Here are the assorted zombie conversions.
Below, back row, left to right. Copy of Crescent cowboy with lasso; the hat brim was cut down and replaced with green Stuff. The right arm was removed as I intended to replace it with a sword arm, until that fell on the floor and it could not be discerned amongst the other jetsam. I might still add an arm or he could just be a one armed zombie. Next is the vampire figure with another head, a spare metal casting of a Napoleonic bicorne. Third is an alien with top half of the head relaced with a visored helmet section intended to cover its eyes (originally it had one eye). The hands were trimmed. The red alien had hands trimmed and reshaped. Next is a Frankenstein figure with copy of Britains Detail knight head.
Bottom row, left to right is another Frankenstein with new AIP Napoleonic Russian shako. The 'Strong-man' figure was the cyclops and now has longer legs from putty and wire, as well as a new head. Third is another Frankenstein with Timpo (or copy) Knight's head. Fourth is a wounded BMC ACW infantryman with musket removed. Fifth is a Frankenstein with A Call to Arms ECW head. The last figure is another Frankenstein figure with Green Stuff molding from Timpo WW2 German head.
Super Glue and baking soda has been used on joins and filled spaces where I wanted a rough and ambiguous appearance.
As you can see, the zombies are a very mixed bunch, which is how I like most of my figures, living and nonliving. The variation in clothing and heads reflects the nature of my imaginary world where the transition between various eras is not sudden. Also, the zombie origin is from various countries' shipwrecked sailors, soldiers and civilians who landed on the island and fell victim to the vampire. Twentieth century helmets I see as evolving from medieval ones so I am happy to occasionally use such heads- besides I like the Timpo one which has a deep crown and has a WW1 look about it.
Anyhow Mat is not available for a wargame next week so it will be the Tuesday after that. That means I'll have time to paint more zombies, even factoring in a another bushwalking holiday.
Mat will take over the Undead forces, just as I shall take control of any islanders he will have to fight. On reflection, the Undead Dread Island force is not that strong as there are no Grave Guard or huge fearsome unnatural beasts. They will also present themselves as a target for ship cannons but Mat will have the option to withdraw his minions into the island interior. If he gets first move he might even be able to do this before the cannons start their bombard. We could even factor in a chance of doing this anyway. There are many rocky outcrops and jungle to limit my forces ability to form battlelines. or he might choose to just continue to block the landings.
The other issue is do we want to have the option to include sailors as landing forces? Doing so makes a small risk of ships being unable to protect themselves from surprise attacks from the sea. However, the only forces that could presently do this are the other powers involved in the Scramble for the Islands. There is a peace treaty between my Beerstein and Mat's Bogavania and Fezia.
If we do decide to allow sailor landing forces I shall limit the sailors firepower and perhaps make their leadership lower than the soldiers. Otherwise, with 25 men for each ship's sailor crew and multiple ships ( I am not yet revealing how many) that would make the invasion too easy. However, I'll offer a hint that this is not my only fleet and that other expeditions might well be occurring.
The ships will possibly not be on the table but a calculation will be made of how far off the board they are.
Mat's fleet has not yet, due to unfavorable sailing conditions, sighted land and I expect him to reach his own destination, after my coming battle, most likely closer to his starting point than my target island is to mine. So far there are plenty of islands to go around.
Once an island is conquered we get the island's resources to help with supplies. There is also a chance of finding useful artefacts, including magical weapons.
This is our second campaign where most of our forces are armed with flintlocks and have 18th century style uniforms. Some troops still have matchlocks and are dressed in 17th century style. Mat's Fezia is partially attired in Ottoman or Persian styles but it has also come under the influence of more Western styles, somewhat similar to Indian Mutiny reel troops wearing East India Company type styles.
As for the vampire, so far we have established, it to be male and to have plate armor and no mount. We still have to determine if he is a Count and what other powers he has. if it had been a female vampire she would have the power to entrance a figure she is in base to base contact and to get him (?) to fight for her.
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