Showing posts with label CatalystGameLabs. Show all posts
Showing posts with label CatalystGameLabs. Show all posts

Tuesday, 17 September 2024

Plamo: The UrbanMech Lance (BattleTech, Catalyst Game Labs)

You know what? Let’s do a bonus article.

 



I've done UrbanMechs before, but its been
two-ish years since I did anything BattleTech, so a brief summary is called for. Presented in 4 variations, the UrbanMech is a meme. How much of a meme? Well, Tex felt it necessary to do two videos on it, an initial short six years back, and a recent chrimbo special which was more extravagant. Think something along the lines of a Ball, or a mobile bunker. Its basic purpose is garrison duty in cities, and is known for being a light but slow mech, two words that do not go together well. The BattleTech setting is however not without some nuance, and if used correctly the humble Urbie can be a capable ambusher on its home turf. This lance box features models to represent the classic version and three variants with more specialist weaponry. I am especially fond of the one with triple missile racks in SRM6, I can see that being a nasty surprise for someone. I was certainly surprised to chance upon these in a shop.



when I painted these, I opted for a simple scheme which I then made over-complicated. My inspiration here was Robocop, specifically the blue tinted version seen on the Robocop 2 poster and some other depictions. You might ask why I didn't go for an ED209 scheme? Well, the Urbie isn't a chicken walker, and if you haven't noticed, the text of the first film is that the ED is objectively awful. The UrbanMech has flaws, certainly, but its not that bad. Applying the Robocop scheme to an Urbie prompted applications of blue ink over metalics, and experimental uses of glossy black for the cockpit windows. I'm not entirely happy with either aspect, although I can see the techniques having applications elsewhere. Maybe this idea would work better on a more humanoid mech...

 



The bases were also a touch experimental. I added a few random bits to the bases, before a layer of the GW Astrogranite
Debris technical paint. This was then drybrushed with Dark Reaper, a bluey-grey I'd picked up for another project. This was a reasonable approximation of urban concrete decay, although I will admit my inexperience with such terrain at this scale. I need more practice and more size appropriate bits. The three donuts on the base of one was a happy accident; the three beads I'd put there were intended to be vaguely industrial at first, but I painted one in brown, and things flowed from there.

 


I remain a bit unsatisfied with the end result, but that may just be perfectionism. I'm a bit rusty,
but people seem to like these.

 



Sunday, 27 November 2022

Plamo: The Inner Sphere Command Lance (BattleTech, Catalyst Game Labs)

A shop near me started stocking BattleTech. You know what that means? Impulse BattleMech purchases! I ended up with three, and put the choice to twitter and here we are. I decided to use the UrbanMech colour scheme as well, which kinda worked…. But I’m not totally happy with it. Otherwise, I don’t have a huge amount to say here, so I’m just going to give a brief description of each. Now in order of chonkitude...



The STG-3R Stinger is a light scout mech based off the VF1-A Valkyrie from Macross. In universe, its a competitor to the Wasp, which has similar inspiration out of universe, a factor that has prompted legal action both in and out of universe. Its a nice little mould this, the flat panel cockpit being no fuss.



So, the VLK-QA Valkyrie? Well, they were clearly reaching for names at this point. This is based on the VF1-J Valkyrie, basically the same mecha as above, just with a different head. The BattleTech interpretation however makes it bigger and adds a missile rack. It's still a relatively light mecha though, but it punches above its weight with a LRM10. I'm not found of the cockpit glass on this one though.



The MAD-3R Marauder is something a bit different. Macross had aliens too. They were called the Zentradi, were mecha-sized, and seemed to have a genetic predisposition towards otakudom. The Marauder is based of their Roiquonmi Glaug Battle Pod, which is probably their second most memorable design. This explains its size and odd proportions, there was originally a big dude in a rather cramped torso cockpit. Performance-wise, the Marauder is considered a design classic, and the model holds up to that legacy. My paint job? Not so much.



