Tuesday 28 November 2023

Project Tonks: Part 7


Lucky number seven?

 


Mindful of becoming somewhat "tonked-out", I tapped my breaks a bit. I'd laid the foundations for today's Tonk in the week 6 segment, and then promised myself I'd try to do something else for 24 hours. At that point, the Tonk was looking to combine elements from each of the previous weeks'. The track base was similar to last week's, but triangular, with the hull being half a Jenga tile. The turret was looking like the one from week 5, but more towards the front. I soon realised this was gonna be too small, so I revisited the gimmick straws I'd used for week 4's oversized Tonk. Through good luck one of the pieces matched the width of this Tonk all-but-perfectly, with a bit spare for a gun barrel. However, things didn't seem to be sticking well, and I took that as my cue to take a break. 

 



When I came back to it, I found myself making an inverse of a Tonk somewhat, with most of the mass towards the front. The hull was dressed with a keyboard key and a lot of rivets, while I added additional roadwheels in the form of beads atop nanoblocks. While the turret was another small jar, I tried to detail it differently from the week 5 model. I also applied a panel from an old toy car to the top of the hull, as it had duel extractor fans. Painting then continued with my now standard "make-up brush dry brushed rust bucket method". I'm quite happy with how it turned out, although I didn't notice a wonky wheel until it was too late. 

 


Once that was done, I anxiously turned to the next, as I had plans that week and wouldn't be able to model as much. Yep, rushing again. I do learn, I swear, it's just I get very focused on things. Here I used smaller wheels and more beads, before trying a new turret style based on a construction toy. It's obviously not done, so we'll come back to that one again next week. 

 


 

All being well, I should have something to say about stage 4 soonish.


Sunday 26 November 2023

Gaslands: The Return


So, you may have noticed how I suddenly stopped posting about Gaslands. I doubt it, maybe 3 people read this blog regularly, but it's at least possible that the change in content might have registered with you. You might think this was me getting bored of the topic, and you'd be half right. I did get bored with it, but before that, I was involved with a long term Gaslands project I couldn't really talk about. I'd had the idea of doing some friends a car each as novelty gifts, and I couldn't post about them here without theoretically spoiling the surprise. Also, as there were 7 of these friends, I got pretty good with my techniques by the end of it, if in need of a break. They liked 'em, if you are wondering. Advance to the Orktober Stompa and it's aftermath, I decided to do some more, alongside the Tonks Project.



The first, "BeetleBum", was just to get my hand in again. It had been several months since I'd tried to do a Gaslands car, so I threw together some bits in the colours of my Ork/Rutherford team. This car features some bits I've not posted about previously. Pride of place goes to the rocket pod, which comes from North Star Miniatures "Instruments of Carnage" plastic sprue 1. This is an intensely useful set of Gaslands weapons and gubbins, stuff I can’t necessarily kitbash, and if you're new to this, I'd recommend it over the Ramshackle Games resin bits. The Ramshackle stuff isn't without it's charms though, I.e. Ork drivers, and I used a resin panel here too. The base car is a kind of Volkswagon pick-up truck that I got from Poundland. These are/were two for a pound, and honestly aren't that great, but if you're gonna be using 'em for Gaslands, their weaknesses mean little. Happy with the result of a few hours work plus spray painting time, I moved onto another.



The next car was somewhat more involved, and rather obscure. I'd picked it up for a quid at the Brum Toy Fair. The stamp on the underside identifies it as a "Corgi Juniors Whizzwheels Morgan Plus B", so I may be ruining a classic in doing this, but it was pretty banged-up before I got there. The wheels had seen better days, so I'd try adding the ones from the Carnage kit mentioned above. And as it was open-topped, I'd add in some Ork crew. In game terms this would be a repeat of the Dakka Car, but why not? 

 


Oh wait… This is a belated Orktober post!



This was a fairly easy process, but did expose some minor weaknesses with the Carnage kit. For some reason, the gatling guns lack an obvious bit fir the bullets to come out of. an artefact of the scale I think, as this sprue tends towards a more realistic scale than I usually do these in. So I put a bit of tubing on the end of each. The new wheels also required a moments thought, as these are reversible and lack an obvious mounting point. I decided to use some small washers to help things stick. Painting them happened, with the crew painted separately before attachment. I named it "His Lordship's Sunday Dakka". 

