Two more Subjugators finished! These two are the first with shields, finally adding some armoured fists to the group. On the left, we have the Sgt for this group – I think he looks incredible 40, from the skull on his shield to the club to the pose and red flowing cape. The right figure is ready to clear some rooms with revolver and pistol.
Originally I wasn’t sure how to paint the shields – do I go bright with colour or go grime? I decided to go grime, painting them in Leadbelcher. I then painted on a layer of black contrast before wiping the top layer away to leave it settled in the lower areas of the shield. To prevent them being a simplistic metal colour, the blue visor at the top and the bone/colour/gold detail on the front helping to make them pop.
Last week I managed to finish off my last batch of Palatine Enforcers and begin the process of working on my more heavily armoured Subjugators.
While my other sets of Enforcers were more standards, these guys are definitely much more of the Special guys. A marksman, two leader characters and then my gunslinger/massive mistake.
Painting wise these were mostly the same as my other Enforcers with a few tweaks. The Marksman was drybrush and painted a slight shade of grey, her armour covered in dust to help her hide among the rubble. Meanwhile, the gunslinger and commander also had a touch of gold added to their paint scheme, making them look special among the other troops. In contrast, the Concussion carbine user has a bit of Typhus Corrosion on his guns, giving them a slightly more worn look.
Having spent a chunk of assembling these guys, I’m quite happy with how the paint job worked on these “special” characters. They match the basic colours, while still looking unique with a few colour touches.
This is how the gang currently looks with the regular enforcers. They have a nice uniform feel with the green and tan which is appropriate for a merc group, but each character then has enough extra elements to make them stand out at a distance. I’m also still a fan of how my bounty hunter matches the green rule but still is distinct, mostly by towering over the other characters.
Now, lets take a look at the BIG boys. Subjugators are the guys in super heavy armour that covers most of them, giving them the real riot control guys. For the first two figures, I decided to paint the ones not carrying shields, giving me a chance to actually paint all their armour.
The other tweak these guys have is the cloth handing off the armour. It does help to make these guys look a little more 40k, especially with the purity seals and winged skulls on them. I did scribble on some writing using a detail brush and black contrast paint and I’m really happy how it looks with the guy on the left.
One thing I’ve been trying with these guys is edge highlighting, something I haven’t really done with my moderns before. The Subjugators require a lot more of it (as there are more edges to detail) and by god, it makes me not want to make an army of Space Marines if all those panels need detailing. It does, however, look really good – I’m tempted to go back and add the highlighting to my vehicles, just to make them pop a little more.
Next week’s hobby time will be finishing off the last four Subjugators before moving onto the special character and her doggo. I keep thinking of stepping away to do some individual figures as a break (such as the Spectre Tier 1 MG gunner) but honestly, I’m so close I think I’ll just push on and get the project done. I can have some time between this and WW2 time to try painting different things.
And I suddenly realised just how useful a board full of small corridors and huts just waiting to be fought through, especially in small scale skirmish games. I haven’t yet managed to paint mine (although it is now assembled) but honestly, the main thing I thought while assembling is that “man this is great for the Alamo but I need more bits to make a proper compound setup”.
Well in good news, Sarissa is now releasing the Alamo and (even better) it has produced several packs designed for Modern Wargamers. There are currently three packs available. However, before we take a look at them, there is one thing to mention. All these buildings rely on Sarissa’s terrain tile system – the buildings actually clip directly into them. I was pleasantly surprised to find the tiles fit together rather well, snug enough to hold together without being impossible to remove and tidy away. However, the tiles do make it harder to assemble on boards that don’t use them… or have things such as “elevation changes”. Just a warning, your mileage may vary.
Skirmish Compound Alpha gives you two l-shaped buildings that can be fit together in several ways. These buildings are the core of the full Alamo kit and make for some really cool setup. For example, take a look at the image above – that dog leg between the buildings just screams for an ambush or a squirter making a break for it from an assault elsewhere.
Skirmish Compound Bravo comes with two buildings and a wall section, with an example layout above. The wall is taller than most characters and, I noticed, is not one of the destructible walls included in the main set. I can definitely see it being useful when assembling a compound by offering a larger area to play around in.
Finally, if you want both packs together, Skirmish Compound Charlie packs both in giving you the ability to set up a nice dense urban area to fight through. In fact, with a few of these, you could really make a great 4′ x 4′ urban maze, filled with chokepoints, ambush sites, small buildings to hide bad guys in and everything else required to make your players take one look at the board and curse the lines in the scenario saying “Rules of Engagement” and “No Fire Support Available”.
As well as the Modern themed sets, you can also pick up the rest of the Alamo sets if you want to be more historical. There are three options – the two compound packs I picked up (giving you most of the important buildings) or go the fully monty and also get the various gun positions and defences needed to build the actual fort (for the low cost of £235).
I’m already looking at the skirmish compounds as a way of extending my existing set, getting it ready to make an impressive CQB maze. The kits are the usual high Sarissa standards, well worth the asking price. I would definitely recommend giving them a look.