Here's the third batch of bill men and archers
Here are the guys in full plate harness
I got a box of 40 War of the Roses era English infantry back in April. I assembled them all this past week and on Saturday I painted the first 6 Billmen at the Adventurer's Academy, and then painted the first 6 archers this morning.
Here are the other 4, the second half of the Carolingian Swordsmen I got a few months back. I must have been thinking of these 4 when I remembered not liking the casts. These are the 4 without mail shirts and they look generally worse all around. In fact, 2 showed up with their swords broken off and I had to improvise something. The one I attached a dragon-standard (from a Late Roman set I'd gotten years ago). They still used these in Carolingian times I seem to remember). The other one I found a war-hammer on a plastic sprue from another set (I might have just been a piece of sprue that kinda looked like a war-hammer, but it worked).
After I took these pictures, I noticed up close how bad the paint job actually was. I had added a sepia wash, but it caused a lot of areas to run, and left big dark spots and muddied things up too much. So, I did another touch-up. I didn't want to go crazy, since the figures will probably end up being used for bandits and henchmen more than likely.
It's been a while. Finally, since I got the basement back in order in advance of last night's in-person game. I got some painting done last night. Here' are 4 Carolingian (Age of Charlemagne) swordsmen. I didn't really like the sculpts when I got them, but now that they're painted, I'm much happier with them.
BECAUSE I DON’T WANT TO LOOK UP SAVING THROWS, AND THE CATEGORIES ARE STUPID
I MEAN, HONESTLY, WHY A DIFFERENT SAVE FOR SPELL AND WAND?
When a Saving Throw is called for:
1) Roll 1d20 and get a 17+
2) Add Level or Full Hit Die (i.e., monsters and non-classed npc’s with less than 1d8, +0) to a maximum of +11
3) Clerics: +2 to all saves
4) Fighters: +2 vs. breath weapons, petrification, energy drain, weapon effects, paralysis
5) Magic-Users: +2 vs spells, wands/staffs/rods. magic items, magical traps
6) Thieves: +2 vs. poison, magical traps, mechanical traps, falling
7) Lackeys: +2 vs. poison and disease
8) Undead and Demons: +2 on all saves except vs. Clerical Magic
9) Elementals and other extra-planar creatures: +2 on all saves except vs. Magic-User Magic.
10) All other saving throw bonuses in species or monster descriptions still apply .