 



I did these two up just as I started Project Tonks, before moving onto that more seriously. It was a fun little diversion, although I think may taken Gaslands as far as I can with common toy cars. Creatively speaking, if you get me? I may need to move out of my comfort zone a bit, like a colour scheme that isn’t tetanus in blue, or try a more elaborate entry. Hopefully by the time this goes live, I'll have an idea where to go next. 

 

Tuesday 21 November 2023

Project Tonks: Part 6

Six weeks now? I suppose that counts as a routine.


 

As you may recall from last week, I was feeling quite pleased, but had received a delivery of models that were gonna be a distraction. Bloody hell Richard, what were you thinking? You start a long term project involving 1:72 tanks, and as change of pace you order some 28mm mini-tanks for when you are on holiday. That's a really diverse set of projects you got going there. So, of course I put those together alongside today's Tonk work, although the write-up will come in future weeks. On the plus side, it does not appear to have slowed me down by much.


 

Today's Tonk followed on the innovations of last week's where I'd chanced upon a method to easily make road wheels. Here I cut down some 6 by 1 thin not-lego pieces, attached wheels to them, and wrapped the bricks with a strip of EVA foam to provide a foundation. The wheels here were salvaged from toy cars, specifically pull-motors, which also provide good gears. As this was a first attempt, I went for a simple line of road wheels, which ended up needing an additional small wheel as I’d misjudged the distance between them. Not quite what I wanted, but good enough. Attaching these to the hull of the Tonk was a bit of trail & error, as was applying the tracks. I had to faff about a bit so everything sat flat. Otherwise, I went for a slightly more angular look with a smaller turret than the last one. Said turret was achieved by wrapping the business end of a spraypump with EVA foam and bits until I got the shape I wanted. I used a lot of cheapo gap-filler on that turret too, to smooth it out. Painting then continued in the usual manner, making use of a make-up brush to speed things up. A couple rivets didn't want to take paint for some reason, but i think I got it in the end. Sorry about the photos, the light wasn't great.


 
 
 
All in all, I'm quite happy with how it turned out. The tracks aren't quite there, but are certainly good enough. I’ve also found my pace of building and painting has increased. Part of that’s being on holiday, but I seem to approaching Gaslands levels of efficiency where the only thing that’s slowing me is literally the paint drying, or waiting for the putty to set. I’ve made A LOT of track links in the past week, so the remaining two Tonks should go faster. Actually I’ve started on the third, but decided slow down, lest I burn out.


Up next: Another Tonk.





Sunday 19 November 2023

BeastBox: BB-03FJ Flame JoJo is Something That Exists

 


Do I have to explain BeastBox again? Righty, mechanical beasts that compress into boxes? Very collectable? 15+ age bracket? No? Oh, click here then. OK, let’s have a quick chat about my latest BeastBox.

 


My first impression, mainly because I collected this from the post office on my way to work and I couldn't really play with it there, was the packaging design. It was in many ways an inverse of the style I'd seen so far, with a smaller, portrait-oriented affair, with JoJo having pride of place in the upper half, in box mode. It's more minimalist packaging than the others I've seen up close, but still attractive in its way Speaking of boxes, JoJo's box form and general engineering is on the simpler side for a BeastBox, not surprising given its relative age. The cube is dominated by his big three-fingerer fists, with his eyes peering out of a little slot. There is in fairness more going on than you may think, and it does have an interesting conversion scheme. JoJo's transformation is aligned to one of the cube edges, a diamond shape when viewed from the front. I think there's a stand available so you can display him like that, but this chap only has the standard translucent storage case. So, fairly simple on the box front, but that’s not the same as saying its bad.

 


If the box mode seems a bit uncomplicated, JoJo's ape mode screams character by comparison. It's the face, it's grumpy and perfect. I love that head sculpt, and its on a great neck joint. The package art depicts JoJo in a roaring and chest-beating pose, but the actual face is more of a sullen glare. It's also articulated in such a way as to enable him to walk on his knuckles, so the overall vibe is of somebody who is basically not a bad guy, but is a bad day waiting to happen to somebody. I'm also very fond of the colours on this one, putting me in mind of the bayverse Optimus Prime. Is this a deliberate homage? Possibly, 52Toys has form in this area, but it's not a smoking gun. It is an attractive look, regardless, cartoony with simple but effective techno greebling. Articulation isn't bad either, if favouring monkey poses more than humanoid motion. It's possible to get him standing on two legs only, no trivial matter as he is approximately 10% legs and 40% arms by volume. You might almost say its no small feat, on those small feet. Heh. That said, he has no knees, and his arms aren't super posable or anything, the joints there being more for transformation. Nothing to apologise for, mind you, but you hit limitations. 

