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35 Bilder
11- D&D Old World Characters
28mm
Citadel Miniatures C03 Clerics
85-19 Wild Angus
Projekt: 11- D&D Old World Characters
1 May, 18:05
Counting the SCM user, I think this is the most users I've seen on wargamemates. 🙂
27 April, 20:41
U4GM: How to Find ARC Coolant Fast in ARC Raiders
ARC Coolant in ARC Raiders becomes much easier to handle once you know where to look. It can be recycled into Chemicals—about 16 per unit—and it's also a crafting material for higher-tier progression. The best way to get it is to stick to areas with high ARC activity instead of wandering the map randomly. Recent guides point to high-value red zones where ARC enemies are more common and coolant drops are more likely.
The key thing to remember is that ARC Coolant usually isn't sitting in ordinary containers. You get it by defeating ARC enemies and looting their wrecks, and even smaller machines can drop it. That means your farming loop is straightforward: go into a dangerous zone, take out ARC enemies, loot every wreck, and move to the next cluster. Since the item is rare, patience is more important than speed.
High-value red zones are the best starting points because they combine strong enemy presence with good loot chances. On Dam Battlegrounds, for example, areas like the Hydroponic Dome Complex, the Research and Administration building, and tunnel-heavy sections are often productive. More ARC spawns mean more chances for coolant, and the higher risk is balanced by better farming potential.
For efficiency, it's smart to start with easier ARC types. Roll-style enemies like Pops and Fireballs are practical targets since they're easier to defeat but still have a chance to drop coolant. Larger machines can drop it too, but they're less efficient unless you have a strong team and good gear.
Special map conditions can also improve your odds. Electromagnetic storms, for instance, can make farming husks more rewarding, especially around Blue Gate, Dam Battlegrounds, and the Spaceport. Some ARC husks and larger enemies are more reliable sources, but the safest approach is to stick to enemies you can handle consistently instead of overextending for a single risky target. The best farm is one you can repeat without losing loot.
Loot discipline matters as much as combat. Search every destroyed machine, not just the ones you personally finish. ARC Coolant stacks in small quantities, so keep an eye on inventory space. Clearing a small route, checking your bags, and extracting before things get full or another squad shows up is a good habit. Doing this builds a steady supply without relying purely on luck.
As a trusted gaming service platform, U4GM.com helps players stay up to date with ARC Raiders guides, tips, and in-game details. You can also find exclusive offers on ARC Raiders Coins.
ARC Coolant in ARC Raiders becomes much easier to handle once you know where to look. It can be recycled into Chemicals—about 16 per unit—and it's also a crafting material for higher-tier progression. The best way to get it is to stick to areas with high ARC activity instead of wandering the map randomly. Recent guides point to high-value red zones where ARC enemies are more common and coolant drops are more likely.
The key thing to remember is that ARC Coolant usually isn't sitting in ordinary containers. You get it by defeating ARC enemies and looting their wrecks, and even smaller machines can drop it. That means your farming loop is straightforward: go into a dangerous zone, take out ARC enemies, loot every wreck, and move to the next cluster. Since the item is rare, patience is more important than speed.
High-value red zones are the best starting points because they combine strong enemy presence with good loot chances. On Dam Battlegrounds, for example, areas like the Hydroponic Dome Complex, the Research and Administration building, and tunnel-heavy sections are often productive. More ARC spawns mean more chances for coolant, and the higher risk is balanced by better farming potential.
For efficiency, it's smart to start with easier ARC types. Roll-style enemies like Pops and Fireballs are practical targets since they're easier to defeat but still have a chance to drop coolant. Larger machines can drop it too, but they're less efficient unless you have a strong team and good gear.
Special map conditions can also improve your odds. Electromagnetic storms, for instance, can make farming husks more rewarding, especially around Blue Gate, Dam Battlegrounds, and the Spaceport. Some ARC husks and larger enemies are more reliable sources, but the safest approach is to stick to enemies you can handle consistently instead of overextending for a single risky target. The best farm is one you can repeat without losing loot.
Loot discipline matters as much as combat. Search every destroyed machine, not just the ones you personally finish. ARC Coolant stacks in small quantities, so keep an eye on inventory space. Clearing a small route, checking your bags, and extracting before things get full or another squad shows up is a good habit. Doing this builds a steady supply without relying purely on luck.
