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June 30, 2019 | Author: Ade Roberts | Category: Hobbies, Internet Forum, Leisure, Unrest, Food & Wine
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Issue 01

On The Hunt Creative Challenge

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Editorial

5

News

6

Opinion:

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Warhammer Achievemen Achievements ts

Do Gamers Dream of Fluffy Sheep?

8

The Generals Compendium

9

Features: Warhammer Achievements

10

Mini Swap

16

Zombicide

18

Tournament Gear: The Basics

24

Creative Challenge

27

Laser-Cutting, War Gaming and You

34

Reference:

Mini Swap

Creative Challenge

URL Directory

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27

39

Advertisers:

Zombicide

Laser-Cutting, War Gaming and a nd You

18

34

Demo’s Laser-Cut Designs

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Gamers Guild

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 ! n  w o  r  u o  y  t Hos

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m o c . e n i  z ga a m  r e n g i m pa

Editorial The Campaigner September 2012, Issue 01 Copyright 2012 [email protected] www.thecampaignermagazine.com Editor & Production Matthew Lee Proofing Linda Howard Contributors James Barry, Matthew Lee, Lauren Palenski, Steven Rohde Cover On The Hunt Craig Lee Publisher Matthew Lee Printing and Distribution HP Magcloud For sales rates and queries email: [email protected] Disclaimer No material published in this magazine may be reproduced in whole or in part without written permission from the editor. All material r emains property of its respective creators. Products named in these pages are trade names, or trademarks, of their respective companies. The views expressed in this magazine are not necessarily those of the editor or publisher or The Campaigner.

Welcome to this, the first issue of The Campaigner. Allow me to introduce myself. I am Matthew, editor of this publication and dedicated wargamer and hobbyist. Gaming, modelling and painting has been a part of my life since I was twelve years old. Before that I had built model plane and tank kits with my father, as well as construct diorama-like electric train sets. This is most likely where the seeds were sown that would later grow into an obsession with making and painting detailed models.  At around twelve I received a present, the board game Hero Quest. It was released by Milton Bradley, with miniatures designed by Games Workshop. The games setting borrowed heavily from Warhammer, though at the time I did not realise this. The tiny, detailed plastic figures fascinate me, and I undertook the task of painting them all. Being quite young, and not possessing any of the necessary tools, skills or knowledge, I used a selection of lef t over house paint. Obviously it was a complete disaster, nothing like the photo on the back of the box. Still, it ignited a spark in me that I did not know existed. This board game started an interest in not only miniatures, but in the fantasy genre in general. I would spend a great deal of time immersing myself in whatever I could get my hands on. Dungeons & Dragons books and magazines, novels, and whatever else I could find I consumed with relish. Because of my age, I didn’t really understand much of what I was reading, but I started to develop a taste for the genre. Then one day I happened upon an issue of White Dwarf in a newsagents. The colourful pages of miniatures, the exotic background fiction, the fascinating battle report. Something clicked. And so a love-affair with small models, dice and cunning tactics was born. My hobby resume quickly grew over the years. I ran a gaming group, which at its peak had around 25 members. I hosted

The Campaigner Issue 01

One of the electric train sets that started it all.

a number of campaigns for systems like Warhammer, Necromunda and 40k. For a couple of years I even held a regular roleplay session, where I took players deep into the bowls of Warhammer Quest. Then there is Skavenblight Gazette, a free webzine I have helped put together for the last six years. The Campaigner is a part of that ongoing romance. As I grow older, so too does my appreciation and involvement in the hobby evolve. I have a love of making things, and there is a part of me that always wants to do a little more. To go that extra mile for my hobby. What’s more, I want to share this passion I have with the rest of the community. To show that there can be more to the hobby then just rules and models. That we can integrate the hobby into our lives and use it to connect not only with each other, but with our friends and family. So this is my next contribution to the hobby, and too the community. I really hope that I have constructed something people can get behind and support. Something that can become a part of the story of peoples lives. But most of all, something worthwhile.

5

NEWS

The Campaigner looks at the most notable events in the recent months, and explores the real facts behind the stories.

 The Campaigner Gears of Game launches Issue 1 Empire Podcast New independent magazine The Campaigner has released its first issue. That much should be apparent by now. The publication hopes to cover topics that other magazines usually ignore. These include subjects such as: • • • •

how the hobby integrates into day-to-day life how games are developed and funded irregular or original tournaments developing and implementing creativity.

The Campaigner will also feature opinion pieces, previews, interviews, hobby techniques and much more. For more information on feature types, as well as submission guidelines and advertising specifications, visit the website at www.thecampaignermagazine. com

 Warhammer Quest returns... sort of  UK mobile game company Rodeo Games has announced that it is bringing the much loved Warhammer Quest to iPhone and iPad in 2013. This will be the first Warhammer title to be released on a mobile platform. Warhammer Quest will run on Rodeo Games own game engines, the same engines that power their first two mobile games Hunters: Episode One and Hunters2. Both of these are top down, turn-based strategy titles set in an original propert y.  At the moment Warhammer Quest looks like it will utilise a game mechanic that closely resembles the original board game tile mechanic.

 A new Warmachine podcast has been launched, called Gears of Game Empire. Based in, and drawing from, the Pasadena, California area the podcast deals with Warmachine in a tournament setting. The main difference with Gears of Game Empire is that it is recorded at tournaments as they are being run. This allows for on the spot interviews and analysis, providing a more immediate and raw look at decisions and outcomes. A real boon for serious Warmachine tournament players. Gears of Game Empire can be found at www.gearsofgameempire. com

 This. Is. Dystopian! UK company Spartan Games has announced their newest game system, Dystopian Legions. Set in the same world as Dystopian Wars, Dystopian Legions lets players get up close and personal with the enemy in 28mm scale. Spartan Games says that the game system has been writ ten to accommodate small scale skirmishes all the way up to battles between whole companies of men with support. At the moment there is no announced release date.

 A total load of Bull Centaur  Forge World continue their love for the Chaos Dwarfs, with a release of resin Chaos Dwarf Bull Centaur models. These models have been designed by Edgar Skomorowski, who also did the Chaos Dwarf Infernal Guard. The Bull Centaur models are available from Forge World now.