 



In addition to being something that exists, I really like Flame JoJo. He's about on the same tier as KarmaKuma, doing slightly less, but not using any translucent plastics in his construction. Aside from some minor sprue-marks, he's great. Simple, but great. And very characterful.

 



I wonder if there’s a version of this in Beast Wars colours...

Tuesday 14 November 2023

Project Tonks: Part 5

Part 5 then... Here we go.

 

 

While I was being too much of a perfectionist with last week's effort, I wanted to avoid the same imperfections for the next one. I.e. keep the size under control, and do actual track links this time. I started with the track links as I knew this was going to be the most involved and lengthy part of the build, but once I got it right, future builds would be easier. This was because I was going to make some crude, two-part, push moulds which would enable me to mass produce the links with minimal effort. I'm not great at precision cutting, but I don't mind filing a part after the fact to it fits. If you're unfamiliar with such things, I will say it requires a certain amount of preparation and good old trial & error. It's only worth doing if the part you're making is A) rare/annoying to source or B) you're making so many of the things it works out to a time saving. Obviously doing a bunch of track links is a massive B, and if you want to know more about the process, I'm going to include a link here to a video. It probably explains things better than I can. My initial design was to base these around zip ties and paper clips, but these proved to be too slight for this style of mould. Instead, I went for something based on cut down nanoblocks, tubing and scrap plastic. These are perhaps a bit chunky, and aren't interlocking, but I have to work with what I have.



So while I was prepping that and creating a lot of miscasts, I went to work on the actual tonk. This proved to be a series of happy accidents. I'd decided to use a small spraybottle from an airline travel kit for the turret joint. During installation, the top, which I had intended to build up into the turret, pinged off into a corner and presumably Narnia as I have yet to find it. However, a small make-up tub from the same set would work just as well. Actually, better, as it had an indentation on one side the same diameter as the spray mechanism, so it flows better. The track wheels meanwhile were left overs from an old Frame Arms kit, these having been selected as convenient short-cut while I worked out the track links. These are single mould piece with four wheels and a rectangular behind. These looked the part, but there was a lot of empty space that would make adding tracks impractical. So, I wrapped the piece with EVA foam to fill those gaps and make for better connections. Then it hit me, I can do the same thing with lego and disks. That will make the next one so much easier to do! The track links meanwhile, while requiring significant clean-up and gap-filling, went on with almost no issue, when I'd been suspecting a need to mod something to make 'em fit. Word to the wise: if you're trying something like this, do the visible areas first, that way, if you have to bodge something, it's on the underside. I only really needed to add a strip of EVA to bridge a gap. And finally, once I' d added some panels to the side, the tonk proved to be very close to the 7 by 5cm target. I was quite pleased. Painting then continued in my usual way, this time featuring lime green, and some homebrew mud paint to obscure some imperfections.



Generally, I'm a lot happier with how this turned out versus week 4's creation. That was OK, well-liked even, but this is more scale appropriate, and looks a bit better. I'm inclined to do three more like this, and redesignate the bigger green one as a prototype. That puts me a little behind schedule, but I do have some time off this week. I’ll have plenty of time to catch up, assuming nothing happens to distract me…



Uh-oh.



Sunday 12 November 2023

Revisiting Getter Robo: Armageddon

I’m unsure as to how to best write this introduction. So let’s try the basics. Getter Robo is a very influential manga and anime series, one of the original mecha shows. Combining super robots? Yeah, it did that, and wrote the playbook. Getter Robo: Armageddon is a late 90’s anime miniseries, one quite well-regarded for how it captured the tone and spirit of its source material in animated form, which hadn’t really been done before. The Black Getter also appears. As such, Armageddon invites a kind of breathless summarisation as much as commentary. Because, not to put too fine a point on it, its a special kind of insane.



