and interesting line up and a plethora of painting opportunities.
I tried to stretch my boundaries with these, deciding to not use any metallics, instead going for a semi NMM. I’m really happy with what I pulled off and it emboldened me to try on it on future figures too. In fact, I’ve not used a metallic in a few months.
I’m finally back and ready to paint! It’s been a tough couple of years for everyone and I’m no exception. I’ve not been posting due to mental illness, general stress and a little bit of painting fatigue. I may write a bit more about that in the future. After a good amount of self care I’m feeling ready to jump back in the saddle and get some content out there.
I’m jumping straight back into guides for Marvel: Crisis Protocol. I took a bit of a break from this over the last few months, which is where the fatigue comes in. The Inhumans managed to form a painting block on me, and I just couldn’t find the inspiration to break it. This week I managed to break through that barrier…
Following on from the Avengers are the sinister Cabal, the villains from the Crisis Protocol core set. Like the heroes before you can find my guide on how to paint these in Tabletop Gaming Magazine, buy your copy here.
Take a closer look at my first five villains below…
My first foray into Marvel Crisis Protocol is painting the core set for Tabletop Gaming magazine. Split over 2 guides the first covers the heroes half of the set. You can buy the first guide here.
I really enjoyed painting these, as the larger scale(approx. 40mm) gives much more area than usual and this combined with some pretty impressive sculpts provides some awesome minis to paint.
I’ve also been really enjoying playing the game. It’s a great skirmish system with the added advantage that there are no real restrictions on who you use. Sure there are leadership abilities for building around a team, but you really can use whoever you want in your squad. I’ll be writing more in the future once I’ve had a chance to collect my thoughts a bit more.
Here’s my first five and the start of my Avengers…