More information and a teaser video is available on the Rodeo Games website, rodeogames.co.uk 6

The Campaigner Issue 01

NEWS

Is this war on Army Builder? In a move that seemingly came out of nowhere, Games Workshop contacted the website datafilecentral.com about a number of files it was hosting. These files were directly connected to the  Army Builder program, and related to a selection of Games Workshop products. While the request was completely within the rights of Games Workshop, it raises a slew of questions from the players. Questions that Games Workshop has not been forthcoming with answers for. Rob from Lone Wolf, the makers of Army Builder, informed the public of the request shortly after learning about it. In a post on wolflair.com, Rob says “A few days ago, we learned that www. datafilecentral.com, a hosting site for Army Builder data files, has been notified by Games Workshop that all GW-related files need to be taken down. This was completely unexpected, as the site has been operating for many years without complaint from Games Workshop (or anyone else). The AB user who manages the site informed us about this over the weekend, and he said that he has no choice but to comply with GW’s demands.” There has been some confusion within the community as to the details of this request. Rob

from Lone Wolf has confirmed that the request sent by Games Workshop was not an official or legal Cease and Desist, but rather an informal letter requesting the file removals. He has also confirmed that Games Workshop has not contacted Lone Wolf in any form, and so the company’s involvement thus far has been peripheral. This is in no way Games Workshop attempting to shut down Army Builder.  As Rob points out, datafilecentral.com has operated without incident up to this point. So what has changed that has led Games Workshop to take this action? Some point to Games Workshops entry into the electronic book market. It is possible that they see the files on datefilecentral.com as competing with their new venture. But then, why on just the one website, and not on all Army Builder file hosting websites?  At the moment Games Workshop has given no explanation as to why they have targeted datafilecentral.com. Too add to the confusion the relevant files have just been relocated to another portion of the internet without incident, thereby making the request to datafilecentral.com completely arbitrary and fruitless.

Made from Wyrd new plastics Wyrd Miniatures has announced that it will no longer be releasing miniatures in metal, and is moving over to hard plastics. Previously it had been producing its miniatures the traditional way, making molds from physical sculpts and casting them in metal. With the continued rise in price of metal the company has had to look at other types of production. Miniatures will now be sculpted digitally and reproduced in high detail ABS plastic. This is the same plastic drain pipes and Lego are made from, and offer great detail and strength.  At the moment only miniatures for Malifaux are being created with the new process. The announcement was accompanied by the release of a selection of new models, which neatly demonstrated what the plastic casts will offer. Currently it is unknown if the company’s back-catalogue will eventually be available as plastics. The Campaigner Issue 01

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OPINION

Do Gamers Dream of Fluffy Sheep

by Matthew Lee

Let’s begin this with an understanding. I hate the term fluff.

know where it came from. From the bowels of Satan, I am suggesting.

Our hobby doesn’t exist in a vacuum. Whether you only game or paint, or do both, the systems that you use or models that you work on will have an underlying story to them. Of course, how much of this story you incorporate is totally up to you.

The thing that irks me about the term is that it is totally superfluous. Basically it is a synonym of fiction. It doesn’t imply anything extra about the fiction, its quality, creativeness or anything like that. Fluff is always qualified.

Many people expand, amend or totally rewrite the standard story they are given. They mould it into something that fulfils their hobby needs and interests them. This is what the background behind these games and models is for. It is a foundation to build our own creative ideas on.

Bad fluff. Good fluff. I wrote some background fluff.

So in some respects this is the backbone of our hobby. The single, central element that runs through every aspect. Everything is based on a story, and each piece is itself trying to tell a story. Now, whether they mean to or not, a lot of people diminish this. Not by pointing out errors or flaws in the fiction. Not by making their own additions that many would see as not canonical. Not even by ignoring the background entirely. There is a level of assumption that people will take from the stor y what they will, and discard what is not needed. Even introducing their own radical interpretations and ideas. No, it is when they refer to fiction as ‘fluff’. This is one of those terms that just kind of sprung up, fully formed, from the internet. Everyone knows what it means and how to use it, but they don’t 8

So it doesn’t even act as a trope, quickly allowing people to communicate the type of fiction. To me, what it does display is peoples continued ignorance of the importance of the fiction, and the skill it takes to create it. Miniature designs and game systems receive a lot of praise for their creativity and innovation. But these products would never have achieved such greatness if there wasn’t a strong fictional core behind them. The fiction directly influences the decisions the designers and sculptors have made to produce the final product. It might seem like a small thing, but I feel we as a community need to shed the term ‘fluff’ and begin treating the fiction with the same respect that we give all the other aspects of the hobby. We don’t have to universally appreciate or find interest in all these stories, but we should recognise the important part it plays in contributing to our continued enjoyment. The Campaigner Issue 01

OPINION

 The Generals Compendium Over the years Games Workshop have released a great many books, both about the hobby and rules for their games. However, I don’t think any have ever even begun to reach the magnificence of The Generals Compendium. Released in 2003, it was primarily the child of Games Workshop America. The irony isn’t lost on me that one of the best things to come out of the company in years didn’t actually come from the main UK studio. At this time the content produced by the main UK development team was starting to become quite uniform, streamlining all products into the same easy-to-digest formats. While the new ease of use was a major benefit to gamers everywhere, it also stripped out a lot of the heart and soul of the systems. The very core that had pulled in all of the people to begin with. The Generals Compendium helped to recapture a lot of that feeling, at least for Warhammer players. The book represents a lot of the madness lost. Offering a selection of rules, from sieges to waterborne battles, the focus is on providing tools to the players that allows them to construct the battles they want to see and play. In a lot of cases balance is right out the window, as raiding parties burn villages and noxious gas clouds annihilate whole sections of armies.

The Campaigner Issue 01

by Matthew Lee

To complement the rules are a collection of interesting and creative hobby articles. Unlike a lot of the other Games Workshop created hobby content, these pieces revolve around basic skills or ideas. The focus isn’t on what official Games Workshop products you need, and what your level of assumed knowledge is. They are just fascinating terrain and modelling projects that are explained simply and honestly. In fact, that is basically the appeal of this entire book. It appears to be a real labour of love, created by a collection of people who were primarily interested in offering something back to the hobbyists. There is no undercurrent of sales, no push of product lines. The whole thing feels like a conversation with a bunch of friends. While Warhammer has moved on since this was released, and the book is no longer in print, it is still a valuable addition to any collection. The ideas contained within still help to inspire, the techniques are still relevant. If Games Workshop released more straight forward publications like this, perhaps they would finally start to regain the goodwill that it has lost. As it is, if you have the opportunity to get a copy of this rare gem, do not pass it up. You will be truly surprised at what a real love of the hobby can create.