As a trusted gaming service platform, U4GM.com helps players stay up to date with ARC Raiders guides, tips, and in-game details. You can also find exclusive offers on ARC Raiders Coins.
10 April, 09:03
U4GM 2025 Ford F-150 Raptor R Mod in GTA 5
The 2025 Ford F-150 Raptor R has quickly become a popular truck mod for GTA 5, thanks to its mix of modern off-road style and the customization options players expect from a premium add-on. The latest version is an add-on with tuning support, high-quality exterior and interior details, realistic handling, and functional touches like working dials, opening panels, and tintable windows.
What makes this mod stand out is how well it captures the personality of the real Raptor R while still feeling natural in the game. Features like ambient occlusion on vertex paint, high-quality lights, a detailed engine bay, breakable windows, realistic mirrors, and three color options give the truck a polished feel that goes beyond a simple visual swap. These kinds of details matter in GTA 5, where players want vehicles that look convincing both in screenshots and during fast driving.
The mod is also practical, not just for show. Installation notes show it's made as an add-on package, placed in the dlcpacks folder and registered through the dlclist file, which fits the standard workflow for modern GTA 5 vehicle mods. This makes it easy for experienced users to manage alongside other custom vehicles without overwriting stock cars.
Community interest has been strong. The GTA5-Mods page shows over nineteen thousand downloads and a five-star rating, which suggests players appreciate the quality and presentation. A YouTube showcase from November 2025 also shows the truck in action, helping it reach more players looking for new content.
This release also follows a long history of Raptor and F-150 mods on sites like LibertyCity. Earlier versions included HQ exteriors, detailed interiors, working steering wheels, functioning dials, and animated doors and hoods. The 2025 Raptor R feels like the next step in that trend, showing just how popular this platform has been in GTA 5 modding.
In terms of gameplay, this truck fits well for off-road exploration, mountain trails, desert runs, and city cruising. Players often use high-clearance trucks to make their garages more diverse, and the Raptor R's aggressive look and modern design work well on dirt paths or city streets. With tuning support, it's also great for players who enjoy building a personalized off-road machine instead of driving a stock-looking truck.
The 2025 Ford F-150 Raptor R mod shows why GTA 5 vehicle mods remain popular even years after the game came out. It combines strong visuals, practical features, easy installation, and clear community appeal, giving fans of American performance trucks a fun way to bring a current-generation Raptor R into Los Santos and make driving a little more exciting.
As a trusted gaming service platform, U4GM.com helps players stay up to date with GTA 5 guides, details. You can also find exclusive offers on GTA 5 Modded Accounts and GTA 5 Money.
The 2025 Ford F-150 Raptor R has quickly become a popular truck mod for GTA 5, thanks to its mix of modern off-road style and the customization options players expect from a premium add-on. The latest version is an add-on with tuning support, high-quality exterior and interior details, realistic handling, and functional touches like working dials, opening panels, and tintable windows.
What makes this mod stand out is how well it captures the personality of the real Raptor R while still feeling natural in the game. Features like ambient occlusion on vertex paint, high-quality lights, a detailed engine bay, breakable windows, realistic mirrors, and three color options give the truck a polished feel that goes beyond a simple visual swap. These kinds of details matter in GTA 5, where players want vehicles that look convincing both in screenshots and during fast driving.
The mod is also practical, not just for show. Installation notes show it's made as an add-on package, placed in the dlcpacks folder and registered through the dlclist file, which fits the standard workflow for modern GTA 5 vehicle mods. This makes it easy for experienced users to manage alongside other custom vehicles without overwriting stock cars.
Community interest has been strong. The GTA5-Mods page shows over nineteen thousand downloads and a five-star rating, which suggests players appreciate the quality and presentation. A YouTube showcase from November 2025 also shows the truck in action, helping it reach more players looking for new content.
This release also follows a long history of Raptor and F-150 mods on sites like LibertyCity. Earlier versions included HQ exteriors, detailed interiors, working steering wheels, functioning dials, and animated doors and hoods. The 2025 Raptor R feels like the next step in that trend, showing just how popular this platform has been in GTA 5 modding.
