Monday, 28 September 2015


V.H. is my second Blood Watch Supreme (after Youngblood) in less than a month, after a spell of not painting any Blood Watch minis for four years - it is funny how these things turn out!

I admit, I am far from the most disciplined of painters, and certainly not an especially productive one, so each time a mini is finished, I am pleased, even if my output is erratic and somewhat sporadic at times. What does help focus me is a deadline for a specific purpose. In this instance the annual Hallowe'en Madness game is coming up, and I want V.H. on the table for that game!

By my standards this was a very quick paint-job, being finished in a couple of hours over around 3-4 sessions in one day, and I am satisfied with the final result even if not my best work. Right now, getting stuff finished is most important for me, as I see painted minis as the means to the end of playing games, and the latter is my favourite part of the hobby. I think finishing the mini so quickly was feeling sufficiently motivated by the deadline necessitated by the upcoming game. It has also helped get me one more painted mini closer to my target of 12 Pulp City minis this year, and is the 128th Pulp City mini I have painted for my collection.

In game terms V.H. can be potentially very hard-hitting if she is used smartly, as she has an Action allowing easier EFX achievement and always rolls at least 3 dice for Action Rolls. Her biggest downside is that her primary Trait for Damage-dealing purposes is Agility 6, which is lower in value than most other Leader's primary Damage-dealing Trait, but should still be sufficient against most Targets. Unlike most Leaders, V.H. does not bring any Minions as a matter of course, so her Team are very much dependent on their own
resources without that extra support available from expendable Minions.

Hero, Leader, Level 3, Mystery
30 mm

Saturday, 19 September 2015


The latest addition to my Pulp City Supremes, Youngblood is the 127th mini I have painted from the range for my collection, and a pleasing addition for me, especially as it has been 4 years since I last added to the Blood Watch!

After finishing M.O.D., Amok and the selection of new Grimm before them, it has been nice to get a little renewed momentum for additions to a few different Factions.

Youngblood is a vampire child taken in to the Blood Watch fold. The Team has helped restrain the darker urges he experiences due to the power that lies within him, but even then they are not totally sure if he will stay on the side of good.

I really liked this concept as soon as I saw it, another great idea from Melvin. Part of the problem for us is ensuring that we can translate new concepts to sufficient sales to justify making minis from them all, which was part of the major reason why the first Kickstarter was so beneficial to a small company like Pulp Monsters as it gave us the opportunity to grow the range significantly.

In game terms, Youngblood is an interesting proposition. Like many other Level 1 Supremes he can be taken out by overwhelming Attacks, yet he has a couple of ways of Self/Healing, which opens up the possibility of increased durability, especially coupled with him having Stealth, Flight and a Self/Defend buff. He is an Infiltrator, and one that you can dump into an awkward position, knowing he can generate a few defensive dice and recover small amounts of Damage. Add in his ability to control Enemy Minions and he can offer some disruption to an opponent, while only using up one of your Team Levels.

Hero, Infiltrator, Level 1, Mystery
30 mm

Thursday, 17 September 2015

Counting Down to Pulp City's 2nd Kickstarter (III)

The final countdown!

This week saw the reveal of Trojan and Turncoat, mysteriously similar Supremes on opposing sides of the Cold War.

With the Powerhouses A-Beast and Mechved the previous week, that rounds out the Vs. reveals we have been doing ahead of the Kickstarter. Expect a major KS announcement next week....

Friday, 4 September 2015

Counting Down to Pulp City's 2nd Kickstarter (II)

After the first count-down post, here is this week's update: Coldfire (For Supreme Alliance) and Red Robots (Red Republik).

Something to note about the Red Robots is that even though they are only Level 1, they come in two varieties, and you can field up to 3 of either configuration! The minis will be supplied with parts to make either version.

Thursday, 27 August 2015


M.O.D. is the little Heavy Metal droid who could, and also the 126th mini I have painted for my own Pulp City collection!

I was eager to paint M.O.D. as soon as my own spoils from the KS campaign arrived, but settled on tackling a few Grimm first. Then I put a couple of colours on M.O.D. and got side-tracked by painting other minis (including Amok as well as stuff for other games). Once I finally [properly did some work, he was painted in a couple of hours in stages over the course of a day, so it was  nice to get him finished this week. The trickiest part was picking out the wire from his Walkman. I decided against trying any kind of logo on the cap simply as I had no ideas of what I wanted there, so kept it plain.

I had expected to finish Papa Zombie after Amok, but that didn't transpire, although I have made a start on the Coven Leader, and hopefully can get him finished in the next few days.

M.O.D. came into production because of last year's Kickstarter, and underscores that one of the biggest benefits of that campaign for us was to be able to add so many much-needed models to the range.

In game terms, M.O.D. is arguably the quintessential Support Supreme, yet unlike many other Supports in that he has no offensive capability whatsoever (Blood Rose and Virus excepted), which to me is a 'good thing'. Level 1 Supports are more efficient AP generators than Level 2's, but tend to be less hard-hitting. Therefore in lower Level games it is about finding the best fit when faced with a couple of Support options; larger games allow for a couple of Support models to be accommodated and their differences.

What M.O.D. offers is that his lack of attacking Actions is arguably an asset: it allows the player to focus on using him at what he is best at: repairs (Heal), and Attack and Defend buffs. This is boosted by the fact he can Activate immediately after a Friendly Heavy Metal Supreme (in the same Turn), meaning he can raise all important Shields of run a repair without losing the opportunity to attack with the preceding Supreme.

Hero, Support, Level 1, Science
30 mm

Tuesday, 25 August 2015

Counting Down to Pulp City's 2nd Kickstarter

The Pulp Monsters crew is gearing up for our second Pulp City Kickstarter, this time much smaller in scale as it is to launch two new Factions: the much anticipated Supreme Alliance and their Cold War nemeses, the Red Republik.

In advance of that we have been having a weekly 'Vs' feature showing the concept art as shown on the upcoming cards for a Supreme from each side, and I thought it was high time I put the first few on the blog here!

Whose side are you on?

Sunday, 9 August 2015


A fine and hearty 'welcome to the blog' to the latest signed up Follower: Mr. Teufel. Thanks very much for taking the time to sign up and it is a name familiar to me I am sure. :)

Thanks again to everyone.

On the hobby front, I have started work on what I hope will be the 126th Pulp City mini for my collection: Papa Zombie. I hope I can stay foc used and get it done in the next week or so. :)
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