Maleghast Battle Reports

So now that I have pretty much finished the Magnagothica: Maleghast print & play process , my hyperfocus descended on me over the weekend and I ended up making a whole-ass battle report. I got the idea because I randomly stumbled onto a video about how to make such battle reports, and also because I wanted to consume some more Maleghast content online but I found there was an absolute dearth of it online.

This post will detail the creation steps, but first and without further ado, here’s my first battle report.

I made a quick Youtube channel just to host these, so as to keep things nicely separated. I wanted to post on pixelfed as well, but I couldn’t find a relevant instance for this content with open registrations. If you have one suggestion like this, lemme know.

Now that’s out of the way, lemme write down the process for making this video.

The first step is of course the recording. I bought a cheap table mount where I could put my smartphone on, and it’s a bit short but fortunately just enough for the Maleghast playmat I have. I also bought some Lavalier microphones but sadly those didn’t seem to work right this time so it ended up using my phone mic.

For recording software I used Open Camera which provides a lot of control on recording. Unfortunately since I didn’t quite know what I’m doing, I ended up recording is way too high bitrate, getting massive files. It also recorded in portrait. But nothing a quick ffmpeg command can’t fix:

ffmpeg -i VID_20260718_115530.mp4 -vf "transpose=2" -b:v 5M -c:a copy output.mp4Code language: JavaScript (javascript)

Once I had my video recorded, I then had a good idea on how to edit it. The main idea is to display the units interacting and their stats, as well as the abilities they’re using and any conditions they have accumulated.

Initially I tried using G.I.M.P. to create the various templates I wanted, but manually tweaking all the elements was taking entirely too much time and it was also not looking that great. I decided to pivot and with some LLM help I had the initial skeleton for a python script which could compose a unit card from its component elements. Of course the LLM choked once the script became even mildly complex so after a point I just took over on my own.

The way it works is that I use kdenlive to go through the video. Every time a unit ability is activated, I set a guide at that timestamp. The name of the timestamp then contains all the info I need to generate the unit card at that point. The ability used, the current health, and any tokens assigned to that unit. Example: “bolides_3_vitality3+weak” will generate a Holy Body unit card with 3 health, and with 3x Vitality and 3x Weak condition tokens assigned.

At the same time I’m also trimming “thinking stretches” from the timeline, and generally trying to shorten the video if possible. For my first video I wasn’t very strict about this though, so it ended up 1.5 hours long. Given that it was a beginner game and we both had a few rules questions, I’m expecting this time to rapidly drop in newer videos. I’ve managed to play games in less than 1 hour already. I’m not quite sure if in future videos I will try to completely cut away all silence/thinking times as it allows the video to be a more chill-affair to have running in the background, which could be nice for ADHDers like myself. Tell me what you think.

Anyway, once I have all the Guides places, I used the very useful function of kdenlive to export all guides in this format “{{category}} - {{timecode}} - {{comment}}” and place them as a text file along with my script which then parses the guides to create all the images that I’ll use for the video and names them according to their timestamp. Then it’s just a matter of drag and dropping them into the timeline on the two tracks I added for this, adjusting their duration according to how long the action took, and finally adding the custom effects I created which made them fade in/out and place them on the left/right of the screen.

In python I’m utilizing badgepy to create badges for the tokens to attack to the unit cards. Simple, albeit not particularly pretty. I’m planning to add maybe some icons to the badges, but if you have some ideas on how to make this look better, send them my way.

Finally I go through the video at real-time to see if all looks correct. If any unit card is wrong (say, wrong HP or tokens), all I need to do is edit the guide at that timestamp, export guides and rerun the script and since kdenlive is loading the files dynamically from the hard disk, this is enough to update all the unit cards in my existing video. This will also mean that if in the future I come up with a different unit card design, it should be trivial to update everything, or even go back and update my old videos.

Whenever I notice mistakes in the play, I then use the subtitles track of kdenlive to quickly mention the mistake so that people watching know.

And that’s pretty much it. After that I only need to upload to youtube and figure out a thumbnail. For the first video I just used the Gemini GenAI as I couldn’t figure out a way to create an image containing the two primary necromancers from the factions and the images contained in the book where way out of my skill-set to shop into a good-looking image (and frankly I had had enough “cooking”, and I was just eager to publish). I’m looking how to do something similar using local diffusion models in the future, so when I do I’ll post that process here as well.

Hope you found this process useful, and let me know what you think of my first Battle Report!


Magnagothica: Maleghast Print & Play – Unit Chips

In the past month I’ve been trying to get Maleghast on the tabletop. The game was designed for the Virtual Tabletop but I don’t particularly like playing boardgames online as for me the social aspect is an implicit draw of the genre. So my plan was to translate the game components in a way to play them on the tabletop in a easy manner.