The Generals Compendium is currently out of print. If you are interested in obtaining a copy websites like  Amazon or Ebay often have some available.

9

WARHAMMER ACHIEVEMENTS

Interview by Matthew Lee | Photography by Steve Wren

or some Warhammer players there is nothing like a tournament. A chance to test your skill and knowledge against your opponents, in an effort to be take the coveted top spot. While players that are more hobby and creativity minded are accepted, there is no real competitive format where these people can put their primary skill set to use. That is, until the Warhammer  Achievements event was created.  As with Warhammer itself, Warhammer  Achievements was born in the United Kingdom. The first event was held in 2011, while 2012 sees another event run not only in the UK but New Zealand as well. We talk with Warhammer  Achievements creator and UK event organiser, Steve Wren, about the event.

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The Campaigner Issue 01

WARHAMMER ACHIEVEMENTS

Can you briefly tell us how Warhammer Achievements works?

The best description came from last year’s Ultimate High Achiever, John Walters (last years winner), who described the day as “tick-box Warhammer!” Instead of playing to win the games by the most points possible you are trying to do certain things in the game, like perform a double six charge, kill one of your own models, or kill the first model in the game. This is what you get rewarded for. Each time you get an Achievement you can tick the box, and at the end of the day the player with the most Achievements wins. There are also  Achievements for being a sporting player, for how you have painted your army, and for the units you select. I wanted to encourage people to, for example, try out some freehand on a banner or see how Stormvermin work with two units of Rat Ogres, rather than having a Hellpit Abomination and a Warp Lightning Cannon. The Negative Achievements were brought in to control some of the silliness that happened in early 8th edition, and I decided to write up my own scenarios to add story and flavour to the event. We also have a quite extensive players pack where the players can complete my fiendishly hard Warhammer Quiz and write their own (often short and rather offensive I have found) fluff stor y. I always like to include five bonus achievements here for a bit of added spice. There are awards for 1st, 2nd and 3rd in the  Achievements, a Best General Award (for the player that actually does best in the games), an award for

The Campaigner Issue 01

the most negatives as well as painting, sports, best theme and some small prizes for the winner of the quiz and fluff stories. How does the structure of the event differ to standard tournaments?

I think the differences are obvious, but it’s still three games with seven Battle points available for each one (five for winning the main Scenario and t wo for the Minor Objectives). The big difference is grabbing the Achievements during the games, occasionally at the expense of actually winning! How did the idea of an event based around achievements come about?

I’d been planning an event for ages, but hadn’t thought of a format I liked or that was different enough. Sometime towards the end of 2010 I was listening to the D6 Generation podcast and they have their ‘Achievements in Gaming’ section where the hosts get points for playing games and doing hobby and it kind of clicked for me – could I do this with Warhammer? Treat it like a big Xbox game, where you can win the game but you can also get  Achievements. Although I would make the list known rather than having them done like Easter eggs.

“Negative  Achievements were brought in to control some of the silliness that happened in early 8th edition”

 After that I just started writing the Achievement list and putting the scenarios together. Maelstrom Games said I could do the event there, so I put the pack together, posted it on The Warhammer Forum and hoped that some people would ‘get it!’ Luckily for me they did, and the feedback was pretty good too so Warhammer Achievements 2 was always going to happen. 11

WARHAMMER ACHIEVEMENTS

You seem to purposely call this an event, not a tournament. Is it important to make this distinction?

“... this year we had at least four players trying to lose their last game to get an achievement”

I think so – at no other tournament do players try to deliberately lose games, get beat in combats, and tr y ridiculous charges turn after turn because the double 6 is more important than whatever is actually going to happen afterwards. I think Achievements is unique as it is a celebration of the hobby – something we don’t see at organised events. You get rewarded for having fun, making the effort to produce a unique and different army, and sometimes for doing well in the games. Out of the nine prizes only one goes to the person who actually does the best at Warhammer! The other eight go to the hobbyists who study the scenarios and look at the Achievements. It’s almost like people are paying to come and have those fun garage games that everyone eulogises about. How are the Achievements created? How do you test their viability and appropriateness before they officially make it onto the list?

I think you are giving me far too much credit! I just put a list together the first year and ran the event! This year I did look back at the list and removed

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some that I thought were too weird or didn’t add to the flavour of the event, as well as building in the game specific Achievements as these were something people asked for afterwards in feedback. The scenarios get play-tested, but the Achievements list just comes out of the randomness of my own mind, along with a few that the club or Twitter suggest. I am quite happy to take on any suggestions for new  Achievements. What is the reason for the Negative Achievements? Aren’t they contradictory to the atmosphere you are trying to create?

They were originally meant to be things that were frowned upon. I wanted the games to be fun and 8th Edition had some rules that could be abused. Normally these are house ruled or comped in the UK, but I wanted to play ‘Warhammer out of the book’, so I put them in as a kind of ‘don’t do that’ and docked players five Achievement points for each one. Most players play in the spirit because they want to get as many Achievements as possible. It stops massive death stars and an over reliance on magic, so they do the job there. However we found that they don’t really lead to a negative game and now one or

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WARHAMMER ACHIEVEMENTS

two players come with the express goal to attempt to get the most negatives, which was a fun competition this year. Ben Curry (Bad Dice Podcast) had eight negatives from game one so none of his opponents tried to issue a challenge the rest of the day to stop him getting the ninth, whilst James Harding (Dragon Slayers) went on a negative hunt and managed to get nine as well as favourably rules-lawyering one of Ben’s and getting it removed! It was one of the highlights of the day.

through all the Round 1 Achievements and we went into lunch a bit, even with two of us doing the data entry. I think 30 would be manageable.  A minimum number? Well, both years we have had around 20-24 players, and this seems to work nicely. I’m sure it would be successful with fewer players, but as with any event, the more diversity you can get the better.

How much non-play time does the Achievements aspect add, when compared to a standard tournament?

I think quite a bit. We run the games at 1600 points but use the same schedule as for a two and a half hour game. Generally I find that it gives us an extra half hour or so, and also allows for the games that do run on. Sometimes the smaller point size games still need the time! Some of the time is taken up by  Achievement ticking, and the scenarios also add extra time to games as well. Is there a bare minimum, or absolute maximum, number of players which you think this format of event requires?

 At Maelstrom Games they have a smaller side room which holds around 30 players. I would like to be able to fill that, and I think that would be about the optimum number – this year it took us a while to go The Campaigner Issue 01

Do all those participating understand the aims of the event? Or do you still end up with people only playing for the win, or just not quite getting the spirit of it? How do you combat this?