In terms of gameplay, this truck fits well for off-road exploration, mountain trails, desert runs, and city cruising. Players often use high-clearance trucks to make their garages more diverse, and the Raptor R's aggressive look and modern design work well on dirt paths or city streets. With tuning support, it's also great for players who enjoy building a personalized off-road machine instead of driving a stock-looking truck.
The 2025 Ford F-150 Raptor R mod shows why GTA 5 vehicle mods remain popular even years after the game came out. It combines strong visuals, practical features, easy installation, and clear community appeal, giving fans of American performance trucks a fun way to bring a current-generation Raptor R into Los Santos and make driving a little more exciting.
As a trusted gaming service platform, U4GM.com helps players stay up to date with GTA 5 guides, details. You can also find exclusive offers on GTA 5 Modded Accounts and GTA 5 Money.
10 April, 09:03
U4GM Bee Swarm Simulator Hive Color Strategies: Red vs Blue vs White
In Bee Swarm Simulator, the color of your hive can really shape how you play, and right now blue, red, and white each offer very different experiences. Blue is usually the easiest to start with, red is built for active combat, and white is the priciest but can give huge boosts if used well. Picking the "best" color depends a lot on how much time, gear, and patience you have.
For players who are still working their way up, blue is often the smoothest choice. It's generally the cheapest, the most friendly to macro play, and doesn't demand a lot of rare setup. Blue hives often focus on Tadpole and Buoyant bees, work well with Solo Pop Star, and are designed around steady, passive honey production rather than constant active boosting. That makes blue a safe pick for players who want consistent progress without micromanaging every field run.
Red, on the other hand, is geared toward players who enjoy more active gameplay and combat. It tends to reward precision and aggressive play, making it a good fit for boss fights and events like the Robo Bear Challenge. Setting up a strong red hive usually means investing in things like Supreme Star Amulets, Scorching Stars, and carefully optimized red bees. While it demands more attention and resources, the payoff is high if you like staying engaged and playing actively.
White is the most demanding but can also be the most rewarding for players chasing massive boosts. White hives usually revolve around Gummyballer setups, gummy conversions, and endgame boosting strategies. They're expensive to build and require strong support bees and a good understanding of field routing, but in the right hands, they can produce incredible honey during peak boost windows.
None of the three colors is clearly better than the others in every situation. Blue wins for ease and consistency, red wins for attack power and active farming, and white wins for peak boost potential. That's why debates about hive color often end up being more about playstyle than raw strength.
A practical approach is to pick a color that fits your current stage in the game. If you're still collecting gear and resources, blue is the safest and most forgiving. If you enjoy active combat and can afford the setup, red is more appealing. And if you have endgame resources and the patience for a grind, white can be the most rewarding long-term.
Ultimately, hive color isn't just about numbers; it's about how the game feels while you're playing. Blue feels relaxed and steady, red feels sharp and energetic, and white feels like a high-risk, high-reward scoring machine. Choosing a color you enjoy will usually give better results than trying to force a "stronger" option that doesn't suit your style.
As a trusted gaming service platform, U4GM.com helps players stay up to date with the latest Bee Swarm Simulator guides and news. You can also find exclusive offers on Bee Swarm Simulator Items.
In Bee Swarm Simulator, the color of your hive can really shape how you play, and right now blue, red, and white each offer very different experiences. Blue is usually the easiest to start with, red is built for active combat, and white is the priciest but can give huge boosts if used well. Picking the "best" color depends a lot on how much time, gear, and patience you have.
For players who are still working their way up, blue is often the smoothest choice. It's generally the cheapest, the most friendly to macro play, and doesn't demand a lot of rare setup. Blue hives often focus on Tadpole and Buoyant bees, work well with Solo Pop Star, and are designed around steady, passive honey production rather than constant active boosting. That makes blue a safe pick for players who want consistent progress without micromanaging every field run.
Red, on the other hand, is geared toward players who enjoy more active gameplay and combat. It tends to reward precision and aggressive play, making it a good fit for boss fights and events like the Robo Bear Challenge. Setting up a strong red hive usually means investing in things like Supreme Star Amulets, Scorching Stars, and carefully optimized red bees. While it demands more attention and resources, the payoff is high if you like staying engaged and playing actively.
