Tactical Command
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Fredman's Terrain
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=28&t=21283
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Author:  fredmans [ Sun Aug 28, 2011 6:37 pm ]
Post subject:  Fredman's Terrain

So, after lots and lots of battles fought over coloured paper, out-of-scale trees and the old cardboard buildings from Space Marine, I have decided to set up a table or two with terrain.

A little while ago, I purchased roads and building bases from S6 engineering (http://www.s6engineering.co.uk/smallscale.html). So, I set down to weather the pieces, and dirtied them up with some sand as well:
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close-up:
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Now, I have somewhere to put my Forgeworld buildings (which incidentally are up next):
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I am very pleased with the roads and plan to make another order for me to play around with (bridges, road blocks, ruined streets and blocks etc). I am also on the verge of ordering some short short grass from Bacchus to make them tie in better with the battle mat. I am reluctant to use my GW grass (since I think it is too long).

As always, thanks for watching
/Fredmans

Author:  Apocolocyntosis [ Sun Aug 28, 2011 7:56 pm ]
Post subject:  Re: Fredman's Terrain

mm nice, any chance of a close up? the weathering/sand looks good.

Author:  Legion 4 [ Sun Aug 28, 2011 9:37 pm ]
Post subject:  Re: Fredman's Terrain

Nice !!! A Great base for F/W buildings !

Author:  fredmans [ Mon Aug 29, 2011 6:33 am ]
Post subject:  Re: Fredman's Terrain

Apocolocyntosis wrote:
mm nice, any chance of a close up? the weathering/sand looks good.


close-up:
Image

To weather the pieces, I used a fine grain sand paper from four angles.

A B C
D---D
C B A

I applied sand in a drifting pattern. Then I drybrushed the roads using the same angles. First, Luftwaffe Uniform Grey, then Codex Grey and finally Stonewall Grey. The sand was then re-painted using the same colours with 1:1 mixes of Scorched Earth, Khaki and Bone White respectively.

/Fredmans

Author:  Lord Aaron [ Mon Aug 29, 2011 8:52 am ]
Post subject:  Re: Fredman's Terrain

you wouldn't mind me borrowing those FW buildings for a day or two would you??? :)

Author:  fredmans [ Fri Apr 13, 2012 11:20 pm ]
Post subject:  Re: Fredman's Terrain

So, time to revive this terrain log a bit. I have been experimenting with area terrain for a Tyranid-infested table. I have some preferences when it comes to area terrain. I am trying to achieve good-looking and playable terrain. That means, your figures will have to be able to be placed inside it. First up, two swamp areas.

For this purpose, I am going for "base areas" which are only slightly textured.

Image

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Then, I built smaller swamp pieces on movable bases in different sizes. Most of them, but not all showing Tyranid activity.

Image

Image

Image

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...

Author:  fredmans [ Fri Apr 13, 2012 11:22 pm ]
Post subject:  Re: Fredman's Terrain

...which ended up like this:

Image

Image

Next up, Tyranid woods, brush and jungle.

Thanks for watching.
/Fredmans

Author:  Legion 4 [ Sat Apr 14, 2012 1:48 am ]
Post subject:  Re: Fredman's Terrain

Oh !!! Now that's a swamp !!!

Author:  ulric [ Wed Apr 18, 2012 8:34 pm ]
Post subject:  Re: Fredman's Terrain

Superbly done Fred

Author:  fredmans [ Sun Apr 22, 2012 8:40 pm ]
Post subject:  Re: Fredman's Terrain

Thanks, L4 and Ulric! Work has been horrible to me as of lately. Hobby time is reduced to 15-minute sessions. I have at least managed to finish a Tyranid "brush". For my Tyranid terrain, I want two things, "living" terrain and traces of Tyranid activity. For my three upcoming Woods, that means lots of organic structures and capillary towers instead of trees. At "brush" level, I wanted to find a way to portray both cover save and visibility. I opted for small corals from my local pet shop and glued them to small movable bases, following the same design that I used for my swamp.

Base Area: just flock, sand and the odd rock or shell/coral stone. Enough to keep the terrain interesting without impeding placement of units. For flock, I used mainly green flock (to tie it to my battle mat) with dead grass in patches towards the centre. The general idea is that Tyranid terrain kills local terrain.
Image

Five movable small pieces. Some use tyranid bitz to show tyranid activity. Tufts are added to add height. More dead grass than green grass. Corals and stones are used to portray Area terrain (blocking LOS).
Image
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and put together:
Image

You can move around/take away parts as units enter the terrain.

For my woods, I experiment with Instant Mold to add numbers. Pictures of the progress will be posted when I'm back from a work-related journey. Thanks for watching,
Fredmans

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