Jeremey has briefly been sidelined, so Tony F takes over the WIP Wednesday reins this week.
The club’s gone relatively quiet lately – obviously everyone’s efforts went into the jubilee ! However, there has still been some progress – Mark J has employed his magnifying glass for his 6mm Saxons (above), then broke out the electron microscope for some 2mm Antonine for Strength and Honour, which are based on perspex.
Marcus meanwhile has been working on some 28mm Spy-fi and 15mm Sci-fi miniatures.
Jeremey has been converting a Copplestone figure to act as his Stargrave crew’s first mate.
And finally, something from me – these were missed from the last WIP Wednesday post (about which I’m not bitter at all…) but since I’m in charge this week, I’m putting them in. First, it’s more additions to my Middle Earth armies – half-a-dozen elf spearmen to accompany the cavalry I painted a few weeks ago.
Next is my take on Radagast the Brown – it’s not either of the official GW figures which are rather expensive, but a Conquest Miniatures hedge witch. I added a bird from an OOP Celtos figure which is positioned as if the wizard is talking to it, painted up as a falcon.
And to round things off, another small piece of 6mm desert terrain, an oasis made from 3mm Foamex, a sand/paint/PVA texture, cheap palm trees from eBay and clear PVA for the water.
A tad delayed, but here’s a photo round up of our first meeting of 2022. In addition to our AGM, we had a SAGA battle day, involving 8 players, a FOG Renaissance ECW game, a Lords of the Rings Game and some Spy-Fi action.
First up a SAGA-fest with Scots, Bretons, Welsh, Vikings and Anglo-Danes. In addition to some experienced SAGA players we had a couple of prospective members join in for their first games.
Moving on the the English Civil War, 15mm figures using Field of Gory rules.
Moving from history to fiction, Marcus had a try out of his underwater Spy-Fi rules.
And finally to Fantasy, a Lord of the Rings Strategy Battle Game.
After a gap of exactly 17 months the Society resumed meetings last weekend. For the time being meetings will be members-only, no visitors or prospective new members are allowed. That is being kept under review.
For the first meeting we had five games in progress; Ancients (6mm, Fields of Glory), Dark Ages (28mm, SAGA), WW2 (3mm, Rommel), Modern / Post Apocalypse (28mm, Zona Alfa) and Fantasy (28mm, Lord of the Rings).
Fields of Glory, by Mark.
This was the first outing for the Pontic army, who took on a late Republican Roman army, basically pike and cavalry vs well trained legionaries.
The first battle was a close run thing, the Pontic cavalry chased the Roman cavalry around the left flank before taking out two units, alas this was too little too late as the Romans swept around the right flank destroying all in their path, a close battle but the Romans won the day.
The second battle saw the Pontic forces consolidate their pike into one large block (24 bases) with two generals attached and rear support in the shape of offensive spearman. The intent was to take out two elite legions, however the Romans had other ideas and deftly avoided a full on battle taking out the supporting spearmen and eventually surrounding the pike block which spelt the end of things for the Pontic army.
A heavy defeat for the Pontics this time as the Romans showed that well drilled troops and some great tactics can win the day. Great to be back at the club, as for the Pontic army, there’s always next time!
SAGA, by Andy & Jeremey
We staged two games, both with 6 point armies. In the first game Jeremey had a Viking warband, comprising his Warlord, two units of six Hearthguard (3 pts) and three units of 8 Warriors (3pts). Against that Andy fielded an Anglo-Danish warband, comprising his Warlord, two units of six Hearthguard (3 pts), two units of 8 Warriors (2pts) and a unit of bow armed levy (1 pt).
Both sides deployed across a diagonal centreline, with each sides right flank extending past the opponents left flank.
As the warbands advanced Andy brought the units of Warriors and Hearthguard on his right flank round to try and out flank Jeremey’s left, and also pushed his levy forward taking a second activation (and a fatigue marker) in order to loose arrows at some Viking Warriors, to little effect. Jeremey responded by using the Viking Battle board ability Odin to exhaust the Levy, and promptly charged the Warriors in decimating the Archers.
That set the tone for the first game, with Andy dishing out Fatigue when he could, and Jeremey removing it and several of Andy’s warband in response. The battle culminated in Andy’s Warlord with a couple of Hearthguard taking a stand against the last of Jeremey’s Hearthguard, only to fall in ignominy.
In the second game both players changed their warbands.