Warhammer Achievements 2 was held in May this year.

I think one of the beauties of the system is that it allows anyone to play in a style they like. This year we had two players fighting it out to get as many Negative Achievements as possible. Last year Tim Fisher (Maelstrom Games) came to the event with an army that he had borrowed, so he couldn’t realistically compete for the Achievements award, so instead he played to try and win all three games and get the Best General trophy (which he managed successfully). 13

WARHAMMER ACHIEVEMENTS

Figure 1: The Excel record sheet.

Scenario handouts.

However it is the Achievement grabbers who really embrace the spirit. They have bizarre army lists that try to tick as many boxes as possible, and they do things in games that you just don’t expect. For example, this year we had at least four players trying to lose their last game to get an Achievement (so I had fun pairing them all of f against each other). I have to say that so far over the two years everyone has ‘got’ the spirit of the event and I think that is what has made it relatively popular.

“I am much more a hobby first kind of guy!”

How do you keep track of each person’s progress throughout the event? Are there systems in place to verify the authenticity of Achievements and to stop cheating?

This is the biggest challenge for me as an organiser, and it is a lot of work. I recruited an assistant this year to speed up the data entry and that helped a lot. I had to write a really big spread-sheet that tallies everything up automatically and sorts all the  Achievements, battle and victory points and this allows results to be done fast, but inputting is a challenge. I find three highlighter pens helps a lot so we can easily keep track of new achievements from each game. In terms of players recording their Achievements, I give them all an A3 sheet of card with a copy of the record sheet I have put together in E xcel (Figure 1). They tick off Achievements as they get them and at the end of each game they have to get their sheet signed by their opponent. To be honest (and I know this sounds a bit of a

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cop out from an organising perspective) the whole event works on trust. Army lists don’t have to be submitted, and I don’t check them on the day. Players mark off their own Achievements for painting and army selection and I trust them not to cheat, and this seems to have worked out fine so far. Is there a reason that it is help over a single day? Why three scenarios? Why not more? Or less?

 After the first year a lot of people asked about extending it too two days. The event got a lot of good feedback, so some of the guys on the scene were keen to attend. But travelling is a pain. I thought about it and discussed it with a lot of the guys at the club, but the consensus was a one day event is better. Six games of Achievement grabbing would be a bit much, and I think it would get a bit boring. It could be done as a Whoops Apocalypse style event with two games a day and a third fun challenge, but then I am stepping on their toes, which I do not want to do. Would the event work as well if there wasn’t an overall story behind the scenarios to tie them all together?

Probably, but it wouldn’t be as much fun (both for me to run and write and for the guys attending) and I think it would take something away from the day. Are the scenarios essential? Would the event work with just Pitched Battle scenarios, for instance? The Campaigner Issue 01

WARHAMMER ACHIEVEMENTS

I think they are important – it allows me as the organiser to build in Achievements, which is the most important thing. Last year we ran it without scenario specific Achievements and we all noticed it became much harder to get Achievements as the day progressed. By having scenarios with specific Achievement objectives it gave players something to aim for in the later game especially. Plus having scenarios and objectives changes the mindset of the player a bit too. It’s also nice to play something a bit different. We spend an awful lot of our tournament time playing pitched battle, and I think a change is nice. Named (Special) Characters were allowed at the event. How much of an impact on the games did they have?

Nothing major. The 1600 point limit really only allows the Hero level characters, and with a few exceptions (mainly the demon characters) these don’t tend to have a huge effect – they are just nice to use every now and again. Do you allow non-Games Workshop miniatures to be used? Is this in the spirit of the event?

 Yes, in fact it’s positively encouraged. Maelstrom are happy to let us use any models we like and I like to see alternative miniatures – I am much more a hobby first kind of guy! Companies like Privateer Press and the Banelords range have such a great swathe of models to choose from that I wrote in  Achievements for including both companies’ models. The Campaigner Issue 01

I think next year I will try and incorporate models from other ranges as well. Why hold the event at Maelstrom?

In my mind it’s the second best venue in the United Kingdom, behind Warhammer World. But with some significant benefits. The room hire is free, but you do need to pay for food, which is reasonably priced. You can use a range of models from different manufacturer’s, which is prohibited (for obvious reasons) at Warhammer World. Games Workshop also charge a lot if you want to use Warhammer World as a venue. The other reasons for using Maelstrom are more personal. It’s close to Sheffield, where I live, and my gaming club, the Dragon Slayers, are based there. I think it’s important to support the venue and the business – they put a lot into the UK community and I get a lot of hobby stuff from them, so this is my way of throwing them some business. Also the tables and terrain, staff and support are excellent. Could this Achievement format be adapted to other games?

Easily (I think), but it would take someone with some knowledge of the game to do. I think for it to be successful you would need to make the achievements follow the theme of the game. I’m not sure that my achievements would work for a W W2 game, for example.

If you would like to know more about Warhammer  Achi evements you can contact Steve Wren on stevewren1976@ gmail.com

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MINI SWAP

Painted by Clanlord Trask for Aa7, The Under Empire Forum.

Painted by Scrivener for Bloodfang The Under Empire Forum.

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Painted by SkavenGuy for Father Squee, The Under Empire Forum. The Campaigner Issue 01

MINI SWAP

Mini Swap by Matthew Lee

For those who enjoy the painting and conversion side of the hobby, an online forum can be an excellent place. You can get feedback on your work, pick up new tips and tricks, and generally see what the rest of the world is up to with their own pieces. All this is a very passive form of learning though. You post pictures and get responses of varying quality, or you read other users content and try and apply it to your own work. Some modellers have started to push this idea further by running exchange events, known as ‘mini exchanges’ or ‘mini swaps’. The premise is simple enough. You paint a miniature for another person.

While fraught with all the usual problems of sending items to strangers on the internet, mini swaps can be quite rewarding for those involved. More than anything it presents each participant with the opportunity to paint a model that they would otherwise normally not. Ideally this challenge will result in the model painters having to adapt styles or attempt whole new techniques. This facilitates the growth of new skills by the painter, as well as greater levels of quality control and attention to detail.  After all, who wants to send off a poorly painted miniature? This is a chance for the participants to reinforce, or even establish, their reputations as excellent miniature painters. What better way to do this than by someone on the other side of the country, or the world, possessing a fantastically painted miniature that can be attributed to them?  A miniature exchange is an excellent event

to run for any forum or online collective. It requires a small number of participants at minimum and, while there is bound to be those that fail to fulfil their responsibilities, with the right community support it can be a rewarding and fun experience. It not only provides an opportunity for participants to develop their skills as painters and modellers, but it also creates a greater sense of community and promotes positive member interaction. The idea of the miniature exchange is just another way hobbyists are attempting to integrate the tactile world of miniature painting and modelling into the online environment. It is a way to develop skills, and an excuse to explore the full range of miniatures available. But most of all it speaks to the creative and generous side of hobbyists, and for these reasons it is an idea we should develop and support.