Going back to the human designs of Macross now, the ARC-2R is based off the Destroid Spartan. As an associate commented once, this is pretty far removed from the source, as they took a close combat design with a club, and repurposed it as a missile boat. It's basically a Catapult with arms, more actual missiles, and an overheating problem, but the model came out quite well.



To be honest, I don't think this is my best work. It's fine for tabletop, but I'm inclined to go back to my greens for the next BattleTech project.

Sunday, 6 November 2022

Plamo: The UM-R60 UrbanMech (BattleTech)

 


While I have been very heavily into Orks and Orktober recently, I do try and vary things. Catalyst Game Labs recently put out a lot of new stock, some of which will hopefully be posted soon. Today’s subject was completed in and around Orktober stuff, but was pushed back due to the time of year. Orktober means Orks first, although I can honestly see them fielding something like the UrbanMech, so maybe it counts.




So when I write one if these, I like to waffle a bit on the context. This is because BattleTech is still very new to me, and the actual painting of them doesn't help with the word count. With the UrbanMech, it's less about the fiction so much as the fandom. As mechs go, the "Urbie" is a beloved mascot and a meme. It has a plush toy, a wave of blind boxes, a pack of 12, and a famous (life size?) inflatable. People love this thing, often wildly out of proportion to its actual battlefield performance. Its like the Ball, or the Gretchin slaves that Orks abuse. Its not something that is good by the conventional metrics, but it is quite adorable, and has a very specific niche that can surprise people. It's a dedicated ambusher, for, as the name implies, city fighting. Not a fair fight. Of course, I got myself two.



As the UrbanMech's natural habitat is the city, I decided to try urban camo of greys and black. This went disastrously wrong with the first attempt, as I made the mistake of trying Contrast Paints again, but I was pleased to see the Astrogranite Detritus technical paint worked well for a city-styled base. The first Urbie went in the dettol, and the second benefited from the experience. Here I did a Vallejo Dark Grey drybrush over a black undercoat, before picking out panels in Light Grey and Gunmetal, before eventually doing my usual cockpit glass method of Iyanden Yellow over Wraithbone, with ‘Ard Coat for shine. I call this "Urban Camo- Anime", its got the right colours, but it's still somewhat stylised to look cool. I once it was stripped, I tried something more intricate for the other Urbie. Here I tried the "blu tack" camo technique to randomise this grey a bit. Turns out that's not ideal at this scale, but it looks a lot better than my first try. 

 


Overall, this was a learning experience with a few bumps in the road. I now know a few things that don't work, but some things that do. One happy thought though is that I seem to have chanced upon a good dark grey for "special forces", which I want to use on future mechs. 

 

The first attempt



 

Sunday, 12 June 2022

Plamo: The STK-3F Stalker (BattleTech, Catalyst Game Labs)


And for the final part of the Heavy Lance, we have this. First, there was the Trebuchet, the asymmetric baby of the group. Then there was the Zeus, an oddly buff generalist. This was followed by the Longbow, which is reasonably described as a missile rack on legs. And finally, we now have the Stalker, a mech that resembles nothing so much as a chicken walker's angry dad.



It's actually quite a glow-up from the original art, which had more of a "phallic symbol on legs" thing going on. Its still easy to make jokes, TBH. It's not an especially sleek or elegant, but it gets the job done. As a machine, the Stalker feels a lot like something that grew out of game mechanics rather than in-universe logic. I. E it exists because someone thought it presented an interesting gameplay experience rather than something an actual military might order. Its characterised by having a selection of powerful but progressively shorter ranged guns, with the intent of firing each in sequence as the mech closes. Its very slow, but it's equally as durable, making it something akin to a self-propelled gun or siege weapon. That's the basic definition of an assault mech of course, although they usually have more going visually than the Stalker does with its "weaponised acorn" vibe, and these usually have more weapons coverage too. That said, you have to respect the minimalist brutalism of the thing. It's daft until you have one shooting at you, I imagine. The design has a few stripped down variants, which operate oddly in game terms, as the thing tended to wear its frame out as it aged.

I think we're entering comedy territory again.