Jeremey changed his army completely, going for a Anglo Saxon warband with three units of 16 Warriors* (2 pts each) in addition to his Warlord.
* (Ed: We got that wrong, maximum unit size is 12 figures, so it should have been 4 units of 12 Warriors).
The Anglo-Saxon battle board is markedly different from most to others, with abilities dependent more on the number of figures in a unit rather than their quality.
Andy retired his Levy archers and took an additional point of Warriors, splitting them between the two units to make 2 units of 12.
The armies advanced, clashing in a range of hills. Jeremey made good use of the abilities that reduce the number of attack dice available to their opponents. (Ed: Which would have been less effective with units of 12 rather than 16).
The battle raged back and forth with the Saxons keeping the upper hand while their unit sizes remained large. But similar to the first game the battle was hard fought, coming down to a fight with the Warlord. Although in the second battle Andy sent his Warlord to his doom against the last of Jeremey’s Saxon Fyrd, cutting down several before being overcome.
Counterattack at Deir el Tarfa, by Alan
In the summer of 1942, following its victory at Gazala, Panzerarmee Afrika pursued the British 8th army into Egypt. Rommel’s first attempt to break 8th Army’s lines failed in July, but by the end of August he was prepared to mount one last major offensive. German and Italian armor turned the Allied left flank almost 90 degrees and drove deep into Allied positions. On the evening of 31 August the 15th Panzer division began an assault on Alam-el-Halfa Ridge while the 21st Panzer division protected its exposed left flank.
The latter, however, suddenly found itself under counterattack by the British 22nd and 23rd armoured brigades. Eighth Army’s new commander, Bernard Montgomery, had held these units in reserve for precisely this contingency.
Our game focussed on the fight between the two British armoured brigades and 21st Panzer which was supported by elements of the Italian Littorio Division.
An initial advance by the British held most of 21st Panzer between the Deir el Tarfa and Deir el Agram ridges and an intense tank battle ensued. But the Italians swept around the British right flank and managed to seize one of the objectives. With the tank battle see-sawing between the British and German forces the Italian held objective became the key to the engagement. Despite several British counterattacks on the position the Italians held on.
The last British infantry assault almost succeeded but couldn’t quite take the position. So as night fell the engagement went to the Axis but with supplies running low they were forced to pull out overnight.
The game was played using the Rommel rule set by Sam Mustafa and using 3mm models from Oddzial Osmy.
Zona Alfa, by John and Tony
I decided to run a 4 mission mini campaign to introduce a new player (Tony) to the rules. Tony would have to recover salvage to generate funds to enable retirement from the zone whilst achieving the objectives from the mission. This is done by searching Hotspots of which there are five and the objective. A triggered Hotspot is guarded by Zone Hostiles, these can be of 6 types, the type and distance from the Hotspot being determine by Dice. Those Zone Hostiles with Melee capability head for the nearest member of the crew, those with ranged combat capability will head for cover then shoot at the nearest member of the crew. The missions were linked so that achieving an objective allows the player to proceed with the following mission.
Tony’s first job was to pick a 4 person Veteran crew from my collection and kit them out ready for action.
Mission 1. Disaster at Kovgorod.
A patrol has been lost in the Exclusion Zone. The last signal has been tracked from their APC to Kovgorod so that’s where the crew are headed. As they approach the village, they spot the disabled APC but a pack of Zombies has beaten them to it attracted by the smell of Blood.
Tony did well in this game and was well on his way to the retirement fund target after just one game. What could possibly go wrong?
Mission 2. The Prisoner at Bunker C13
After completing the mission, the crew recover a map with a bunker highlighted. There were four dead bodies in the APC, the map revealed the location of the fifth member of the patrol. Here Tony got into trouble with Bandits. One party of Bandits had been triggered before the start of the mission and a second entered on table as Tony triggered a hotspot. Caught in a crossfire his Leader was killed early on the mission and when deciding to head for the objective, he found that these were also guarded by Bandits. Using smoke to blindside this group of Bandits, the crew were able to move out of Line of Sight, rescue the prisoner and make it out. The objective had been achieved but at a high price.
Mission 3. Road Block at Strabants Crossing
The Prisoner from the bunker had recovered and told the crew about a Laboratory hidden deep in the forest so after reequipping that’s where they were headed until they found the track blocked with a party of bandits lying in wait. This time they were dealt with clinically, as were a swarm of zombies headed for them.
