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Author Topic: [BFG] Noisy's Shipyards  (Read 11935 times)

Offline NoisyAssassin

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[BFG] Noisy's Shipyards
« on: November 19, 2014, 04:52:37 AM »
Hey all!

I'm getting back into BFG about 10 years after I dabbled with it in high school. Sadly, I never bought any models back in the day, which makes things a little trickier now. So, like any self-respecting modeling and conversion obsessed gamer, I decided to turn a mountain of bits into ships! Quite a bit of progress exists that doesn't have photographic evidence yet (including about 1K of painted 'Nids), but here's the start of a right proper orky fleet. WAAAAAAAGH!

The frameworks are laid:




The escorts evolve into completed Brutes





Kill Kroozer packs on a few pounds






And some pretty space bases for the 'Nids before they got heading marks. Sadly, I discovered that while the variety of colors looks good here, on a finished fleet I'm not a huge fan of the effect. Future fleets will get 1-2 nebula colors only.






Cheers!
« Last Edit: November 19, 2014, 04:54:55 AM by NoisyAssassin »

Offline Geep

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Re: [BFG] Noisy's Shipyards
« Reply #1 on: November 19, 2014, 08:21:51 AM »
Very orky work, and I really like the colourful bases as well.

Offline Malika

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Re: [BFG] Noisy's Shipyards
« Reply #2 on: November 19, 2014, 09:45:56 AM »
The Kroozer looks excellent, very intimidating! Not 100% sure yet about those escorts, they for some reason remind me of flying mechanical serpents or something, must be their more bent form.
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Offline radu lykan

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Re: [BFG] Noisy's Shipyards
« Reply #3 on: November 19, 2014, 12:35:16 PM »
nice kroozer, looking forward to nids

Offline Jimmy Zimms

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Re: [BFG] Noisy's Shipyards
« Reply #4 on: November 20, 2014, 03:43:58 AM »
Now that's what an ork fleet is supposed to look like. I do echo the others that the escorts need some more nling to break up the snake/arm effect
As we Imperials say, "The Emperor [class battleship] Protects..."

Offline marell le fou

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Re: [BFG] Noisy's Shipyards
« Reply #5 on: November 20, 2014, 04:30:39 AM »
Quote
Now that's what an ork fleet is supposed to look like

Same opinion ! One of the very best i have ever seen.

Offline Gun_wun

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Re: [BFG] Noisy's Shipyards
« Reply #6 on: November 21, 2014, 03:10:32 AM »
I'd say I have to mirror the opinions of da rest of da krew.  Really nice builds, but da escorts need a bit more.  Nice foundation and I'll be sending me sneaky Gits to keep a close eye on ya.  If yer eva in Cali Town we could link up and give dem oomans a propra Waaaagh!

Offline Aquahog

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Re: [BFG] Noisy's Shipyards
« Reply #7 on: November 21, 2014, 10:25:51 PM »
Waaaghsome! :)

Offline NoisyAssassin

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Re: [BFG] Noisy's Shipyards
« Reply #8 on: November 22, 2014, 12:25:57 AM »
Wow, thanks everyone!

I didn't really see the flying snake effect on the Brutes until it was pointed out, and now I can't unsee it  :o Any suggestions on what they could get done to improve them?

@Gun_wun: funny you should say that, because I'm considering starting the search for a new job, and the Bay area is one of the top places I'd be looking at. Makes it even more tempting.


No more ork pics for now, although even more progress has been made (need natural light to take pictures of painted models, and daylight savings time conspires against having that after work). However, I DO have some WiP shots of a different fleet...tin cans! *ahem* I mean necrons.

Group shot (2 classes of escorts, a cruiser, and tombship)




And a time for a poll. I can't decide between doing the escorts with the weird creepy spine things hanging off of them or the versions without. Top row of each pic are the variants for one escort class, bottom row is the other class. So, opinions?






Offline Zorcon

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Re: [BFG] Noisy's Shipyards
« Reply #9 on: November 22, 2014, 03:33:23 AM »
I like spines.
Bigger is better. If bigger wasn't better, then it wasn't big enough!

Offline Gun_wun

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Re: [BFG] Noisy's Shipyards
« Reply #10 on: November 22, 2014, 06:31:37 AM »
Ummmmm I’d likes ta see some side shots of da Ork escorts Boss.  Me thinking dat day needs uh kuttin and a flipping over.  Better fer smash-in but I’d likes ta see closer furst.  Da Bay has dis group of us Gits who throw dice and dat is a god fing! As fer dem Tin Cans.  Nice (taking out a small blue squiggly creature from pocket and holding it up affectionately)  I like Da Cruser n Tomb Ship.  As fer da Escorts we likes spines! (with a flip of the squig into its mouth.  A chomp, chomp and a long toothy smile)  Ribs too Boss…………………  What about some rib cages on dem too? 

Offline Geep

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Re: [BFG] Noisy's Shipyards
« Reply #11 on: November 22, 2014, 07:23:38 AM »
I would probably add spines to the bigger escorts but not the smaller ones. It's a bit hard to tell the difference between the two types from size alone with those bits.

Offline Malika

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Re: [BFG] Noisy's Shipyards
« Reply #12 on: November 22, 2014, 09:50:35 AM »
Really loving those bigger Necron ships. Not fully sure yet about the escorts, they seem a bit too weedy, which doesn't work so well in BFG scale. I mean, these models are meant to represent ships that are about a kilometer long.

As for the Ork escorts, try to straighten them out a bit and add some stuff like a bridge and small turrets. They'll look more like ships rather than flying power claws.
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Offline marell le fou

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Re: [BFG] Noisy's Shipyards
« Reply #13 on: November 24, 2014, 09:58:22 PM »
I really like what and how you did your necrons, but i think they are a little bit too thin. It's ok for little ships, but the medium ones would need to be bigger i think. As said, it's hard to id each of them. Size is too much the same.

Offline NoisyAssassin

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Re: [BFG] Noisy's Shipyards
« Reply #14 on: November 29, 2014, 05:58:38 PM »
Thanks for all the feedback everyone!

Ork escorts: you'll get to see some pics of them partially painted as is, but the flying power claws at least will likely get a bit more work. I do rather like the aesthetic of brutes being little more than flying smashy bits though. Seems too orky to get rid of the effect entirely.

Necron escorts: the designs of the bits making up the main hulls are actually quite different from each other, as are the spine compositions, just hard to see on bare plastic. That said, I tried out adding some rib cages to the jackal class and really like how they turned out. Will save pictures until they're painted. And now that I've full broken up the uniform crescent design of the fleet the scythe will get beefed up with a tail as well. Tomb ship is just going to get some extra layered plasticard and some fiddly-bits, but otherwise I like where it is at.

Now, onto some pictures!

First up, I had a mat show up in the mail and have been working on celestial phenomena. Should make games a LOT more visually appealing (I'm excited about this). More asteroids and dust clouds are in the works so I'll have enough to fill a whole table.



Then we're onto the orkses.

Some shots of the already shown brutes as well as terror ship and kill kroozer at their basic paint stages. Still need some basework, running lights, clan markings, thin antennae, and other details. And, as mentioned, some of the escorts might get some more light construction work.




Then there's the second brute skwadron. These have completed bases and running lights, so mostly looking at antennae and clan markings to do yet.




"Ensign! Ensign! Why is that asteroid shooting at us?"


And finally, my first attempt at clan marks (Deathskullz blue). Not super thrilled with the result, but we'll see. This is a ravager class.


Cheers!
(and stay tuned, Tyranid pictures coming soon)