 A few variations on this concept have risen from different communities. For example, on The Under Empire Forum the swap is made public. Participants send a miniature of their choosing to another participant, while a third sends a miniature to the first. This creates a cycle, rather than a straight swap. Because participants know who their senders are, specifics on colours, icons and other details can be discussed. However, on The Warhammer Forum, a different method has been put into place. Here participants are allocated a recipient, and they must choose a miniature to paint for them. The aim is to try and select a miniature that the recipient will like, and not just one that the sender wants to paint. Each recipient has no idea who is painting for them, and so the finished piece that arrives is a total surprise. The Campaigner Issue 01

Painted by Bloodfang for Scrivener, The Under Empire Forum.

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ZOMBICIDE

When the apocalypse comes what other option do you have but to grab your dice and begin laying into zombies?

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The Campaigner Issue 01

ZOMBICIDE

O

n the face of it Zombicide operates on a very simple premise. Go head-tohead with shambling hordes of the undead and live to tell about it. Everything revolves around the Survivors themselves. The more skilled the Survivors, the higher the threat level they generate. The higher the threat level, the harder the zombie hordes become. The game supports up to six players who control the Survivors, with the

The Campaigner Issue 01

horde of brainless zombies being operated by an ingenious card system. Survivors fulfil objectives and progress skill levels, and zombies try to eat the Survivors alive. Guillotine Games have developed the game, as well as produced artwork and miniatures. Cool Mini or Not have taken on publishing duties, arranging manufacturing and sales.

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ZOMBICIDE

How to build an army of the undead Zombicide started with the executive manager of Guillotine Games, Percy Montblanc, who approached the development team with an idea for a game based around zombies. Nicolas Raoult, one of the designers of the games rules and tiles, explained the attraction. “We wished to create a full cooperative game, where every character’s survival relies on the team’s success. We just loved the idea of designing a game where friendship is the best weapon.” The creative team behind Guillotine Games is a collection of friends with extensive experience in the game industry. This familiarity, along with a strong conceptual focus, meant that the basics of Zombicide quickly came together. “Amazingly enough, we designed the core set of rules in a 20

single afternoon.” Explained Nicolas “Our skills match perfectly, we’re accustomed to working together and we knew where we wanted this game to go. Designing the tiles, refining the zombies’ abilities and playtesting the missions again and again took us the most time.”  An obvious drawcard of Zombicide are the Survivors themselves. Each character is a distinct personality, drawn from realworld and popular culture sources. Rather than being faceless killing machines, their themes influence their core abilities and play style. Nicolas summed up the creative influence of the Survivors. “Our survivors had to be everyday people or popular archetypes turning into heroes with a cool attitude.”

What of the zombies themselves? In order to foster the spirit of teamwork the game is based around, the hordes of zombies are not player controlled. Instead they operate on a threat level system that is generated against the experience of the Survivors. Cards are drawn from a deck, on which are varying threat levels, and the corresponding zombies hordes. This allows players to quickly populate the board with decaying horrors. Nicolas Raoult described the system as “a simple yet challenging AI (based) around four kinds of zombies, sight and noise”.

The Campaigner Issue 01

ZOMBICIDE

The Kickstarter element In the beginning the plan behind Zombicide was fairly straight forward. Guillotine Games designed and developed the game in its entirety before the project was placed onto Kickstarter. Unlike many Kickstarter projects, Zombicide was being funded with a completed product available. As Bryan Steele from Cool Mini or Not explained “When we were doing the initial Kickstarter trailer, the game was fully developed and ready to roll… we just needed to gain some funding to make it better and hopefully cheaper to produce. Basically, a win-win.” Here, on Kickstarter, it did fairly well. It easily approached its $20,000 goal, mainly thanks to Cool Mini or Not’s ability to speak directly with the target audience. Not only was the Kickstarter page promoted, but demos were run at conventions, promotional videos were made, and the brand of Zombicide was generally disseminated where ever gamers may have been, And this may have been where the story ended, a good game that gained the required funding and went on to be a moderate success. No small feat by any means. Then, late in the process, something happened. In the final week or backing, Tycho from the popular webcomic Penny Arcade linked to the Zombicide Kickstarter in a news post. Within two days the pledged funding had skyrocketed into the hundreds of thousands of dollars. Bryan Steele summarised this sudden influx of backers “It ( Zombicide) did very well from the beginning, but when the

The Campaigner Issue 01

guys out at Penny Arcade started talking about it on THEIR blog and then joined forces with us for the Cardboard Tube Samurai… things just kind of exploded. It was super tripleawesome. We all knew the game was great and was going to do well on Kickstarter; but none of us knew  just how well.” When the backing for Zombicide closed on 6 May 2012 it had over $750,000 in pledges. Around 3800% of the initial $20,000 goal. As Bryan Steele put it “I can say that we were all very pleased with the Kickstarter results.” Tycho at Penny Arcade also had an opinion on the result. From his post on Friday May 4 2012, only two days after the initial post directing readers to Zombicide “these two projects (Zombicide, and another project he had linked to, Ogre) have seen jumps that are virtually nonsensical; you’re welcome to compare their numbers now to the ones in Wednesday’s post. In a truly Meta level of commentary, the Zombicide team asked if they could do a Cardboard Tube Samurai stretch goal, and I said yeah, but what I didn’t say was that the goal they set was way too high and they would never actually accomplish it. They seemed excited, and I didn’t want to harsh their mellow. But I’m thinking I was probably wrong.”

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ZOMBICIDE

The Cardboard Tube Samurai  All the Survivor characters are based around popular culture figures, movie personas and zombie culture archetypes. The exception to this is the Cardboard Tube Samurai Survivor, offered to Kickstarter backers, who is pulled straight from the panels of Penny Arcade. On the surface including a specific character, with a defined personality and style, sits at odds with the rest of the generic Survivor cast. Limitations or requirements could easily accompany such a high profile inclusion. Requests that could easily overpower the Cardboard Tube Samurai and unbalance the game. No such requirements were imposed on Guillotine Games, however. Regarding the rules design Nicolas Raoult explained “We had “carte blanche”, as French people say. We were completely free. The cardboard tube is a really deadly weapon!”