I painted it my standard style, and like the Longbow, attempted to pick out the missiles. This was slightly more difficult as the LRMs are flat, but it came out table-worthy. I was also pleased with the glow effect on the tiny cockpit area. Its a very recessed area, so I’m glad its noticeable from at least some angles.

Up next: a change of pace.

 


Sunday, 5 June 2022

Plamo: The LGB-0W Longbow (BattleTech, Catalyst Game Labs)

 Aye-up, its Unseen o’clock.

 


Like the Crusader, the Longbow has its origins as a design from Super Dimension Fortress Macross, a series known for both its influence on the genre and its courtroom appearances. FASA licenced multiple mecha from the show for BattleTech, which they would later regret, and in the Longbow's case things seem more convoluted than usual. It's associated with the Destroid Phalanx, a support mecha from the show, which to the best of my recollection never did anything of note outside of crowd scenes. Destroids in general weren't cutting edge, and played defence. The Phalanx was notable for being something built on the titular Macross itself as a unit made from spares, which were hurriedly applied to a simple body structure. The Phalanx was a stopgap at best, but that's not same as saying its bad. No. When you are 40% missiles by volume, and your job is air defence, you are probably on the right track. The mech it inspired in BattleTech is a slightly more professional product but still follows the same orky brute force approach to its single purpose. While classed as an Assault Mech, the Longbow handles the task of fire support by lobbing a total of fifty missiles at the target. From behind a nearby and obscuring hill, usually, so you might not realise until its too late.





I suppose this a good place to talk about how BattleTech handles missiles? It's a mechanically interesting thing, and my comments on painting are going to be a bit brief, so it will help pad the word count. Missiles make use of the Cluster Hits table, which serves to dictate how many missiles in a volley connect on a successful hit. While other weapon types use this chart, and there's a lot of missile related stuff, we're limiting ourselves to the Longbow's LRM20s and LRM5s. In the case of long range missiles, the stated number gives its maximum, so this usually an overstatement of their lethality. The chart usually averages to about half that, although the spread of numbers gets more granular the more missiles you have. The final factor is that LRMs bunches these hits into groups of 5, each potentially hitting a different location. This explains the LRM5s to some extent, as you get a single grouping for low heat, while the 20s get several groupings for more heat. The fact you have 4 distinct systems also helps with their minimum range and other modifiers. Its about having options. 

 


I think this may be the best BattleMech I’ve painted. Its not got an especially sophisticated colour scheme and I wasn’t trying anything new this time, but the design of the model worked well for me. While some clean up was needed, the model lent itself to drybrushing, and the ever-so-delicate matter of picking out every individual missile. Its something that takes time and a fine brush, but the results speak for themselves, if hard to photograph. The cockpit glass was also a highlight, although its worth me pointing out there seems to be conflicting art as to what area is the cockpit, and I followed the Sarna entry. I even figured out how to get a better finish on the black bits of the base too. Good times, although I would advise against dropping it like I did... The missile pods are glued on.



Up next: something less subtle.

Sunday, 29 May 2022

Plamo: The ZEU-6S Zeus (BattleTech, Catalyst Game Labs)


Probably the most odd thing about the Zeus is how normal it looks in the context of its lance box. It's an assault mech and so by definition its a bruiser, but it's Mr Average when standing near the Trebuchet. Or the mechs coming in future posts. The reason is that of the four it's the one with the most conventional body plan, at least until we talk about the missile rack you can punch people with. It leans towards the generalist role I suppose, as while mostly long ranged, it's a "light assault" meaning it can move relatively quickly and doesn't fear a melee. I feel its possibly a bit under-gunned, but then my frame of reference is the Orion and a later-era Banshee, so what do I know? 

 


Painting was relatively straightforward, with the design offering an opportunity to switch around the placement of colours. One thing I keep doing with these is forgetting about the bases, neglecting them until I was already doing major colours. I still like to use a thin layer of green stuff for texture, and that is something I should do before undercoating. No harm done, it gives a reasonable "soft ground" effect, I just need to get a better finish on the black around the base. The cockpit area took me a little by surprise though; there's a collar segment obscuring glass segments. This required a certain level of care and correction, but it pops.