White is the most demanding but can also be the most rewarding for players chasing massive boosts. White hives usually revolve around Gummyballer setups, gummy conversions, and endgame boosting strategies. They're expensive to build and require strong support bees and a good understanding of field routing, but in the right hands, they can produce incredible honey during peak boost windows.
None of the three colors is clearly better than the others in every situation. Blue wins for ease and consistency, red wins for attack power and active farming, and white wins for peak boost potential. That's why debates about hive color often end up being more about playstyle than raw strength.
A practical approach is to pick a color that fits your current stage in the game. If you're still collecting gear and resources, blue is the safest and most forgiving. If you enjoy active combat and can afford the setup, red is more appealing. And if you have endgame resources and the patience for a grind, white can be the most rewarding long-term.
Ultimately, hive color isn't just about numbers; it's about how the game feels while you're playing. Blue feels relaxed and steady, red feels sharp and energetic, and white feels like a high-risk, high-reward scoring machine. Choosing a color you enjoy will usually give better results than trying to force a "stronger" option that doesn't suit your style.
As a trusted gaming service platform, U4GM.com helps players stay up to date with the latest Bee Swarm Simulator guides and news. You can also find exclusive offers on Bee Swarm Simulator Items.
10 April, 09:03
U4GM Diablo 4: Lord of Hatred New Island Region to Explore
Diablo 4: Lord of Hatred looks set to introduce one of the series' most lore-heavy areas in years with Skovos, an ancient island tied to the earliest civilizations of Sanctuary and the stories of Lilith and Inarius. According to previews and recent coverage, Skovos isn't just a new map—it's designed to expand the expansion's story, atmosphere, and gameplay identity.
For longtime fans, the region carries weight because it has been part of Diablo lore for years without ever being explorable. Blizzard describes it as the birthplace of the firstborn civilization, and other reporting notes that it has appeared in earlier lore discussions. This makes Lord of Hatred feel like it's opening a door that has been closed for a long time, rather than simply creating a new corner of Sanctuary.
Skovos is being presented as a living, dangerous culture rather than just a backdrop. The region is ruled by The Oracle and the Amazon Queen, and players will traverse volcanic coasts, forests, and sunken lands between crumbling temples and waterlogged shores. Reports describe the zone as rough, coastal, and overgrown, with ancient magic and history influencing the landscape. This gives Skovos more personality than a typical endgame area, making it feel like a place with its own civilization, scars, and conflicts.
The enemies reflect this distinct identity. Players should expect sinister cultists, sea horrors, and lingering shadows of Hell, along with corrupted forces tied to Mephisto. The combination of beauty and danger is classic Diablo, creating a sense of tension as players move deeper into the region.
Narratively, Skovos ties into the Age of Hatred saga and Mephisto's rising threat. It acts as both an adventure zone and a story engine, connecting ancient Sanctuary history to the current crisis. The area's connection to Lilith, Inarius, and early civilization makes it feel central to the game's mythology rather than just optional flavor.
From a design perspective, Skovos may refresh Diablo 4's exploration loop. Previews promise new towns, dungeons, and encounters, with terrain that emphasizes verticality, rituals, and varied coastal spaces. The mix of forests, ruins, cliffs, and submerged areas suggests a focus on exploration as well as combat.
Skovos is shaping up to be one of the standout regions in Lord of Hatred. It combines deep lore, a strong environmental identity, distinct threats, and a narrative role linked to the main conflict. If the final release delivers on these promises, the area could become memorable not just for being new, but for finally bringing a legendary part of Sanctuary fully to life.
As a trusted gaming service platform, U4GM.com helps players stay up to date with Diablo 4 guides, builds, and in-game details. You can also find exclusive offers on Diablo 4 Items and Diablo 4 Gear.
Diablo 4: Lord of Hatred looks set to introduce one of the series' most lore-heavy areas in years with Skovos, an ancient island tied to the earliest civilizations of Sanctuary and the stories of Lilith and Inarius. According to previews and recent coverage, Skovos isn't just a new map—it's designed to expand the expansion's story, atmosphere, and gameplay identity.
For longtime fans, the region carries weight because it has been part of Diablo lore for years without ever being explorable. Blizzard describes it as the birthplace of the firstborn civilization, and other reporting notes that it has appeared in earlier lore discussions. This makes Lord of Hatred feel like it's opening a door that has been closed for a long time, rather than simply creating a new corner of Sanctuary.