A satchel charge was laid and the roadblock cleared at the second attempt. Another hotspot was triggered and a gaggle of ghouls were stopped in the nick of time. Things were heating up as another hotspot was triggered and a pack of wild mutant dogs clambered over the APC to attack one of the crew members stationed on its roof.
A desperate fight saw all dogs killed and as the PC was refuelled from the diesel tank, the crew were able to make good their escape.
Mission 4. The Hidden laboratory.
With no time to replenish the supplies, Tony’s crew appeared in good shape. The retirement fund had almost been achieved and now all that was needed was a top up and recovery of the drugs caches hidden in the lab – piece of cake, except at the start of each turn a D10 was rolled. If this result added to the turn number was more than 10 a zone event would occur the following move. The crew moved quickly to the lab and whilst the first zone event, a swarm of irradiated insects was easily avoided, the second – a zone security patrol was a different proposition and two of the crew were wounded in a protracted fire fight whilst the lab was being searched. With the security patrol eliminated and the drugs collected, it was time to head back to the APC, just as a terrifying Alpha Mutant entered the arena.
Unable to take on this monster one crew member bravely fought it as the rest of the crew fled. Finally succumbing to the vicious attacks of the Mutant, she had bought vital time for the rest of the crew as they just made it back to the APC before another Zone Patrol entered the area.
It had been a rollercoaster Zone Run with plenty of tactical decisions to make, with some jeopardy and the result hanging in the balance until the final stages of the final mission.
Lord of the Rings
Tony and Phil staged this game, they each sent reports, Tony’s first:
We played two Lord of the Rings games, both involving Mumaks. The first involved a group of Knights of Dol Amroth supported by some Gondorian archers attempting to take down a single beast. This all went horribly wrong for the good guys early on when Phil started shooting my knights from their saddles with archers from the howdah, much against the odds – he is not renowned for rolling sixes when it matters !
Prince Imrahil did his best to tackle the beast single-handedly but in the end was only ever one failed priority roll from being trampled, as he duly was…
The second game didn’t show any improvement (Ed.: If you can’t kill one Mumak in the first game then of course you should have two in the second game!)- this time we played a scenario in Ithilien (similar to a scene in the films) with Faramir’s Rangers ambushing an advancing group of Haradrim.
My plan was to wound the Mumaks, hope it panicked them (as happened on screen) and defeat them that way – trying to just pick them off with arrows was never going to work.
I managed to inflict some wounds on Eric’s overgrown pachyderm but it simply shrugged them off, and they simply marched on by, killing Denethor’s second son on the way.
Finally, Phil’s somewhat shorter report:
“Phil in shock double LOTR victories”
It should be noted that Phil deliberately stomped on a couple of his own spearman to get to the Dol Amroth chaps.
It was troopers and gaming aids for this Wednesday.
Steve finally managed to get around to rebasing some troopers, as Steve himself says “A while ago I decided to strip and re-paint some EM4 plastic colonial marines. I also cut away the old guns and bought some replacements.
John L has also been painting troopers in the form of a group of Spetsnaz he actually won in a Zona Alfa competition.
And finally this week Tony F has created for himself some stat trackers for Lord of the Rings.
Tony explains these far better than I could: “I’ve made some gaming aids for Lord of the Rings games; these are stats trackers to record the special abilities of heroes and commanders using small D6. The original was 3D printed and then I’ve made moulds and cast them up in resin. The lettering and army badges are raised to make them easy to paint. I’ve painted some in appropriate colours for each army, and I’ve painted the ‘W’ for Wounds in red to differentiate it from the ‘W’ for Will (the other stats are Might and Fate).”
It will be interesting to see how these work. Tony is still looking at how to add the heroes name to the tracker.
Tony F tells the tale of a game that not even Phil could lose … or could he? Photos by Tony and Andy.
As the club is still unable to meet formally, a few of us met for some outdoor gaming in Phil’s back garden to throw a few dice for the first time since lockdown began. The chosen game was Games Workshop’s Middle Earth rules, The scenario, suggested by our host (and provider of tea and ice-creams), took place between the assault on Minas Tirith and the Battle of the Black Gate.
The Battle of Pelennor Fields is over; the armies of Mordor have been vanquished, defeated by the combined intervention of the Grey Company and the Rohirrim, and finally by the death of the Witch King. In the aftermath, the remnants of the Dark Lord’s forces were pursued from the scene by the combined armies of Men; Gondor, Rohan and the various fiefdoms of Dol Amroth, Lossarnach, Llamedon and others.