 


Up next: something bigger.

Sunday, 22 May 2022

Plamo: The TBT-5N Trebuchet (BattleTech, Catalyst Game Labs)

This article is dedicated to the memory of Jean-Pierre Jean, A CHEF, and force of nature, as played by a RPG friend of mine. This is not because the character is dead, more that he cannot be forgotten. And this battlemech looks like something he'd pilot.



So, having finished up the bits and pieces, I decided to do another lance box, and work on it over a month. A legitimate one this time, I feel I've done the "dubious" dance enough, and I'm in two minds about 3D prints, but this left me with somewhat minimal options. I ended up getting the "Inner Sphere Fire Lance" which continues the trend of somewhat bland, non-indicative names. There are some notable chonkers in this set, which yes, do fire a lot, but it's a name that suggests deliberate understatement. And because this is me, I'm starting with the mech that's the smallest, the 50 ton Trebuchet. Intended to do similar work to the Catapult, see the naming theme, the Trebuchet is a medium mech specifically designed to operate in a Lance of 4 similarly equipped robots. Specifically, it was meant to be paired with the Centurion, a purpose built escort with a different but complementary naming scheme. Its noted for having modest ammo stores, but being easy to reload. Less noted is its status as victim of technological decline, loosing the benefits of double heatsinks and C.A.S.E during the Succession Wars. Maybe that's why it is so mismatched and asymmetric in appearance. One arm has an LRM-15, a medium laser, and a hand. The other has two medium lasers, offset from each other diagonally. Meanwhile, one LRM-15 takes up the right side torso. This strikes me as a somewhat confused setup, or a compromise in the boardroom.



As you may have suspected from the amount of text above, I don't too much to say about the paint process this time. I did this in my usual manner, with colour variations arising from the sculpt and my mood at the time. I will however highlight the Iyanden Yellow though. Its weird how it behaves, golden here, but often orangey on bigger surfaces. It works either way though, and the model as a whole came out quite nicely.

Up next: something bigger.

Sunday, 15 May 2022

Plamo: The WVR-6M Wolverine (BattleTech, Catalyst Game Labs, “dubious”)

I have three of these now. Da fuq?



What can I say about the Wolverine then? Well, throughout my Battletech experience, I've been trying to get a handle on what counts as a mass-produced generalist everyman in the setting. To an extent, BattleTech doesn't work like that. While things vary with era, your average battlemech is more a long-term investment, like a family estate with a leaky roof, or a naval asset refitted endlessly. Unless you go way back to the Star League, or an especially favoured unit, things are are bit piecemeal with mixed units everywhere. Furthermore, the rules are sufficiently granular that a mech chassis can be specialised in numerous ways, and then there's the easily forgotten non-mecha stuff you get in Total Warfare. The Wolverine does however edge closer than most to my idea of a grunt. The reason for this is a mix of weaponry with solid performance and no heat issues. It's relatively quick, durable, and can fire everything without stressing the heat sinks. It's a got an answer to most things, and the benefits of a humanoid body plan. It's main weaknesses though are it's reliance on physical ammunition and the circumstances where those weapons don't compliment each other. If the optional quirks are in play, of which it has 7, the Wolverine takes a command role but becomes tricky to pilot.

 


Having done two of these previously, and several in the same basic colours, this Wolverine was a fairly simple project. To a point. It came in the same “dubious” auction as the Catapult, so the flash and mould lines were similarly not ideal, but no great problem. I seem to have found my grove so far as table-worthy mechs go, and as it seems that colour scheme is going to be on a book cover, I feel less inclined to vary it. It works, if a little dark on this one, and I spent a lot of time figuring it out, so why not? Things went extremely well, until a point late in the process where I dropped the figure and the left arm detached at the shoulder in the manner of brittle resin. I was was more bewildered than annoyed. I don’t think I’ve ever had a plastic figure break like this before, if it is plastic, like I said, its dubious, so do let me know in the comments if this has happened to you. This prompted some careful gluing and repainting which will no doubt haunt me for sometime to come. Otherwise? He’s looking good, and I’m happy to call this 60 ton lance a success.