Initially I was planning to simply create 3D-printable miniatures for each unit in the game as I’ve done for Last Light but then the inspiration struck me after playing Chip Theory games like Cloudspire; to convert the miniatures into poker chips instead.

I went with chips because it allows me to display unit information for the opponent directly on the table, rather than having to remember everything or refer to the unit cards all the time. For this purpose, I used G.I.M.P. to add the basic unit information directly on each unit image. Now it becomes very easy when you’re deciding what to target to easily view all most relevant information such as the defense of the unit (which is the target number you want to hit with your attack)

As a sidebonus to that, the other side of each unit has a corpse image, so when a unit dies, all I have to do is flip it upside down, and it becomes a corpse on the battlefield. And if I need more corpses, I can use some of the unused unit chips.

For the poker chip creation, I used the process described here. For reference, these are the supplies I bought from German Amazon given that this guide was built for the USA market.

  • Poker Chips: These chips are very affordable and have satisfying weight. You need to remove their internal label to allow proper adhesion of the unit labels, but that’s easily done with an x-acto knife.
  • Hole Puncher: The poker chips have a 2.9cm diameter internal space so this one works best, but I’ve found you’re better off printing the units at 2.8cm to avoid cutting off some edge art.
  • Tweezers: To pick up unit labels without getting fingers sticky.
  • Glue Spray: This is the one suggested by the original guide. Loos like it works well enough as I can variate the spray strength as as to not send the card pieces flying.

However through trial and error I’ve discovered that it’s actually easier to spray the poker chip directly with the minimum amount of glue, and then press the unit art onto it. Spraying the unit paper makes things way messier. What I do I spray very very lightly on the chip, offset towards one side of the radius. Then I place the cutout unit art onto it, starting from the side I placed the glue, then gradually “tipping” it over, so that as it lays flat, it pushes the glue towards the rest of the area. This allows better coverage, without having the glue squish over the rim. Even then, it’s very easy to put too much glue on the chip, which still results in residue on the raised chip sides. I’ve tried cleaning that residue with paper and alcohol, but unfortunately it still remains sticky, which results in the chips sticking together when stuck and feeling sticky on the fingers.

To combat this, I got me this residue remover which is very good at getting rid of this glue. If I get some spillage, I immediately wipe it away with a rag infused with it, and there’s no residue left and in my experiments it’s not wiping the art either like alcohol does.

After I finished all the units, it occurred to me that I could have printed my own poker chips with the 3D printer, which should have allowed me a smaller “raised” radius on the chip, and therefore more space for art, but I already did all the work. And plus, the purchased chips have a more satisfying weight as well.

For the unit art printing, I created a custom python script with the help of an LLM, which takes all the images in a directory, resizes them and places them in A4 PDFs, which I can then send to my printer.

import os
from fpdf import FPDF
from PIL import Image
# Create A4 page (210mm x 297mm)
pdf = FPDF(orientation="P", unit="mm", format="A4")
pdf.set_margin(0) # Remove default margins to prevent shifting
pdf.add_page()
# Hard coordinates in millimeters
X_START, Y_START = 15, 15  # Outer margins
x, y = X_START, Y_START
IMG_SIZE = 29
GAP = 0
PAGE_WIDTH = 210
PAGE_HEIGHT = 297
DIR = "all_units"
# Filter and sort your images
files = sorted([f for f in os.listdir(DIR) if f.lower().endswith(('.png', '.jpg', '.jpeg'))])
for file in files:
    img_path = f"{DIR}/{file}"
    # Open the image to check its pixel dimensions and aspect ratio
    with Image.open(img_path) as img:
        p_width, p_height = img.size
    # Calculate dimensions while maintaining aspect ratio within the IMG_SIZE box
    if p_width >= p_height:
        # Landscape or Square: Width is the limiting factor
        w_mm = IMG_SIZE
        h_mm = (p_height / p_width) * IMG_SIZE
    else:
        # Portrait: Height is the limiting factor
        h_mm = IMG_SIZE
        w_mm = (p_width / p_height) * IMG_SIZE
    # Check if the next image fits horizontally, if not wrap to next row
    if x + w_mm > PAGE_WIDTH - X_START:
        x = X_START
        y += IMG_SIZE + GAP  # Moves down by the maximum box height + gap
    # Check if the next row fits vertically, if not create a new A4 page
    if y + h_mm > PAGE_HEIGHT - Y_START:
        pdf.add_page()
        x, y = X_START, Y_START
    # Place image with its calculated proportional width and height
    pdf.image(img_path, x=x, y=y, w=w_mm, h=h_mm)
    # Move cursor to the next column based on the bounding box size to keep a uniform grid
    x += IMG_SIZE + GAP

pdf.output(f"{DIR}_perfect_{IMG_SIZE}mm_grid.pdf")
print(f"Done! '{DIR}_perfect_{IMG_SIZE}mm_grid.pdf' generated with aspect-ratio preserved images.")Code language: PHP (php)