22

Adding to the outbreak The game doesn’t end with what comes in the box. “The Guillotine Games’ guys have a long line of expansions and new scenarios to be released as time moves on.” explained Bryan Steele. Nicolas Raoult from Guillotine Games expanded on the possibilities of additional content. “Adding content is easy in many ways. Extra gaming tiles can be added. New survivors can be designed (the Survivors cards have an empty back for the players to build their own heroes). Guillotine Game’s website has a special section waiting for additional content, player-created or not, to show up. We had great fun designing this game and want to share it with creative players.”

Those who contributed to the Kickstarter will be receiving new Survivor characters and miniatures. Each new Survivor has been created by Guillotine Games to seamlessly integrate into the base Zombicide game, most being written after the main Zombicide rules and characters were finalised. This neatly demonstrates the flexibility with which the system is designed. Extra scenarios or Survivors can easily be created and included into the game. These can be developed by Guillotine Games themselves, or by the fans.

The Campaigner Issue 01

ZOMBICIDE

The Cast of Guillotine Games Executive Manager:  Percy Montblanc Game rules and tile design: Raphaël

Guiton, Jean-Baptiste Lullien and Nicolas Raoult.  Artwork:  Miguel Coimbra, Nicolas Fructus,

Edouard Guiton, Mathieu Harlaut and Eric Nouhaut. Miniatures sculpted by Elfried Perochon and Rafal Zelazo.

Dead End Ironically, Zombicide is that rare breed of game that takes an old idea and breathes new life into it. True cooperative game play, interesting characters, excellent miniature designs and atmospheric artwork are just some of the features Zombicide has. It shouldn’t be too hard to find five friends to play with. The hard part is deciding what you do with your friends when they join the legions of the undead. Zombicide is available now from Cool Mini or Not at www.coolminiornot.com

The Campaigner Issue 01

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Tournamen Water in a disposable container.

Blank paper. You never know when you will need to write something.

FAQs and Erratas for your force rules.

Rules for the force you are fielding.

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The Campaigner Issue 01

 Gear

Phone. In case of emergencies!

Money. Pens and pencils.

Game system rule book. Game system FAQs and Erratas.

Game templates.

Ruler.

Camera. Notebook, especially if you intend to record your games.

Dice or varying sizes, with game specific dice.

The Campaigner Issue 01

Glue for model maintenance.

25

You can submit illustrations to The Campaigner. These will be added to the catalogue of images  that can be called on when or iginal ar twor k is needed. They can be system specific, from  War machine to Flam es of War and any thi ng in between. Or they can be mor e generic; fantasy, sci-fi, or even modern. You can also register your interest in producing specific content pieces. This might be small illustrations for an ar ticle, a full page feature piece, or even the wrap-around cover. Just email your name and a brief description on what you like to draw (style, system, genre, etc) along with some example of work or a link to an online por tfolio  to The C ampaigne r. Specifications for submitted images can be found on the website. Email: [email protected]

www.thecampaignermagazine.com

DEMO’S LASER-CUT DESIGNS Our mission goal is to provide affordable and interesting kits for Miniaturists, Model Railroaders and Miniature Wargamers. COPYRIGHT DEMO’S LASER-CUT DESIGNS LLC. 2012

COPYRIGHT DEMO’S LASER-CUT DESIGNS LLC. 2012

Many of our kit products use green, low cost alternatives to plastic and only require PVA glue (aka school glue) to go together.

Gamers Guild Dystopian Wars, Forged in Battle, Games Workshop, Battlefront, Pr ivateer Press, books, paints scenic items, collectable card games

We use Taskboard®, Matboard, Backerboard and Northern Basswood. Don’t let the materials fool

you. These kits go together quick and easy and will give you years of durable enjoyment.

d emosl aser - cut d e si  gns COPYRIGHT DEMO’S LASER-CUT DESIGNS LLC. 2012

.w eebl y .com

Shop 2, 33 Beach Road Christies Beach South Australia Australia

CREATIVE CHALLENGE

Photographs by James Barry

 Theme:

 On The Hunt

Each issue we explore how creativity, storytelling, modelling skills and painting techniques can all come together in a single creation. Using a theme as a springboard, the aim of the Creative Challenge is to create an interesting piece within a set of parameters. There are no restrictions on what can be included. Miniatures from different ranges, manufacturers or settings can be mixed. Worlds can be merged, lampooned or created from scratch. As long as the piece fits within the parameters set, anything goes. This issue the Creative Challenge was run through Gamers Guild, a hobby shop situated in Christies Beach, South Australia. What follows are the six most outstanding entries along with thoughts by guest commenters C.L. Werner and Michael Brent. If you are interested in running or participating in a Creative Challenge, then go to The Campaigner website for more details on the event.

Guest Commenters C.L. Werner

C.L. Werner has written a number of fantasy and science fiction books and short stories for entities such as Black Library and Darkson Designs. His credits include Grey Seer, Brunner the Bounty Hunter and The Red Duke. Michael Brent

Michael is a talented painter and converter. He has several awards to his name, such as a Golden Demon and a number of The Under Empire Forum painting competitions. His models have also appeared on the Games Workshop websites ‘What’s New Today’ section, such as his heat-winning Bretonnian army for the North American  Armies on Parade  contest.

www.thecampaignermagazine.com The Campaigner Issue 01

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CREATIVE CHALLENGE

 Alien Invasion by Damon Brown

C.L. Werner

The combination of alien horror and ancient Rome is one that always works well. A vicious Genestealer stalking the corridors of the Circus Maximus, perhaps brought there as some exotic curiosity to be pitted against the gladiators. The hapless legionary in the foreground is obviously about to meet his gods and discover that there are very good reasons to be afraid of the dark. I have to wonder if this scene wasn’t perhaps inspired by David Drake’s fantasy novel Killer . Michael Brent

I like the realistic roman feel of the road stonework and even the wooden framed window that the tyranid is  jumping out of. The drool from the ‘monster’ and torch are good additions to the diorama. I was happy to see washes applied to the figures to add some depth. The diorama itself makes sense with the monster attacking out of the dark window at the unsuspecting guard. I’d like to see the roman guard set into the diorama instead of sitting on top, although the base of the figure is painted well enough to sit on top like it is.  Also, it should perhaps have highlight colours on the high points of the miniature and additional details like eyes, to make the central figure stand out more. 28

