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Mankind Divided: Ghost's DZC

 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Fri Nov 23, 2012 10:07 pm 
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I browsed through the web store and was really impressed. The 10mm infantry looks great and some of the designs are incredible. The terrain is a little bit pricey, I will admit. Anyway, good job on the starter forces. I do not know what you are aiming for, but if it is a realistic look, I would say that you are as good as there. If you want them to "pop", I would try to add a little more contrast (wash, final highlight). Excellent windows, by the way.

Thanks for another interesting thread to follow.

/Fredmans


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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Sat Nov 24, 2012 10:12 pm 
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I keep thinking I need to to an edge highlight, but I don't want to screw them up. They've been washed already.

Now, I'd be interested to hear some feedback on this. Would these work for a demo table?

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I've seen several people using these tiles for DZC, and they seemed like a good idea. And at $11.50 for the PDFs they're cheap, too. They're "Mayhem Streets of Legend" from WorldWorksGames - the same company that makes the Malifaux Terrain. They're basically a cardstock wrap around 3/16" foamcore, with slots for connectors. There's some other neat stuff like the ability to do multilevel layouts - they have all the abilites the Terraclips stuff does. Unfortunately the 3" level height and 1" rail height largely preclude the use of these for DZC because of the scale. 5m rails and 15m underpasses just wouldn't work.

I'm thinking of using these four tiles (6"x6" concrete pad, T-intersection, 6" straight road, and 6"x6" helipad) primarily, and adding some greenspaces by gluing the Woodland Scenics grass mats over some tiles and adding trees. Also sort of visible is the way the wall facing the camera is backed with transparency film; you can see the reflection from the flash on the ground. It's just taped right now - I'm still debating how to paint it.

Finally I'm considering the best way to make areas of rubble to replace leveled buildings, so if you have any suggestions let me know. Current best guess is foamcore covered by aquarium gravel and sand with bits of paperclip 'rebar', but that could change. I'm somewhat concerned it would leave a rubble field with too many soft edges.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Sat Dec 08, 2012 11:19 pm 
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Table progress: 30/74 Tiles complete. Need 6 more buildings.

#11 blades consumed so far: 5+.

Anyway, Here's a few views of the table layout taken with a crappy iPad camera. This is one of the reasons updates are sparse right now: no ability to take decent photos.

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Stuff that's not obvious:
The road on the east side of the board will be elevated - level with the top of the ramp. The blank area in front of the park will be a second Helipad, and there will be a second ramp and another park opposite the existing one. Other blank areas will be buildings.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Mon Dec 24, 2012 5:19 pm 
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Time for a real update! New camera, so forgive the photo quality in places - I'm still getting used to it.

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Both near-finished condors together. The latest is on the left - I think the newer exhausts look better. I still need to add some identification numerals to them so I can tell them apart in-game.

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The Kodiak ACV has had it's radar completed. Too bad the photo sucks.

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The first of my tanks - this one's a Rapier AA Tank.

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I also finished my UCM Immortals and got a stand of Sirens finished. Gives a good idea of the color sheme I'll be using - light grey-blue with neutral grey.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Mon Dec 24, 2012 6:42 pm 
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Really Very Nice Work !

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Tue Dec 25, 2012 5:27 pm 
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Aren't immortals and sirens PHR? I know this as I am in the process of painting my PHR army and seem to have chosen the same colour scheme as you.


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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Tue Dec 25, 2012 5:44 pm 
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Yep, I got a starter and some bits of both UCM and PHR for the demos im rumnning at adepticon.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Wed Dec 26, 2012 9:32 am 
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city looks great :)

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Tue Jan 08, 2013 12:03 am 
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Great city terrain and those Condors are superb!
Especially like the cockpits!

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Tue Jan 08, 2013 12:10 am 
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Did I not post a new update? I'll have to correct that tommorrow.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Sun Mar 24, 2013 6:27 am 
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Im curious. Those 6" tiles look great for 10mm. For 6mm, do you think they'd scale down well? I use 4"x4" tiles in my terrain, so printing these at what, 33% reduction should get me that? I wonder how they'd look like that.

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Wed Mar 27, 2013 4:32 am 
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Look over at the dzc forums, there are some printed off even smaller than that, i think 3x3".

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Wed Mar 27, 2013 4:36 am 
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This looks great SG - the city in particular is fantastic! Love it, love it , love it!

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Wed Mar 27, 2013 4:53 am 
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Spectrar Ghost wrote:
Look over at the dzc forums, there are some printed off even smaller than that, i think 3x3".


If you find a specific example, please post it. I browsed but didnt see any. Anyway, thanks for the tip!

Kealios

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 Post subject: Re: Mankind Divided: Ghost's DZC
PostPosted: Wed Mar 27, 2013 4:22 pm 
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First post on this page.

http://www.hawkforum.co.uk/viewtopic.ph ... 4&start=10

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