In our scenario, 500 points of Mordor forces (orcs, Uruks and a troll) are retreating through a small hamlet (in the book, the Pelennor is a fertile area of fields and farms, not the barren plain seen in the films). An equal size force from Dol Amroth are in hot pursuit and have begun to encircle the fleeing orcs. The orcs set up 1/3rd of the way from the Western edge, while the Dol Amroth forces deployed into three separate groups; a group of Knights led by Prince Imrahil on the northern edge, a group of Warriors and Men at Arms on foot on the southern edge and a small group of archers provided harassing fire from the west. The evil forces, being greater in number than the Dol Amroth troops, were split into three forces led by Andy (mostly a covering force of archers), Stephen (Uruk Hai and the troll) and Phil (Mordor orcs). Jeremey handled the Dol Amroth warriors, while Tony took the small group of archers and the knights (“you’ve played this before, you should know what to do with them…”). The Mordor forces were required to get 1/3rd of their troops off the table.
The battle naturally split into three combats; the covering force of orc archers spent much of the game exchanging remarkably ineffective bow fire with their Dol Amroth counterparts who slowly advanced on their barricade.
Jeremey’s main force of Dol Amroth warriors closed on Andy’s Mordor orcs in a small fenced-off area, and between them they spent most of the game performing what became known as the ‘Pelennor Two-Step’, inching forwards and backwards for most of the game.
In the centre, Stephen’s crack Uruk Hai seemed to be the ones selected to lead the retreat. They were engaged by a smaller group of warriors including some foot knights, which slowed their progress somewhat.
Andy offered to give some fire support – in the GW Middle Earth rules, only evil figures are permitted to fire into combats (the good side won’t risk hitting their own figures). Andy checked with his fellow orc that this was OK, but it seems that Stephen didn’t read the small print and realise that there was a chance that he could be hit! One dead Uruk later, it was decided that the experiment was was not to be repeated.
In the meantime, the formation dance teams carried on their pas des deux on the southern flank, with much two-ing and fro-ing and “After you, Claude”. It involved lots of jockeying for position with supporting spears and pikes in the second rank, much bluff and bluster and very little blood.
The archers slowly kept up their advance, pushing forward in bounds with three moving and three firing (until one got shot, then the numbers went all to pot).
The Knights meanwhile had sped down the northern flank, hoping to cut off the Uruks as they headed for the table edge – and it worked. Although the orcs tried to disperse, the Knights hit them hard – and with foot figures charged by cavalry being automatically knocked over, even those who survived an attack were delayed by a further turn as they got to their feet again.
Although the troll took a toll of several knights, the Prince himself took a hand and, with the aid of the horn blower (who led a charmed life), made sure that not enough orcs reached safety. By this time the dance had broken up, and the Dol Amroth archers reached their Mordor counterparts and their heavier armour proved decisive.
Phil’s evil minions don’t have a great record in our Middle Earth games. But this one involved retreating, so he should be good at that. But after five hours of hard fought combat, he still found himself on the wrong end of the stick…
I think everyone who plays Lord of the Rings games probably has the fellowship, and I am no exception.
I’ve had these for quite a while, and having finally finished my LotR Dwarves, including Gimli, I thought it was time to paint the rest of them up.
The figures represent the Fellowship after leaving Rivendell; Gandalf has Glamdring, Aragorn has Andúril and Frodo has Sting and the Mithril coat, the latter presumably under his outer clothes.
All paints are Vallejo acrylics unless stated otherwise, and most colours were washed with the appropriate Army Painter tone.
All of the Fellowship were started in the same way. Gaps in the slotabases were filled with 4Ground base render; then a layer of sand & grit glued to the bases with PVA glue. Once dry they were undercoated with Halfords Grey Primer. The bases were painted a dark brown (USA Olive Drab) and dry-brushed London Grey. Faces and hands, and feet for the hobbits, were base coated Brown Sand, then top coated with Medium Flesh and washed with AP flesh tone.
Aragorn’s tunic is Light Brown, his Coat is Flat Green, trousers are Black and boots German Camouflage Black Brown. Belts are Chocolate Brown. The blanket roll over his shoulder is Dark Grey, and on his back are his bow, German Camouflage Medium Brown, quiver, Saddle Brown and another blanket roll, Khaki Grey. His hair is Flat Brown.