The Campaigner Issue 01

CREATIVE CHALLENGE

Sisters To The End by Shannon Thompson

C.L. Werner

 A valiant last stand by the last survivors of an Adeptus Sororitus strike force as the rapacious Tyranids close in for the kill. The odds might be against them, but it seems these Sisters of Battle aren’t going to meekly submit to their fate. The crab-like Tyranid creeping over the back of the dolmen is quite evocative and actually recalls the early stages of the gruesome Destroyer from Godzilla vs Destroyer . One can hope the Sisters realize the beastie is sneaking up on them before it’s too late! Michael Brent

I like how the base emphasizes the situation of them being attacked and draws the attention to the figures. A lthough you can’t see what is attached to the claws, it does give a sense of an enemy nearby and the heroes being in a dangerous situation. You get the feel that they’re surrounded and have regrouped to that point. The stone base was done beautifully in multiple tiers of rock; it ’s not just a flat surface. Giving it a very three dimensional feel. Also the claws are appropriately sunk into the above portion stone. The figures themselves seem a little flat. I recommend a wash on the figures faces then highlighting the faces once again to build some depth. I’m uncertain if the back wall is a continuation of the stone cliffs that they are standing on or a man made fortress wall. This vagueness doesn’t detract anything from story though, as it makes you think about the story presented. The Campaigner Issue 01

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CREATIVE CHALLENGE

Zombies! by Christian Heffernan C.L. Werner

Two things that always are certain to peak my interest when they are mixed together are WWII and supernatural horror. This tableau depicting an Allied agent in a life or undeath struggle against German zombies is pretty much what the genre is all about. The details of the loathsome undead trying to smash their way through the boarded up window while one of their ilk is getting riddled with bullets add just that extra spark of energy to the scene. Michael Brent

This is my favourite. The background fully interacts with the miniatures. You can tell it’s a home wall being ripped apart my zombies trying to come in. The ceiling adds an extra plane to the diorama with the light hanging down. Even the blood on the floor looks realistic and tells the stor y that she just shot some zombies. The miniatures are extremely well painted; the faces have been washed, all figures have had their clothing blended, the blood looks realistic and appropriately placed. Exit bullet wound gushes of blood and the zombie leaning back tie the model in to the immediate action of the hero. All around I can’t find anything that I would want to improve upon. 30

The Campaigner Issue 01

CREATIVE CHALLENGE

It’s The Bat! by Morgan W. Ingerson

C.L. Werner

Who doesn’t love the Clown Prince of Crime? Well, probably anybody who ever had the misfortune of crossing the Joker’s homicidal path. This clown-faced thug appears to have been visiting one of the Penguin’s black market armouries and one shudders to imagine the hijinks he is going to put that flamethrower to. Fortunately, that batarang sticking in the wall behind him is a good indication that this goon is going to be on his way back to Arkham really soon. Michael Brent

One of the only submissions to use freehand, which many people are afraid to tackle. The painted Joker’s symbol on the barrel is a nice touch. You can tell that the action occurs in a city or industrial area with the cement flooring, wooden planked walls and iron support. The situation is a little vague. The figure could be at rest, guarding the toxic barrel and just surprised, or he could be fighting back. The only indication that he has an enemy is the baterang embedded in the wall. The figure itself uses a lot of colours on the miniature, but I’d like to see more blending and washes. I would have loved to have seen the wall less blank, maybe some joker graf fiti to balance out the bottom of the diorama with the top portions. The Campaigner Issue 01

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CREATIVE CHALLENGE

Santa Slayer by Nathan Staff C.L. Werner

 You know, if this dwarf slayer had simply managed to be good, Santa would have brought him that teddy without the need for any rough stuff. Then again, given the oaths they’ve sworn to Grimnir, I’m pretty sure no slayer would make the nice list. Still, this guy should probably have tracked down Santa Orc and delivered some ‘seasons beatings’. Michael Brent

Very realistic looking snowy stone cliff. The snow and rock face feels very appropriate for where I would expect to find the dwarf and Santa. The figures have a very clean paint job, though I would recommend painting eyes on the miniatures and perhaps some washes in areas like Santa’s beard. I’d also try adding a few things to the diorama portion to make it feel less empty. Like a dead tree with snow on it, or some lose packages that might have fallen out of Santa’s bags. 32

The Campaigner Issue 01

CREATIVE CHALLENGE

Goblin Shaman by Kiefer

C.L. Werner

There’s always something amusing about goblins. Not in the ‘ha-ha’ sort of funny. More ‘stab-stab’ funny. This gruesome little Forest Goblin seems right in his environment with carnivorous arachnids scuttling about and human bones littering the cobwebs. You can just tell he has all sorts of sadistic impulses racing through his mind and it probably won’t be too long before he goes looking for something weaker than himself to gratify his malicious urges. Michael Brent

The goblin shaman’s painted webbed cave background really ties in with the miniature. The floor has wonderful and appropriate added details like the dead grass, bones, and spiders. The miniature itself is shaded and highlighted well. The red and black spider legs on the shaman are brought down to the display with the similarly coloured individual spiders. The webs on the figures continue on into the standing backdrop and into the painted background. Everything about the piece ties into the other aspects of the piece. The Campaigner Issue 01

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By Steven ‘Demo’ Rohde Guest Editor: Lauren Palenski Photographs by Steven ‘Demo’ Rohde

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The Campaigner Issue 01

LASER-CUTTING, WAR GAMING AND YOU

When I was first approached about doing this article I was excited to have the opportunity to talk about my passion. Sharing my knowledge on the subject of laser-cutting and getting more people interested in laser-cut gaming products is something I do regularly when talking with customers. There’s so much to talk about, so where should I even start? The process of laser-cutting is easier to understand than it may sound right away. I could tell you about how the laser works in great detail, how electrons are pushed out into a higher orbit by pumping the laser medium full of energy, and when the electron tries to go back to its lower orbit a photon is created. Those photons are then collected in a mirrored chamber and then reflected towards the intended material where they start cutting. The heat a laser produces is a by-product from the oxidation of the material as the photons start a chemical reaction with the material they are slamming into. Needless to say, that was a little technical. The number one thing to know about a laser is that it is a monochromatic stream of photons. All the photons are marching in step which is what gives the laser the ability to cut materials. The more wattage a laser has the thicker the material it can cut. At a previous  job I worked with a 3,400 watt laser that could cut The Campaigner Issue 01

one inch thick cold-rolled steel. By focusing and adjusting the laser to the correct frequency for the material being used it cut anything from the thinnest of rice paper to a quarter inch piece of wood. All without burning or causing the delicate project to go up in flames.