 


 

Up next? A boxed lance over a month or so.

Sunday, 8 May 2022

Plamo: The CPLT-C1 Catapult (BattleTech, Catalyst Game Labs, “dubious”)

 

Along with the Blackjack, the Catapult is a battlemech I know mainly from the Tex Talks Battletech series of sweary-but-raises-cash-for-charity video essays. It's a little hard to top that summary, but it did endear the Catapult to me. It's almost iconic really, a platonic ideal of the whole "chicken walker" Concept. Sometimes, you just need missiles in an uncomplicated delivery system that can run if it needs to. In related news, I now want a Warhammer or two. 

 


This model is categorised as "dubious" as it comes from another eBay auction that had the look of the grey market about it, although this had a more professional listing this time. This, and a Wolverine I'll be talking about next, came with their own bases, which was a plus, but also a bit of flash. The basic design seems I'll-suited to a plastic this malleable, so I had to use hot water to correct things, but otherwise this was no worse than my first one.



I’ll get to the point: I'm really pleased with this one. Its at the point where I could go further to correct some imperfections, but I don’t want to risk spoiling it. I stepped back from the two-tone green idea and instead went for the olive drab I used on the Heavy Lance. Citadel Moot Green is prominently used on the launcher doors, but otherwise its Vallejo dark grey and leather brown for detailing. Meanwhile, a liberal application of the Citadel Contrast Iyanden Yellow came out good with the cockpit glass. Its fine. Possibly the best I’ve done so far.



Up next: the Wolverine.

Sunday, 24 April 2022

Plamo: The Griffin GRF-1S (BattleTech, Catalyst Game Labs)

My days of painting BattleTech models seem to be coming to a middle. At the time of writing, I've done up 17, not counting test models. Today's subject is however one we've seen before, the Griffin. As you may recall, this was a model I was unhappy with at the time. As I have since moved onto full collecting, I decided to give it another go, as the first of a new lance I've pieced together from eBay and such. Expect to see its squad-mates in the coming weeks...

 


Obviously, I've talked a bit about this one previously, but before I start nattering about shades of green, I suppose further context won't hurt the word count. The Griffin, as part of the whole Unseen business, was based on the Soltic H8 Roundfacer from Fang of the Sun Dougram. This explains the glass canopy and broadly human shape when compared to later, home-grown designs. The canopy look is not something I'm a huge fan of, BTW. Yes, this is a valid stylistic choice, especially with non-humanoid designs, and you can claim magic space glass, but it looks fragile to me. This origin also explains a weapon fit I'd call unbalanced. Categorised as a sniper, the Griffin carries a Phased Plasma Gun (PCC), which as weapons go is a fairly intimidating one. The thing is, its a single shot doohickey with a lot of waste heat, and a minium range. Its secondary weapon is a long range missile rack (LRM), which compliments the PCC, but also doubles-down on its weakness. You don't really have a close range option, nor an option for volley fire. Unless, you happen to be using the optional quirk rules, where upon it can ditch the PCC and punch like Mohammed Ali. I see myself using this in concert with mechs of comparable reach and/or slightly more varied gun selection.



This model was stripped via the Dettol method, which revealed how stupidly thick the original canopy paint was. It also prompted a new base, as the original wasn't looking that great. Things came out much better this time, although there's something about the head area which I just don't get on with, the curved surfaces I think. I also mixed up the paint scheme as I went, using the AK Lime Green in two different ways as the plastic fought back. It just came out dirtier than I would have liked, and the glass still isn’t perfect, but its still a clear improvement over my first try.  Which even accounting for my bad camera skills...