Boromir’s overcoat is Black, with Black Grey highlights on raised edges, his robe is Red. The small amount of mail visible is black with a Gunmetal Grey drybrush. His boots and vambraces are German Camouflage Medium Brown, belts German Camouflage Black Brown and hair Light Brown. The Horn of Gondor is Buff with the end Tan Yellow, with silver scroll work. His shield (slung on his back) is Black Red with Gunmetal boss and rim.
Gandalf the Grey has Light Grey tunic and London Grey robes, highlighted Light Grey. Belts are Dark Grey. His hat is Grey Blue. (Definitely a grey theme here). His staff is Beige Brown with an AP Crystal Blue tip. Glamdring is Silver. Hair and beard are Dark Sand.
Legolas has a Golden Olive tunic, Light Grey trousers and Pale Greyblue sleeves. Quiver harness and vambraces are German Camouflage Medium Brown, quiver is Flat brown, the latter two lined Saddle Brown. Belts are also Saddle Brown. Boots are German Camouflage Black Brown and bow is Beige Brown. Hair is Dark Sand.
Merry has Black trousers, a Golden Yellow waistcoat with Bronze buttons and a Deep Green coat. His cloak is London Grey and his hair is Tan Yellow.
Frodo has Black trousers, Light Brown waistcoat and Flat Brown coat and hair. His cloak is Luftwaffe Camouflage Green, and belts Chocolate Brown. His pack is Saddle Brown. Sting is painted Silver, with an AP Blue wash, my attempt to represent Sting’s blue glow in the presence of Orcs.
Samwise has London Grey trousers, with a Deck Tan shirt and a Flat Green coat. His cloak is Black Grey and belts and scabbard Saddle Brown. His hair is German Camouflage Orange Ochre, and on his back he has a pack painted Beige.
Pippin also has Back trousers, Beige Brown waistcoat with an AP Crystal Blue jacket and Light Brown Scarf. His haversack is German Camouflage Beige and cloak Flat Red (and I’ve just noticed a little blue on the cloak so that will need touching up). He has Dark Sand Hair.
When I bought the figures off e-bay one of the lots contained a model of Gollum on his rock. So here he is:
I started off painting the rock London Grey, with an AP Dark Tone Wash and Light Grey dry-brush. There were a few patches of what looks like moss on the rock, so these were painted with dots of Golden Yellow and Olive Green. Next came his skin; as I wanted him to look paler than the other Hobbits, I used a mixture of Pale Sand and Medium Flesh. Hair was black, eyes white and his loincloth German Camouflage Beige. As he is modelled with a snarling mouth, I painted his tongue Flat Red and teeth Deck Tan. His skin then got a wash of AP Skin tone.
All the figures bases were then flocked, for Gollum I added some flock to some of the flatter sections of the rock, and then tidied up the base edges with more Olive Drab.
Finally, the figures were all varnished with a matt spray.
So that’s the LOTR collection, Fellowship, Dwarves and Goblins completed.
Tony F paints some alternative Lord of the Rings figures.
When I first read The Lord of the Rings, many, many years ago, one of my favourite parts was the defence of Minas Tirith and the Battle of Pelennor Fields. The cavalry actions particularly grabbed my attention, including the charge of the Rohirrim, and the sortie led by Prince Imrahil of Dol Amroth (who sadly didn’t make it past Peter Jackson’s editing pencil in the films) to rescue Faramir and the defenders of Osgiliath. I painted up a box of Swan Knights of Dol Amroth for an Open Day game a couple of years ago, and I’ve always wanted to expand them into a full army.
Apart from Prince Imrahil and the Swan Knights, there are few other official figures available from Games Workshop for the fiefdom of Dol Amroth. There is a set of four Men at Arms with pikes, and some older metal foot knights, which don’t really match the new plastic mounted cavalry (which are much better than the old metal ones). Forgeworld also has a new set of very nice resin foot knights which are moderately pricey but are a better match for the new plastic knights.
A while back I came across pictures of another Dol Amroth army with lots of conventional looking warriors on foot. These turned out to be conversions from Gondor figures with new heads – after a brief bit of digging I found that the heads came from eBob Miniatures. So I bought 20 heads (at a very reasonable £1 for 4) and then set about getting some plastic men of Gondor from eBay. I won an auction for 17 already assembled figures – which then of course languished in a box in the hobby shed for over a year (I believe wargamers are like wine collectors – our purchases need to be laid down in a cool, dark place before they can be fully enjoyed).