Then it’s just a matter of cutting them out with the hole puncher

Initially I had the tyrants as a poker chip as well, but this was clearly never going to work as they’re meant to take 4 times the space as a 2v2 unit. So I instead converted them into square images which I can print on a chipboard as per this guide. All you need are

  • Straight Ruler
  • Utility knife
  • Paper Glue (I prefer this over spray glue, but that can work as well)
  • Carboard

I decided to print the max amount of units for each faction, so that each player also has the capacity to craft the warband they want. That means 3xScions, 3x Thralls (i.e. 6 chips), 1x Tyrant&Necro and 2xEverything else. I stayed with only 3x thralls instead of 5x, as it’s unlikely someone want to do that except for the memes, and it saves me the extra work and storage for the extra ~30 unit chips this would need. I also only printed 1x of each Necromancer, not really expecting to play mirror matches a lot.

With this approach, I now have a complete print of all Maleghast which are compact and can easily be stored due to the chip stack-ability. Also instead of expecting each player to have their own copies, I can simply provide everything and even carry it with me.

In the next guides I’m going to elaborate on the the 3D-printed poker chips I modified to serve as condition tokens, the 3D-printed terrain I designed for walls and elevation, and the printed terrain I designed for hazards, ladders and adverse terrain, so keep an eye for future blogposts on this.

I’ve already managed to bring the game to the table with all these components and I’m quite happy with both the flow and the time it takes to play. I’m leaving you with a photo of the last game I’ve managed to bring to the table

Abhorrers VS Igorri

An Epic 3D-Printed Fan Expansion for Last Light

I like the Last Light boardgame, so I went wild creating a collection of custom ships per color. All in all, 45 different spaceship designs, all available for everyone.

I recently got my hands on a 3D printer and have been slowly enhancing and customizing my board game collection through printing new inserts and replacing components (typically wooden cubes, or cardboard tokens) with 3D printed version of them1.

When I reached the time to do my Last Light board game I initially just printed some planet/extractors supports and called it a day. However after I finished with my improvements for Arcs, where I replaced the basic spaceships with 3D printed custom versions,I got the idea to do the same for Last Light. Unfortunately, unlike Arcs I couldn’t find any spaceships someone else prepared for it, so I continued with other projects until as part of these projects I discovered a new workflow.

You see, there are GenAI models which can generate full 3D models from an existing image. They’re not as great with any random image, but if you feed them something specifically looking like a 3D model, they can be very good. I also have access to Generative AI through the AI Horde and can generate any number of images for it through local compute (mostly mine), and recently a new very powerful model was added to it2. Finally an AI Horde LLM can be used to take the core idea for a concept and expand/brainstorm on it to improve its look.

My first test for this was printing a large Gargoyle as a gift. As I couldn’t find one in the shape or design I wanted, I just generated one myself. This was also my first proof-of-concept for how this workload could work and I was frankly blown away when I finished printing the model. The results were significantly better quality than I expected! As soon as I saw that, I knew my next project would be to see if I can generate 3 ship types for each color in Last Light. And, friends, let’s just say I might have gotten a bit carried away…

My Epic Last Light Custom Ship Expansion

Initially I generated only one fleet per color. Each fleet includes one large/dreadnought, one medium/frigate and one small/fighter spaceship. The small ships are are designed to look maneuverable, while the dreadnoughts to look imposing. Once I did the primary colors, I thought to myself, “What if someone picks a color, but doesn’t like the design of the ships for that color. And also, why even limit myself? You know what, I’m gonna make two designs per color”. Honestly I was having way too much time making these designs and on the second wave of, I decided to be even more creative with the options.

So without further ado, let’s see the results. I’ll separate the headings below for each of the primary colors of Last Light, and the two options I designed for it. Each color has one design for the primary color, and one for an off-color of some way. For example White and Silver, Blue and Cyan and so on, so as to have each off-color clearly belong to one of the primary colors in the game. For each color, you can find a download link to the models and more pictures on Makeworld in the image caption.

Black

For this design, I wanted to make something that is all sharp pointy edges and malicious force. Interesting tidbit, the Frigate was the first ship I printed and it came up slightly too large compared to the original medium spaceship cardboard token. Second interesting tidbit, the fighter design originally belonged to the Grey designs (see below), but I decided that it’s better to make it part of the shadows as a cohesive whole, and modified its design prompt for the dreadnought.

Grey: Geometric

Of course I wished for a Borg-like brutalist design as a choice as well. The models you see below are actually hand-painted as I run out of grey filament. I had to do a few re-designs for the pyramid in order to appear that it has less of a base (since there’s no ground in space). I would have liked a spherical spaceship to complete this trio, but that doesn’t make for an easy miniature. So I went instead for a hexagonal fighter.