Skovos is being presented as a living, dangerous culture rather than just a backdrop. The region is ruled by The Oracle and the Amazon Queen, and players will traverse volcanic coasts, forests, and sunken lands between crumbling temples and waterlogged shores. Reports describe the zone as rough, coastal, and overgrown, with ancient magic and history influencing the landscape. This gives Skovos more personality than a typical endgame area, making it feel like a place with its own civilization, scars, and conflicts.
The enemies reflect this distinct identity. Players should expect sinister cultists, sea horrors, and lingering shadows of Hell, along with corrupted forces tied to Mephisto. The combination of beauty and danger is classic Diablo, creating a sense of tension as players move deeper into the region.
Narratively, Skovos ties into the Age of Hatred saga and Mephisto's rising threat. It acts as both an adventure zone and a story engine, connecting ancient Sanctuary history to the current crisis. The area's connection to Lilith, Inarius, and early civilization makes it feel central to the game's mythology rather than just optional flavor.
From a design perspective, Skovos may refresh Diablo 4's exploration loop. Previews promise new towns, dungeons, and encounters, with terrain that emphasizes verticality, rituals, and varied coastal spaces. The mix of forests, ruins, cliffs, and submerged areas suggests a focus on exploration as well as combat.
Skovos is shaping up to be one of the standout regions in Lord of Hatred. It combines deep lore, a strong environmental identity, distinct threats, and a narrative role linked to the main conflict. If the final release delivers on these promises, the area could become memorable not just for being new, but for finally bringing a legendary part of Sanctuary fully to life.
As a trusted gaming service platform, U4GM.com helps players stay up to date with Diablo 4 guides, builds, and in-game details. You can also find exclusive offers on Diablo 4 Items and Diablo 4 Gear.
10 April, 09:02
Duplicate brands, which I'm happy to work through since I did one of them. 🙂
GHQ - No idea where this is being used.
GHQ / Micro Armor - appears to only be in wargamemates. I disagree with putting a product line in the brand/company-name. There are at least two more lines than the two here, and then some of their stuff isn't labeled with a line, but is obviously intended for Micro Armor.
GHQ / Micronauts - ditto as above.
GHQ Models (miniatures) - I added this over on the scalemates side since I didn't see where the others were in use until I had a painful thought that they were probably over here. <sigh> I added the (miniatures) text to differentiate from the other really old and defunct company with the same name.
At least the armor I think should be in both scalemates and wargamemates. Most of the GHQ I sold over the years were for collecting/modeling purposes and rarely/never used for gaming.
Looking at the History for a GHQ-related entry over here is kind of weird with a "blank" user adding stuff. I'm not sure how to interpret that.
LMK if you want me to work through all this...
GHQ - No idea where this is being used.
GHQ / Micro Armor - appears to only be in wargamemates. I disagree with putting a product line in the brand/company-name. There are at least two more lines than the two here, and then some of their stuff isn't labeled with a line, but is obviously intended for Micro Armor.
GHQ / Micronauts - ditto as above.
GHQ Models (miniatures) - I added this over on the scalemates side since I didn't see where the others were in use until I had a painful thought that they were probably over here. <sigh> I added the (miniatures) text to differentiate from the other really old and defunct company with the same name.
At least the armor I think should be in both scalemates and wargamemates. Most of the GHQ I sold over the years were for collecting/modeling purposes and rarely/never used for gaming.
Looking at the History for a GHQ-related entry over here is kind of weird with a "blank" user adding stuff. I'm not sure how to interpret that.
LMK if you want me to work through all this...