Then lockdown happened. Unlike some people I was neither laid off nor furloughed (in fact I was one of those for whom lockdown was a very busy period), but there are still weekends, and since we couldn’t go out, the Dol Amroth idea was dusted off again. I started with the head swaps on the plastic figures. The existing heads were removed with a pair of side cutters and cleaned up with scalpel and files, before drilling a small hole with a pin vice for the peg at the bottom of each replacement head. The heads were superglued on, and then came some tedious filling with green stuff. I also had to resculpt hair on the back of some of the figures which had been damaged by the removal of the original heads. I also cut, scraped, filed and sanded off the sculpted-on White Tree motif on all of the shields, as I wanted to replace that with Dol Amroth symbols. I also created a standard bearer using a spare lance from the Knights box – I swapped the hand with a swordsman.
With the conversion work done, painting could begin. I mostly use Citadel paints of all types including shades, dry and the new contrast paints. I started with an undercoat of Halfords grey car primer, followed by spraying them with silver paint bought from the poundshop. I then gave them a black Nuln Oil wash followed by a drybrush of Necron Compound. This is a really quick and easy way to paint silver armoured figures en masse. I painted their tunics blue using a contrast paint (not sure which one, sorry) with a single highlight layer and their trousers with Black Templar (also a contrast colour). After this it was just details – faces, armour straps and belts, and some gold detailing on the helmets.
The shields were painted blue and them I applied some home-made decals; I’d found some suitable designs online which I resized and recoloured in Photoshop, and printed on white decal paper on a laser printer. I touched up the edges of the decals with paint to blend them in as much as possible.
Everything was then given a coat of Army Painter spray varnish, and the bases were finished off with a combination of flock and grass Tufts.
So my Dol Amroth force now had six mounted Knights and 17 warriors on foot. To this I added three Knights on foot and four pike-armed men at arms, all led by Prince Imrahil himself. the other figures were all painted in the same way as the other warriors, starting with their sprayed silver armour. As befits his status, I did spend a bit more time on their leader.
Overall it makes a solid 600-point force, and all from figures that had been in the unpainted pile for a while.
Over the past few years I’ve picked up quite a few Games Workshop Lord of the Rings Dwarves at bring and buys and from E-bay. These will be opponents for my Moria Goblin collection. I have painted around half of them, time to finish the rest, in instalments.
I use the Goblins and Dwarves with Osprey’s Dragon Rampant more than the Games Workshop rules, so the unit sizes in DR will determine what I paint up.
First contingent comprises five Khazâd Guard, Gimli, and warrior supposedly with a double handed axe. The latter figure however was slightly damaged as the blade had broken off; so, he needed some remedial action. I thought the simplest fix was to cut a short length of matchstick, drill a hole in it to fit the remaining axe shaft and paint it up as a warhammer. As he will be a bit different to the other figures, I’ll make him a Captain to lead one of the units of Khazâd Guard, which in Dragon Rampant I’ll treat as Elite Foot, needing a total of 6 figures per unit.
I used short sections of matchstick to fill in the base slots where necessary, then added some 4Ground base render to level the slots up to base level, the bases were then given a layer of grit and sand mixed with PVA glue and allowed to dry. The figures were then sprayed matt black and the bases painted US Olive Drab and dry-brushed London Grey.
The Khazâd Guard and the Captain have a mixture of mail and scale armour. I dry brushed the mail with Silver, and painted the scale and helmets Bronze for the Guard and Gunmetal for the Captain. The armour was washed with AP Dark Tone. Tunics are Red, with AP Red Tone wash, boots and gloves German Camouflage Black Brown and belts Chocolate Brown.
Axe shafts Gunmetal and blades and hammer Silver. Pouches and beards/hair are various shades of brown or black.
As the Captain has a silver hammer, I think he should be called Maxwell.
Gimli was painted in a similar way to the Guard, but he has a Light Brown tunic with detail shaded with AP Red Tone wash with a German Camouflage Black Brown jerkin. Red trousers and Mahogany Brown hair and beard.
Bases were finished off with some static grass, and the figures matt varnished.
Maxwell and the Khazâd Guard
For Dragon Rampant games I wanted a Dwarf Wizard, I found one as part of the Northstar Oathmark range, in a command pack that also contains a King and musician. Once I got these home, I found that they are little larger than the Games Workshop figures. Instead of mounting these on slottabases I use some thinner 25mm diameter washers to ty and disguise the height difference.
These figures were painted in the same style as the Games Workshop figures.