 

 


Sunday, 17 April 2022

Plamo: The ON1-K Orion (BattleTech, Catalyst Game Labs, “dubious”)

As you may have observed, its taken me some time to settle on a colour scheme. This is probably a matter of me making things difficult for myself, and possibly having the wrong mindset for it. My experience is mainly Orks, which is usually a matter of being numerous and/or rusty. I can take a bit more time with these. And also its time to mix it up a bit. Monotone looks a bit dull, even if I've got a theme. So, I took a step back, and decided to work on one by itself with a more involved paint scheme.



This model has its origins in an eBay listing of dubious provenance, and might charitably be called a factory second if we don't want to use the phrase "knock-off". I'd used it for colour testing previously, and nearly kept it with its last paint job, but I felt I could do better. Fictionally? The Orion is another centuries old legacy design of the heavy category. Its basically there to just dish it out and take it. Visually? Its got a lot of that asymmetric brutalism that you see in mecha from the "pre-clan" period. It's not a repurposed anime design, so its not especially humanoid and perhaps a bit janky, but it does definitely look like a bad day that's about to happen to someone. I like the ugly thing, although I have no idea what the deal is with the left arm.



I'd decided to go for a two tone green scheme this time, combining techniques used in my two previous projects. This evokes both the Zaku II and the Scopedog, though its fairly generic TBH. The Orion's odd design also means that I needed to get creative with it, while the AK Lime Green needed some toning down. It seems that paint works best as an accent or highlight when paired with another green. I also opted for grey feet this time, with the brown retained for detailing work. The base was also somewhat more involved, and an example of restrictions breeding creativity. This model lacked a base, so I ordered what proved to be one intended to be used with the older metal battletech models and thus was wrong. I used green stuff fill in the cavity, and decided, fuck it, to attempt a textured base. You can just about see it under the grass I over-applied. The missile rack also a minor area of issue, and I don’t think I can sort that out without stripping the paint again.

 


All in all, this came out pretty good, and the imperfections don’t really matter on a brute like this.

 



Sunday, 10 April 2022

Plamo: The Inner Sphere Heavy Lance (BattleTech, Catalyst Game Labs)

Following on from the Striker Lance, and in the need of something to do while self-isolating, I decided to get myself some more battlemechs. While these were unfortunately delayed, I went for the opposite end of the scale this time, with the Heavy Lance. With such a name, I went in the expectation of some absolute chonkers, but its a slightly more nuanced situation. You can’t call anything here “light”, but we have a team of misfits with narrow roles in the broad theme of breaking face. A Task Force X, almost. I’m told, if we’re going by tonnage, this all averages out to a “Heavy Lance” though. Anyways, in terms of painting, this were achieved in broadly the same manner as the last lot, but with eye towards a darker green. As such, I used Vallejo 70.95 Military Green, 70.850 Medium Olive, and finally a touch of 70.833 Ger. Cam, Bright Green. I also tweaked the basing method a second application of Agrax Earthshade in places.



First up: the BNC-3S Banshee. It was probably the most time consuming of the set, as this model was quite large, featured a significant canopy area, and was in need of some clean-up prior to painting. As a weapon of war, its also something of a comeback kid. Its another ancient design which was considered under-gunned even in its day, which lead to an enduringly bad reputation. Eventually however, the Draconis Combine gave it a major refit as demonstrated here, and then it gave a good showing versus the Clan Invasion. This makes it akin to the Blackjack, although TBH the original Banshee loadout was a bit bum to even my inexperienced eyes, so its not quite the same situation. Having gone from a punchbot to having loads of guns, this Banshee is largely about being a bad day for the world at large. The main barrier to painting this was the large visor, and some slight mishaps at the inking stage, but I think it came out good. And like Master Chief.

 


Now, there's a tendency in BattleTech for small recon units to be named for insects, the most famous being the Locust. The GHR-5H Grasshopper however weighs 70 tons and seems to ascribe to the ironic school of naming. In truth, most of that weight is jumpjets and heatsinks, so it does hop a fair bit. Its got a decent selection of weapons too, and exists mainly to stomp flat any scout mechs that may appear. Generally a good model to paint, too. Its gangly appearance lending itself well to my revised dry-brushing scheme.