The first response you are likely to have upon watching Armageddon is likely to be something like "What the hell is going on!? “. That's normal, and I'd imagine the target audience had a similar response back in the day. The anime is doing a" not as you know them" meets "DC Elseworlds" thing here, assuming the basic functions of its world are known, only to break them in mere seconds. Here the Getter Team fought a war on the Moon against the metamorphic alien Invaders, won, only for tragedy to strike. Professor Saotome, Getter Ray pioneer and apparent raging nutjob, was murdered by Getter-1 pilot Ryoma Nagare, breaking the team. However, sometime later the Professor is back, alive, and waving around a doomsday weapon, which scares the crap out of everyone. The response of the Japanese government is to go to Ryoma, whom always protested his innocence, uncuff him, and basically say, "Double Jeopardy is in effect, here's a giant robot and some guns, why don't you have a nice chat with the Professor?". Meanwhile, the Invaders are back, and they specialise in kaiju-level threats with a side order of parasitical body horror. What follows is, in an objective sense, awesome. Seeing the assorted Getter Robos let loose, especially Ryoma's roaring rampage of revenge, are undoubtedly genre highlights. The show goes from a standing start to Defcon 2 almost immediately, the pace only slowed by flashbacks which offer piecemeal explanation of how we got here, and what's actually at stake. However, by the time the narrative has uncoiled itself and we get an idea of what is actually going on, its Defcon 1, the bomb is dropped, and none of it really matters any more.


Hmmm. I would not have done things this way.



After 3 episodes, the original director left the project, something that seems to happen with these 90's OVAs a lot, and I've seen conflicting explanations as to how it went down. The current consensus seems to be that he was taking too long, and got replaced, but he took his notes with him. As a result, the new director had to write a new story with no real idea of what the endgame was meant to be. Whatever happened, there's a time skip of thirteen years, which moves the focus onto new characters, with the remaining Getter Team members in a leadership role. There's also a new and much more upbeat opening sequence, and it's almost a different show. At this point, Armageddon does not so much slow down as de-escalate. I mean, there's been a nuclear apocalypse, there's an upper limit on how much worse things can get without disengaging the audience, so things need to settle a bit before ramping up the tension again. This makes the post-apocalyptic majority of the series, oddly lighter than the pre-apocalyptic first act. This is not to suggest the fundamentally hot-blooded characters and mecha sequences have in any way been toned down, though. If anything, with the world broken and an army of fleshy monsters infesting it, this merely allows for the series to mine new veins of melodrama and blood splatter while things explode. Things get rather weird towards the middle too. Let’s just say that the Saotome family clan has issues, and I’d like to know the creative process behind a certain plot twist involving the supporting character Genki Saotome. You’ll know that one when you see it.

 


I suppose the reason I enjoy Armageddon is because it ultimately reminds me of Gurren Lagann, although the smart way to say that would be the other way around. Getter Robo was there first, even if I encountered it later. The debt Gurren Lagann owes to Getter Robo is undeniable, both being peers in the whole "giant robots doing crazy shit" space, but with one clearly influencing the other. With Armageddon’s later episodes, the influence is very obvious too, both in visual elements and plot points. The difference is that Armageddon is a strait-to-video release of 13 episodes, rather than a TV production of 27, which grants it more freedom in some ways, I.e. gore, but it's working as part of a pre-existing franchise. That it is drawing on previous instalments only to subvert them, is both a strength and a weakness. Gurren Lagann is much more complete a story, by comparison. Narratively, Armageddon is a bit disjointed and messy, fond of mythology gags and presuming familiarity with its characters rather than properly establishing them within this work. This doesn’t necessarily count against the anime given how relentless & OTT it is, the series coming into its own in the second half, but it is a problem. I would also make the observation that while the first 3 episodes are valid, Armageddon is at its most enjoyable after the time skip, when the story structure is more conventional, but your mileage may vary on that one. Regardless, its an experience, to say the least.

