The metal foot knights I'd bought were not good clean casts, unfortunately; they'd had a ton of excess metal and the butt-ends of the poleaxes were all malformed. I did my best to get them cleaned up and presentable but ultimately I couldn't get them to a place where I felt happy with them. They've been binned and replacements - six dismounted men-at-arms from Front Rank's War of the Roses line - ordered.
The next step was fantasy elements. I started thinking about legendary or mythological creatures
I'm tempted to paint the giant as having Pictish-style tattoos; we'll see how ambitious I get when he's actually in my hands.
So my list at this point looks like this:
- Foot Knights (Elite Foot, Leader) - 6 pts
- Billmen (Offensive Heavy Foot) - 6 pts.
- Archers (Light Missiles) - 4 pts.
- Giant (Bellicose Foot, Fear, Single Model Unit) - 6 pts.
This puts me at 22 points, 2 points short of a standard game. I could throw "Enchanted Weapons" on the Foot Knights, or upgrade the Archers with "Sharpshooter," which would make them activate (to Shoot) on a roll of 4+ on 2d6, or I could boost the Giant's armor to make him harder to kill. Or, I could pick up some Halflings/Hobbits with bows and add a unit of Scouts.
I'm on the fence as to whether I want to add him to the Elite Foot unit as an adviser to the warband's general, or put him with the billmen to bolster them with spells like "Sharper Swords!" or "Stronger Shields!" If we end up doing larger game with higher point values, I'll probably separate him off as a single model unit of Light Foot, but for now he's mixed in with the troops.
So this is what I'm going to be working on for a bit. The weather is finally nice enough to where I can spray-prime, so a dozen archers and the billmen are going in the priming box today. Hopefully I can start painting tomorrow.