 


If the Grasshopper was a misnomer, the HCT-3F Hatchetman has an almost deadpan name. Its got a big hatchet, which it aims to insert, violently, into the nearest face. Its has other things too, so it can shoot stuff before the face chopping, but I feel that the face chopping is the important thing. Its inclusion here
is as a bodyguard, I think. This was a slightly more awkward model to paint, the hatchet and head being tiresome to work around. I will admit that that I kinda forgot about the AC10 area, but otherwise it came out fine. It was a good opportunity to play with metal effects on the blade.

 


Speaking of bodyguards, this seems to be the CN9-A Centurion's entire deal. Specifically designed to escort missile-boats like the Trebuchet, its got a nice spread of weapons, and can shoot at things approaching from behind. Its probably the closest to a generalist here, although in terms of painting, the only thing of note was the visor.



I think I’m getting the hang of this now...

Sunday, 27 March 2022

Plamo: The Inner Sphere Striker Lance (BattleTech, Catalyst Game Labs)

As my forth BattleTech related thingy, I suppose I can talk a little more about the fiction this time. In BattleTech parlance, a "Lance" is a typical formation of 4 BattleMechs, while a "Striker" refers to a lighter machine that favours both firepower and mobility. So, a striker lance describes a team of four BattleMechs, which aims for the Striker role. What's interesting here is that, when you dig into it, there's another theme at play. While BattleTech lets everybody field everything, more or less, two of the machines here are associated with the Draconis Combine, with the other two from factions opposed to it. Whom are the Draconis Combine? Well, in my limited understanding, they are Shogunate era Japan in space, BattleTech having that trope where a historical society is revamped with rayguns, and the potential for some unfortunate implications.



The painting for these was an outgrowth of techniques trialled for my preceding three BattleTech projects, with the aim of moving away from Contrast Paints in favour of a drybrush technique. All were therefore sprayed black and then applied with three different shades of green. These were Vallejo Model Colors 6025, Vallejo Panzer Aces 331, and AK Lime Green 11137. The latter ended up dominating the enterprise, making the whole lance brighter than I was aiming for, but not bad. I was still aiming for a Leo look with these, so brown elements were Vallejo Model Colors 70.871, washed with Game Ink 72.092 to add some definition. The other colours were inherited from the preceding projects. Let's continue breaking the format, and talk about the individual models.


First off, the PNT-8R Panther above is a design dating from the settings deep history, which despite some technological progression, the DC managed to hold onto. It puts me in mind of a self-propelled gun, or possibly a tank destroyer given its right arm and general weapon ft. You've got a PCC in most versions, and that puts the heat right up after each shot, so discipline is needed. The Panther presented some modest difficulty with respects to the cockpit glass, which is obscured with the “mouth”, but its fine. I seem to have found my grove with Iyanden Yellow, as you will see with the others here.



The JR7-D Jenner meanwhile is something that the Combine designed and built itself, but then other factions "acquired some". Its very much a hit & run sort of deal, as strikers seem to be, being quick with 5 weapon systems. It can very easily fire all at once. otherwise, it puts me in mind of an angry frog. Yes, that's the green again, but the detail really pops.



The WLF-1 Wolfhound was designed specially to counter the above by Lyran Commonwealth Armed Forces, and is quite well-regarded from what I've heard. Its definitely the most balanced of the mechs seen today, with multiple lasers, one rear facing, a generally humanoid appearance, and good performance. This turned out nice, especially the cockpit glass, although possibly I should use a different colour for the gun...

 


Finally, the BLJ-1 Blackjack is an anomaly. Its 10 tons heavier than those above, and is classed as sniper, apparently due to its AC2s. It however kick the arse of the Draconis Combine, which was famously covered by Tex Talks BattleTech, and I cannot do better than that. Lots of good detail on this one.

 


Where next? Well, I think I've found something that works. Its just that additional tweaks are needed to get it perfect. That, or mix this with the purple, and do a devastator...