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File: IMG_6654.jpg (2.54 MB, 2683x3373)
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How do you all decide how to base your army? Do you try to match terrain/other armies or do you do color theory?
Pic is how I did my ironjawz army
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>>97912868
I just try to have the contrast with the models so i can see where the dirt ends and the guy starts
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Green
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>>97912868
well I have a lot of snow-themed armies, Vostroyans, some Harlequins, I got a Norse bloodbowel team, lot of ogres with yhetees, that kind of thing, so every base gets a thick coat of goblin green over some sand I stuck on with pva glue and around the rim, then I drybrust the sand with a little flash gitz yellow just to give it some depth
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I've always liked the idea of making fancy, intricate bases, but I can't for the life of me manipulate most basing goo well enough to do anything but a basic (no pun intended) mud base. I've tried brushes, cut-up cards, toothpicks... It always sticks and I'm lucky if I can get it across the whole base without it sticking to the model and ruining it.
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>>97912868
I have seen a few glue all their models onto transparent bases, so there is no contrast with whatever terrain they are used on.
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>>97912868
Green flock because its funny
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>>97913323
Those are the fucking worst. Minis have bases, you expect it. Sure a mismatched base can make the models stand out, but floating minis just make the whole table look fake
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>>97912868
I usually have a warzone in mind when i begin an army, and i stick to that
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>>97913323
>textures table with sand
psssh...nothin personnel... acrylic base users
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>>97912868
I usually use milliputty as base, roughing it up so that there's some nice texture to paint. Use bits to theme it after army and use similiar colors for cohesion and athmosphere.
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>>97913323
>putting minis on small mirrors
Yeah, way less distraction than sandy base on snow board lol
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>>97914401
Mismatching your army with the board/terrain isn’t a problem since you’ll likely be playing on different set ups (not everyone is gonna be running ruined sci-fi city). Bases only need to match within your army
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>>97912868
Nice cabbage.
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>>97912868
>Infinity
Varies according to faction. CA gets dark grey rubble with red alien weed, Haqq gets desert with dried tufts, Nomads get dirty bulkheads, Aleph gets an oversized PCB.
>Malifaux
Here all I'm playing is different keywords of Arcanists, so I started with a desert/badlands Western mining town because that's what my board was, then each keyword gets some modification - Wildfire gets the grass singed, December gets some fresh snow/ice, Foundry/MS&U get random scrap, Performers get pieces of destroyed theater boards.
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File: IMG_6899.jpg (2.45 MB, 4032x3024)
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>>97912868
I went (and tried) for a fir and spruce forest vibe for my Beastmen in the old world. Mainly due to me having my dudes be from the east on the border between The Empire and Kislev.
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>>97913323
This is incredibly useful for Battletech. It mostly removes the need for picking models up in order to see what elevation they're on. And, like you said, it always matches the mapsheet.
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File: IMG_20251117_203850.jpg (1.41 MB, 2534x1810)
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>>97912868
It depends on the army. For the dwarfs I used grey sand, unpainted, too get a mixed rocky terrain easily on a large scale, with occasional flocking and snow.
For Mordheim it's more tematic: all warbands have some paving stones, random debries of rock, wood, cloth and occasional wyrdstone to fight over.
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File: 20241018_152429.jpg (699 KB, 2097x1875)
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>>97912868
Elite units and characters get more pieces of dead opponents. From human skulls and knives, up to fresh decapitations of inhuman or armoured opponents, broken blades and pits of skulls in the fractured ground.



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