17 March, 17:41
hi, i just saw this post. i have been editing many of the ghq product entries. here are a few of my comments.
first, let us agree on one thing: ghq miniatures were and are meant to be used to play wargames. they have a totally functional rasion d'etre. while they are scale models, in that many have to be assembled, if only two pieces, they are not traditional models in the applicable to scalemates sense. which is why we have wargamemates.
you are correct, there should only be one company, which i renamed "ghq models (wargame miniatures)" for heightened precision and clarity.
maybe the admin can fold the two sub company categories (micro armour/ micronauts) into the newer overall company category. it would speed things up.
ghq vehicles are not table top figures, they are wee scale models. mind you, ghq figures are indeed, table top figures. duh.
no ghq products should be in scalemates. i heartily disagree with you, in my over 40 years of miniature wargaming i have met nobody who collects ghq minis for the sake of collecting or display. oh, trust me, wargamers do collect these miniatures, as they need scads of them to fight bigger battles and have multi opponents, and they do, by necessity, display their collections (this reaching its apex with napoleonic wargamers, whom are often rightly very proud of their painted armies.)
but scalemates, in my opinion, is becoming polluted with many next to useless entries that simply makes it harder for the average user to sift the wheat from the chaff. there is lots of crap, and we do not need to add thousands more wargaming entries ... thin edge of the wedge. what next? all the plastic pieces from all the different version of axis and allies boardgames? I'm not joking.
anyways, thanks for reading and have a good day.
1 20 March, 20:50
Agree with you on everything.
We obviously ran in different circles and though I had some hard-core wargaming customers, they told me they didn't really game with all the GHQ they bought. The Napoleonics on the other hand... 🙂
I'm only a board gamer going back to SPI and Avalon Hill. Tim said no to those so I doubt we'll end up with Axis & Allies pieces.
I've been putting the line in the title prefix and assume we'll end up with duplicates as a "reboxing" when they transitioned away from using Harpoon.
I'm glad you responded as your blank account icon made me unsure if these were added by a still-active account while the History timestamps were suspicious.
21 March, 02:31
Thanks kindly for the reply.
SPI and Avalon Hill ... be still my beating heart. I cut my teeth on those flatpacks. And S&T.
What is wrong with my blank account? Check the list of all time contributors. I'm 16th on the list, and with head bowed in shame I admit to just short of 60K entries and edits. Got to get a life, or build some of my kits.
But, I know what you're thinking. "Did he fire six GHQ Micronauts or only five?" Well to tell you the truth in all this excitement I kinda lost track myself. But being this is a GHQ USS Iowa miniature, the most powerful mini in the world and would blow your dice clean off, you've gotta ask yourself one question: "Do I feel lucky?" Well, do ya, punk?
Just kidding, forgive my rhetorical excess.
If I can be of any assistance, please do not hesitate to ask.
1 21 March, 03:27
How could I have forgotten S&T? Somewhere I have a box full of them from when I closed the shop back in the late 80s, along with others like The General, The Wargamer, and miniature wargaming-related mags. Fun times.
I actually remember seeing your blank avatar at times and thought it amusing. Unfortunately, it looks like the activity history for the entries on the subsidiary sites is broken and shows a blank/broken-link icon when someone makes an edit. I was conflating yours with the broken links until I realized it's broken. Reported and hopefully will get fixed as I would have PM'd you from the start to figure out what we wanted to do with GHQ.
One thing I'd like to do is sort out which of the modern Micronauts actually appeared with the Harpoon label. I think GHQ made the switch over to Micronauts for modern in the 90s so I doubt the Zumwalt appeared in Harpoon packaging. (I suspect the transition was triggered by GDW taking over the Harpoon rules and going to counters, but IDK. Maybe licensing costs.)
Right now, HUS17 and HSN10 look a little wonky time-wise.
21 March, 15:58
Can we get a new Vallejo colour range entry for their "True Metallic Metals" range?
acrylicosvallejo.com..e-metallic-metal-en/
acrylicosvallejo.com..e-metallic-metal-en/
17 February, 15:35
The Topics "Nuclear Powered Space Spation" (sic) and "Nuclear Powered Space Station" should be merged.
1 12 February, 02:21
Hi
29-18 Contrast - Ultramarine Blue, Citadel Matt, Acrylic, 18ml appears to be duplicated by Contrast: Ultramarine Blue, Citadel Matt, Acrylic, 18ml.
Could you delete the latter, please?
Many thanks,
Simon
29-18 Contrast - Ultramarine Blue, Citadel Matt, Acrylic, 18ml appears to be duplicated by Contrast: Ultramarine Blue, Citadel Matt, Acrylic, 18ml.
Could you delete the latter, please?
Many thanks,
Simon
Implementiert
31 October 2025, 10:50
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