I’ve added a new page under the Painting Service menu titled “Starter and Army Box Pricing”. This details the price to paint up sets and faction boxes from 24 game lines.
Each is discounted against painting individual components and includes either free upgrades to command detailing for the army/unit leaders and their command groups OR character level detailing with weathering for all miniatures in the set.
The page can be found HERE
Team three is now complete. the exceedingly fast and dangerous Sefadu. I did up and article on why players of other teams should be vary of this faction, it can be found HERE. Following Tim’s instructions the team varies very little from the official scheme.
Armour: Red. possibly the colour I find the easiest to paint. Starting with a P3 Sanguine Base and because I wanted a “hard” red I washed the mini with GWs old Red Ink. I re-applied the base and built up through Skorne red and then a couple of highlights with the suitably named Sanguine Highlight mixed with Skorne red in increasing ratios.
Soft Armour: The base was Vallejo Neutral Grey to which I gave a Badab Black wash. I re-applied the base and then built it up to P3 Ironhull Grey and then finally Vallejo Silvergrey for the highlight. I gave a larger number of highlights to the chest plates as can be seen on the Leader, Medic and Sniper.
Webbing and Packs: The combat-shorts started with Bloodtracker Brown as a base with a Devlan Mud wash. Bloodtracker Brown was then reapplied and built up the through Gun Corp Brown and Beast Hide. This was then given a several thin glazes of Griffone Sepia.
The Webbing was based with Battledress Green and this was then brought up in several layers to Traitor Green and then a 50/50 mix with Hammerfall Khaki was used as the final highlight.
Weapons: As with the KemVar team I used the P3 Ironhull Grey washed with GW Badab Black. A couple of highlights were added with IronHull Grey/Thamar Black mix and a final highlight of Ironhull Grey/Silvergrey mix. The gun barrels were given a base of Silvergrey which then received a black wash and no highlights as they stood out from the body of the weapons.
The Leaders spear tip, the Snipers knife and blades on the Berserker were based in P3 Coal Black which was then wet blended with Arcane Blue. these were then given several thinned glazes of Asurman Blue .
Details: the body stockings of the minis were sanguine base brought up to sanguine highlight in 4 layers. This was repeated on the Berserkers arms/chest (Above-Left). Elbows and gloves were a simply Ironhull grey highlighted with Silvergrey. The sash on the Berserker was Gun Corp Brown wet-blended with Menoth White.
The warpaint was first applied in a 1/5 mix of Morrow White and Mixing Medium. This was then given several thin coats of Cygnar Yellow. The edges were tidied up using the same reds used for the hard armour.
Base: Tim wanted the same basing done on all the models and supplied quite basic resin bases. I used P3 Scorched Brown as a base and brought it up through Gun Corp Brown to Menoth White. After this all that was left was the addition of clumps of grass.
Team Two! The ever sneaky KemVar… Again the instruction was to stick quite closely to the palette of the official minis but to use a drab green and give a blueish glow to represent the active camouflage used by KemVar
Armour: Grey, lots and lots of grey. when you start work on this colour prepare to lose the will to live a little bit. The base was 50/50 mix of Vallejo Neutral Grey and P3 Ironhull Grey. Again Vallejo Silvergrey was added to the mix for each consecutive highlight.
Soft Armour: An 80/20 mix of Battledress green and scorched Brown was used as a base. This was then brought up through Battledress green to Traitor Green and then an increasing amount of Hammerfall Khaki was added to mix for the highlights..
Webbing and Packs: Using Bloodtracker Brown as a base I gave it a Devlan Mud was and reapplied the base when dry. I built up the highlights through Gun Corp Brown and Beast Hide. I then used a Beast Hide/Hammerfall Khaki mix as the final highlight.
Weapons: P3 Ironhull Grey washed with GW Badab Black . A couple of highlights were added with IronHull Grey/Thamar Black mix and a final highlight of Ironhull Grey/Silvergrey mix. The sword and knife were based with Cygnar Blue Base and brought up through Cygnar Highlight to Arcane Blue. A final mix of Arcane Blue and Frostbite was used to edge the blades. They were then washed with a very thin blue ink.
Details: Besides the blue glow there were no real details to pick out at the clients request. The glow was started with a wash with P3 Exile Blue at about a 1-20 ratio with water. When this was almost dry I washed in Meridius Blue at the same ratio. when this was completely dry I gave the final wash of Arcane Blue again at a 1-20 ratio with water. A thinned Silvergrey was used to redefine the armour details where needed
Base: The client wanted the same basing done on all the models and supplied quite basic resin bases. I used P3 Scorched Brown as a base and brought it up through Gun Corp Brown to Menoth White. After this all that was left was the addition of clumps of grass.
The first team we handled for Tim was the stoic Russians of the USCR. A simple variation the official colour scheme using whites, greys and greens.
Armour: A straight off-white similar to that of the studio job on Mercsminis. base was P3 Ironhull Grey which was then built up to the Vallejo Silvergrey and finally highlighted with Vallejo white
Soft Armour: Vallejo Black brought up to P3 Greatcoat Grey and multiple highlights with a 80/20 mix of Greatcoat Grey and Silvergrey.
Webbing and Packs: P3 Cryx base blended up through the base highlight and then Menoth white. This was also used on the additional shoulder plating and Hammer cover on the Behemoth.
Weapons: I tried something different here and gave the weapons a block coat of Silvergrey and then multiple washes of P3 Armour Wash. It turned out quite well.