 


Also, there’s something I find darkly fascinating about this series, and its place in the wider franchise. Its not immediately obvious, but Armageddon is of the Cosmic Horror genre, once you look. Of course, the word Armageddon implies a somewhat biblical aspect, although that’s more an artefact of localisation. The original Japanese is more like “The Last Day of World”, although Armageddon is supposed to be a battlefield as well as the end times, which certainly isn’t a bad fit, but not a perfect one. No, the series is more Lovecraft by way of John Carpenter’s The Thing, which I’m 99% sure is deliberately homaged in one episode. The Invaders are massively alien and terrible, to the point where its not immediately clear what level of individuality and self-awareness applies to them, or as shapeshifters, if they even have an original form. There's several characters whom are essentially Invaders in human form, and have been for a while, but its unclear if this is a case of subversion, symbiosis, or them just being very good mimics. The Invaders consume people from the inside out, corrupting them like a virus, and eventually doing the same to machines. So, just like The Thing then, its not just Gurren Lagann that borrows from a classic. They aren’t the only thing that’s terrifying though. The Getter Robos themselves very much are, and especially Shin Dragon, the Professor’s seemingly alive doomsday weapon. The mecha piloted by the protagonists, are powerful but above all brutal combatants, enabled by the wonder technology of Getter Rays. And something that's being alluded to throughout before being explicitly said towards the end, is that it's the Getter Rays that are the problem. It is not merely a power source and nuclear allegory, its evolution itself, and humanity needs to back away slowly. The Invaders are drawn to Getter Rays, feeding off them, spreading them, which is bad enough on its own, but the series hints towards the true scale of things. This is an aspect of Getter Robo I find to be very compelling; the sheer cosmic horror of the setting bubbling just below the surface. Full discussion of that is however outside the remit of this article, but in this case it feeds into a generational theme, the older characters moving out of the way of the younger generation; another Gurren Lagann parallel. Professor Saotome planned and planned, laying paths for his children and pilots to follow, only for it end badly for everyone. The original Getter Team, his proteges, instead protect the next generation, and choose to step aside as it isn't their world any more. That’s not a bad moral to have. And because it's Getter Robo, they do this by entering a kind of warrior heaven, a mysterious and distant battlefield filled with other Getter Robos and foes. And because its Getter Robo: Armageddon, what the fandom likes to a call a space vagina is involved. You read that correctly.

 

No, I'm not putting a picture of it here, you can look that up on your own time.


Conclusion

Getter Robo: Armageddon is as mad as a spoon. This madness comes from both faithfulness to its source material, its seemingly troubled production, and the fact that its relying a lot on its own cultural context to smooth the bumps. It is however very entertaining, and assuming you don’t go deaf from characters repeatedly shouting “GETTER!”, its worth tracking down.

 




Tuesday 7 November 2023

Project Tonks: Part 4

Ah right, part 4. Let's do this. 

 


As you may recall from part 1, the plan was now to do scratching and heavy kitbashes, and on a very rainy day, I started on the first of four new Tonks. This was going to be a mix of techniques my research had previously turned up, although I hadn’t given much prior thought as to how it would all go together, it was very free-form. The hull was a cut down jenga tile, with cut-up pens for the wheelbase. Its tracks were then created with strips of EVA foam, layered with cable tie segments. I will admit to this being simpler than some of my previous works, but sometimes you skip the dull stuff. The main hull was built up around this, going for a still ramshackle look but less orky than my usual. I had various modern tanks in mind, mainly NATO ones, although that may not be apparent. I had aimed for a 7 by 5cm hull, but as so often happens, the model grew during assembly so it's more like 9 by 6. The turret was made from a hand-soap pump and a bottlecap, salvaging part of the mechanism for turret rotation. The turret and main body were painted separately, and not attached until painting was almost complete, something I should have been a touch more careful about, but rust covers my mistakes. Speaking of painting, I experimented with a Halfords grey primer and some watered-down Vallejo 70.873 US Field Drab as a base coat. I'd ran out of both my preferred and backup spraypaints, but I'd heard good things about Halfords rattle-cans, so I gave one a go here. Initial results seem satisfactory. 

 


While it generally came out well enough, I’m not entirely satisfied, like I’ve not quite got it down. It looks like a scrap tank, the EVA foam tracks work OK as a technique, but its not quite me. This prompted me to mull over how best to approach the next one. I gave some thought to casting a smaller style of track links. Then I thought about cut-up cable ties on double-sided tape. And then about the assorted kitbash ready tracks I already had. Then about cutting up shower gel bottles for their shape.I went back to my (unfeasibly large) bitzbox, and had a rummage too. I decided to sleep on it, before picking up fresh modelling supplies the next day.