Custom-cut pumpkin leaves in rice paper for a miniature dollhouse enthusiast.

One belief that I often have to dispel as a laser operator is that people think of it as a heat-ray. Personally I blame television, books and movies that always seem to have an evil villain trying to destroy things with their laser. I’m not angry at the way lasers have been portrayed mind you, I love a good sci-fi movie or book from time to time. But it is kind of like when I watch a lawyer based television show and then run to my friend Jim who does legal work. When I ask him “is that possible?” he just shakes his head and reminds me the show is on the “good lawyer’s” side. For all you budding mad scientists however, don’t be disheartened. If you could focus a powerful enough laser onto the surface of the moon you could actually raster (engrave) your likeness on it! There are a large number of people in the war gaming hobby who are allergic to cyanoacrylic glues (aka super glue). Laser-cutting allows for a variety of materials to be used, such as wood which can be assembled with PVA glue. This means even kids can get into the fun of assembling a model without worry, with the added bonus of easy glue clean-up. The versatility of laser-cutting also means that a single machine can process a number of materials. 35

LASER-CUTTING, WAR GAMING AND YOU

 An example of our laser-cut walls from the Office Building.

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The Campaigner Issue 01

LASER-CUTTING, WAR GAMING AND YOU

For instance, at Demo’s Laser-Cut Designs we can process wood, Taskboard®, Matboard and backer board using one machine. There are many benefits to buying laser-cut products. The first is in the precision of the cuts. The precision levels, and edge quality achieved, are far superior to traditional cutting methods because the laser beam will not wear during the cutting process. Laser-cutting technology also enables the cutting of complex shapes without the need for tooling, and at a similar or even faster speed than other cutting methods. Regardless of the shape, the cuts can be extremely precise. For this reason, and when done right, laser-cut models practically put themselves together. For example, the kerf (the gap formed when the laser cuts through something) for our system at Demo’s Laser-Cut Designs is on average .005”, about the thickness of a piece of paper. This means when we produce pieces that share a cut edge, they will have a very nice secure fit that is effortless to put together. Traditional plastic molds can take a great deal of money to produce. Plastic molds also need regular maintenance and will eventually wear out or break. The cutting head in a laser never wears out or gets dull. Ever. With regular maintenance, which is quite low-cost, a laser will work indefinitely. 24 hours a day. 7 days a week. The Campaigner Issue 01

The other benefit laser-cut technology has over plastic molds is that laser-cutting templates are stored digitally, ready to be accessed at a moment’s notice. Yet another cost and space saving feature of the technology, especially compared to the plastic molds which can take up a lot of physical space.

Nearly infinite storage! Tiny living space!

 Another space and cost saving aspect of laser-cut products is how easily manufactured they are. Sets do not have to be pre-cut and sit in a warehouse for days, weeks or even months waiting for purchase.  As orders come in, manufacturers can easily and quickly produce the components required. For instance, at Demo’s Laser-Cut Designs we only keep a small selection of items pre-cut. As orders come in we produce the required pieces, allowing us to save money on storage and materials. This allows us to produce a very affordable product for our customers. 37

LASER-CUTTING, WAR GAMING AND YOU

The front and side walls of the Factories are cut in one pass so the tabs and grooves fit snugly.

Steven ‘Demo’ Rohde is the owner and operator of Demo’s Laser-Cut Designs. The company offers a variety of laser-cut products for wargamers, dollhouse collectors and model railroaders as well as custom cutting and online assembly instructions. http://demoslasercutdesigns.weebly.com

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Custom cutting is also a major benefit of lasercutting technology. This facility allows customers to create shapes of their own design, of varying complexity and size. Perfect for bringing intricate and clean detail to a project at any quantity. Because designs go straight to the laser, the turn around time is quite fast. No molds or guides need to be manufactured, which also means prototyping a sample is quite quick. On average, at Demo’s Laser-Cut Designs, we can usually have a sample created within 24-48 hours and shipped out the door. We can create custom orders that can range anywhere from the beginnings of a simple idea just sketched out on a piece of paper, to something intricately designed in a program such as CAD. There’s no such thing as a minimum order when customizing with a lasercutting machine, so you can order one or 1000. The data for each laser-cut design is like a speck of sand on the beach. This allows us to hold onto a design template indefinitely, if ever the customer needs another manufactured down the road. You never have to worry again about your favourite item going out of production when buying from a lasercutting company. Everything is available at your fingertips.

 A dragon-themed egg-holder for Polish hand painted wood eggs.

Laser-cutting has one last cost-saving characteristic. Though the machines are amazingly versatile, the laser-cutting process is quite energy-efficient. A 50watt laser system can run all day for just pennies. Most people use more power just blow-drying their hair, making coffee, or turning on their television.  You should now have a good idea why laser-cutting is such a popular medium for those looking for new and interesting gaming products. There are many advantages for hobbyists of any level, thanks to the versatility of the laser and the low production costs. So why not put your new knowledge to use and incorporate laser-cutting into your next hobby project? The Campaigner Issue 01

URL Directory   Amazon www.amazon.com Bad Dice Podcast http://baddice.co.uk 

Dragon Slayers http://www.dragon-slayers.org.uk 

Maelstrom Games www.maelstromgames.co.uk 

Ebay www.ebay.com

Privateer Press http://privateerpress.com

Black Library www.blacklibrary.com

Forge World www.forgeworld.co.uk 

Spartan Games www.spartangames.co.uk 

Cool Mini Or Not http://coolminiornot.com

Games Workshop www.games-workshop.com

The Under Empire Forum http://underempire.net

Darkson Designs www.darksondesigns.com

Gears of Game Empire http://gearsofgameempire.com

Vermintime (C.L. Werner) www.vermintime.com

Data Files R Us www.datafilecentral.com

Guillotine Games http://guillotinegames.com

The Warhammer Forum http://warhammer.org.uk 

Demo’s Laser-Cut Designs http://demoslaser-cutdesigns.weebly.com

Lone Wolf Development http://wolflair.com

Wyrd Miniatures www.wyrd-games.net

The Campaigner Issue 01

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