Orange

Orange: Forgeworld

For orange, I went with something that might look like it comes out of Dwarven blacksmiths

Brown: Subterranean

I used brown as a darkened version of orange. I felt a fitting theme for this color was a subterranean design.

Red

Red: Volcanic

For red, the best concept I could come up was a volcanic design

Pink: Organic

Pink is effectively desaturated red so it felt adequate for a secondary color. A fitting design for this color was a organic bioships, taking inspiration from things like Zerg and Tyranids. Initially I wanted the winged mosquito-like ship to be the small version, but through trial and error I couldn’t make a printable version. The wings and base kept breaking off. As a medium version however it’s surprisingly stable.

Yellow

Yellow: Smooth

Yellow gets a more straightforward spaceship design. I tried to make this somewhat long, so hopefully they won’t take too much space.

Gold: Gilded

Gold fits very well as the secondary yellow color as its metallic cousin. This design is meant to give vibes of Croesus or some other gaudy personality. Also unlike their yellow cousins, they tend to be more short and stocky.

Purple

Purple: Centrifugal

For purple I went for a round/centrifugal theme, to keep things interesting. Initially this was supposed to be my white color ships, but I then had a better idea for something to match the white theme (see below), so I decided to turn these purple instead. Unfortunately the fighter and dreadnought prints are not very well balanced, so they tend to tilt on the board, but that doesn’t affect gameplay much.

Fuchsia: Coral

The secondary purple color was difficult to decide, since purple is a mix or red and blue, so any off-color I chose, would have a chance to look like it belongs as an off-color to either of them. In the end I went for a Fuchsia color, but in practicality I didn’t have a fuchsia filament or acrylic, so when I painted them by hand, I made them more Bordeaux.

Initially my early design were planning to be more celestial-themed, but I quickly found troubles when the GenAI model couldn’t draw spaceships that looked, well, like spaceships. I then came up with the idea for a coral-themed design, and it came out so well, I kept the celestial design only for the fighter ship, given how few print details appear at that size. The medium and large ships have enough area for the coral fractality to actually appear. And they appear quite unique on the board as well!

Green

Green: Botanical

Green obviously had to be plant based and this was the first color I went outside of the usual metallic spaceship design and generated something more organic. For this theme I went for something plant-like and botanical.

Neon-Green: Mycelial

I couldn’t decide on an secondary green color. Initially I was planning to make some sort of jingoistic design in khaki, but then I run into a neon-green filament color on sale and inspiration took me towards a more bioluminescent green color. And what better theme for this, than mushrooms!

Unfortunately the filament itself ended up being too similar in hue to the existing green I used for the Botanical design, but on the other hand, the mycelial designs came out great. The frigate design in fact was the first winged design I printed and it came out so well, that it then gave me confidence to attempt it a second time with the Organic frigates.

White

White: Crystalline

After I had my initial spaceships for white, it occurred to me that white would also go well for an energy-based race, and what better way SciFi trope for energy than crystals. Don’t ask me, I didn’t make the rules!

Silver: Plasma

Interestingly enough, it was my 8yo kid that came up with the ship design for this color scheme as he was observing my process and wanted to make some spaceships of his own. The Dreadnought is supposed to be some sort of healing/repair support ship. Given the secondary color for the silver theme I got out of the model, I decided to call this design “Plasma”.

Unfortunately the details of these designs are apparently too fine to be adequately printed and I also tried on a different filament as well, so the actual print barely have any details. I might have to redo these.

Blue

Blue: Chunky

For the blue designs, I wanted to go for something chunky and utilitarian, kinda like the firefly-class ships. These generations were I think my very first ones, and they were before I started color coding the prompts themselves, which is why these ships all have the same aluminum look.

Cyan: Marine

Last, but not least, I created an aquatic-creature inspired design and this is the one that convinced me I should go for more weird and organically-inspired designs for my off-color designs. The Jellyfish-themed dreadnought in fact came out so great, even standing stable on the table on its tentacles, that I knew I needed to do more of that. It’s no wonder next ships I designed after this were the mycelial ones. Can you tell what aquatic life-form inspired the frigate and fighter classes?

  1. Seriously, a 3D printer is the best addition to a boardgame hobby. ↩︎
  2. Z-Image ↩︎

So there you have it. This project has been ongoing for a few weeks now and I’m really happy how it turned out. I hope my boardgaming partners will find the enhancements to Last Light just as cool as I do 🙂

Now that I also opened this door of combining Generative AI with 3D printing and boardgames, the sky’s my limit! I have so many ideas to upgrade each and every boring component I have! Subscribe to this blog via RSS or fediverse or follow my makerworld account to see what new stuff I create.