Details: Each model had to have a red edging on the exhaust plates and armour sections. As this was a relatively basic commission this was done with a simple GW red ink wash. The commissar had the Meridius/Arcane/frostbite blue combo for the Ice rounds and the pistol detail. The Medic had the vials of blood picked out in a Skorne red/Blood red, the Medic pack was painted in the same manner. The Booster’s adrenal shots were a P3 Ios green brought up to Necrotite green.
Base: The client wanted the same basing done on all the models and supplied quite basic resin bases.I used P3 Scorched brown as a base and brought it up through Gun Corp brown to Menoth White. After this all that was left was the addition of clumps of grass.
With the recent release of the Sefadu faction for MERCS we thought we’d delve into how they play and a look at their tactics. I this first article we’ll look at them as a team and give a break down the individual members.
Fast: Reflected in both their Speed and Reactions Sefadu is a horribly fast team to play. Half of the squad has a speed of 3 and most of the team has a reaction of 6+. This love of speed is also captured in one of their corporate abilities with a reduction in the penalty for the Move & Fire CCM.
Melee Specialism: All of the team members have either a melee skill or a melee weapon. For two of them, Leader and Berserker, it’ll mean getting into range ASAP. For the rest you should only put them into melee against targets that are already blooded or those with low reactions values.
True Warriors: Perhaps the scariest aspect of Sefadu is how fear has become irrelevant for them. With one exception the Courage skill is low, you’d-have-to-have-cursed-dice-to-fail low. If they pass their supression tests then they take no penalties for any actions. If they fail then they can still take an action but at a penalty. Sorry USCR … no intimidation for you
Firepower: A big-@ss spear… a ranged Melee weapon. Given his melee skill and the variable TN it really is a weapon to fear. Not only this but two of the team can home in on the target of a successful hit for a FN bonus. He also has a single armour piercing grenade.
Melee: Very high reaction value. See firepower above.
Armour: Standard armour value and a low failure rate.
Skills and abilities: Leadership, Move and Fire.
Firepower: Standard Semi-Auto
Melee: basic melee skill means he’s an opportunistic melee fighter. I’d hold him back though.
Armour: low armour value but an equally low failure rate, weak but not brittle.
Skills and Abilities: Fire and Move with an additional reduction beyond the corporate ability, Medic, The semi auto is tied to the leaders Spear
Firepower: Standard Semi-Auto and a bag of incendiary grenades!
Melee: basic melee skill means he’s an opportunistic melee fighter. I’d hold him back though to make use of the grenades and the bonus from the Leaders spear hits.
Armour: low armour and failure rate. If the armour does go then his low repair skill should solve it first time.
Skills and Abilities: Fire and Move and Extra range on grenade throws.
Firepower: The weakest sniper rifle in the game BUT it can fire every round and if it causes armour failure that failure is permanent. Wonder how this balances out against the Yellow Jackets nanite armour?
Melee: mediocre reaction but a handy little weapon gives him a good chance in combat.
Armour: low armour value but an equally low failure rate.
Skills and Abilities: can climb elevations at no cost and can cause blood damage in suppression.
Firepower: Shotgun using the extended-T diagram with a 1 round load between shots. Hideous damage comparable to a KemVar assassins charge on every model under the template.
Melee: lowest melee on the sefadu squad but realistically does this matter when you have a shotgun?
Armour: Standard armour value and failure ratings compared to FCC/KemVar squads
Skills and Abilities: Can move and fire, turn up to 180 for free and, MERCS-forbid, he’s the last team member left alive he gets two actions.
Firepower: No ranged weapons
Melee: The berserker has the highest Melee rating in the game so far and can deliver 2 hits to everything in Melee range.
Armour: No armour whatsoever so keep the medic nearby. That said he will never suffer the detrimental effects of armour failure.
Skills and Abilities: A personal ability that means he gains an additional action if he kills a model… which can lead to another kill… and another action…
One word: Flexibility
FCC players have an enormous range of team members open to them. There are 61 distinct permutations of a 5-man team using either no Black Ops guests or one… and you can use more than one… and they don’t need to be from the same MegaCon.
The one thing I would add is that I fully expect the FCC learning curve to be covered in blood. If you decide to Field FCC get ready to lose your first few games bad… hammered into the ground bad. You’ll need to play against each faction multiple times to find out the best tactic or black op guest to get that win. This means tinkering with the composition of the team and taking the loses that will come your way on the chin.
- Limited Hitting power: The Boomer is the only real heavy weapon freely available
- Guests are not all there: Black Op guests only have access to their corporate abilities when the Liaison is in the team. They cannot use their personal abilities at all. This means that you will find obvious choices for guests will not be a useful as you expected.
- Expensive: for each Black Ops miniature you add to your collection you’ll need to have their card too…
- Tactical Flexibility: a larger overall pool of team members to select from if you include Black Ops. Which will only get larger as more MegaCons are released.
- Fast: Debris Crawl is an awesome ability available to all FFC members, but not their guests, which allows you to “teleport” through terrain. Perfect for a rush move or flanking
- The basic FCC trooper is awesome: The Pack rat is a decent mix of Medic and Engineer, The Chem Engineer will fast be the bane of your opponents and the Housemember is a tough, fast moving generalist.
- Appealing to collectors: why limit yourself to the cool miniatures from one Mega Con when you can use others too…
Perhaps not an in game benefit but I personally think that FCC are the best looking of the teams (KemVar is a close second)