Of course, this was just me suffering being a perfectionist, when I started sharing these images with people, the Tonk was well-received. So, I’ll accept this how it is. The next one will  hopefully feature milliput tracks though...

 


Sunday 5 November 2023

Transformers: Legacy Diaclone Universe Clampdown is Something That Exists

And now for an article that got pushed back a wee bit... Actually from before TFNation.


The 2003 eHobby Collectors Edition Clampdown Toy


I'm not really sure if the concept of an "exclusive" actually means much any more, assuming it meant much in the first place. Because, in so far as the UK market at least, any transformer with a limited release has this habit of turning up discounted in odd places six months later. It's not immediately clear why this is the case. Stock Liquidation may be involved. Speaking from personal experience, Hasbro is to retail distribution what the sudden downpour is to the English Summer, but they've been trying harder of late with Hasbro Pulse. And yet, we continue to see the supposedly Smyths or Amazon or whatever exclusives from online sources and even meatspace retailers. This brings us to Clampdown of the Velocitron Speedia 500 Collection. What he is perhaps more interesting who he is. He's very much the same story as Burn Out, in that he's a tribute to Diaclone, the Japanese forerunner to Transformers. In this case, he's inspired by the toy that would become Red Alert, the Autobot Security Officer and walking advertisement for therapy. Existing largely as a repaint opportunity, and as exclusive tribute to an exclusive, Clampdown is not much of a character, even by the standards of such things. While Burn Out had the advantage of being a female-coded minivan, Clampdown is a dude that changes into a not-Lamborghini, and there's really no shortage of such blokes. Part of the reason for that is Hasbro's extremely aggressive reuse of the Siege Sideswipe mould, and while I've touched on that before, Clampdown is a good opportunity to talk about it some more.



The 2019 Siege Sideswipe toy


The Siege Sideswipe toy was a fairly conservative reimagining of the character, one that claimed to have an alien vehicle mode, but really didn't. While my Gaslands work has made me more inclined to notice the nuances of these matters, the alt mode was closer to cyberpunk or the modern hypercar than something off-world. This was reinforced by his mouldmate Red Alert, whom had retained his fire service decals and a light-bar/siren. One thing to point out here is that the mould featured numerous weapons that we're only selectively being issued. Sideswipe got a modular missile launcher like his shoulder mounted one, but if he wanted a sidearm he'd need to for a battlemaster or use the missile as a pistol. Red Alert meanwhile got the aforementioned light bar and a more conventional gun, but that also had a 5mm port, so you could make a "fire axe" from the two accessories. The mould would then see ten and counting releases, most of these falling under the banner of exclusives or Generations Selects. The Netflix tie-ins left the accessories as they were, focusing on paintwork, but the Selects releases put both gun and launcher in the box. Then Earthrise happened, proceeding redo every big name that Siege did, not even two full years after, and often in hard to find two-packs. The Sideswipe mould avoided this dignity, but only briefly. Like many others, the design was changed to have a more conventional and nostalgic altmode, and became an exclusive release during Kingdom. Time progressed, as time is inclined to when you're not looking, and the mould turned up in the Speedia subline, giving us Clampdown. Kinda. He was reportedly short-packed, subsequently reissued, and yet still only seen in finite numbers up until the point where Hasbro was offering surplus stock on eBay for a tenner. If you wanted to make a case file on Hasbro and it's ability to find it's collective bum with both hands, you could do worse than starting with Clampdown


So, let’s start by talking about the vehicle mode. Its a police style, Lamborghini-inspired-but-legally-distinct sports car. The specific details are based of Japanese police cars, although the tiny-tiny text says “Cybertron”, which is the local term for “Autobot”. Its general shape is also meant to match Sunstreaker, whom is characterised as Sideswipe’s brother and has the same altmode. Its predominately done in white, and the colour matching isn’t bad at all. The shoulder assemblies on this mould usually end up in black, breaking up the deco around the door area, but Clampdown is the first to cast them in white, greatly improving the look. The criticisms I’m inclined to make here is that sides are bit messy with panel gaps, and the “police” deco kinda draws attention to those gaps. I know that’s a shallow criticism to make, but there’s at least 10 of these, so little flaws like that become more noticeable. Otherwise it looks good, I might even touch up that chip on the roof. Functionally, the car is obviously much like its numerous kin, although we do see some subtle differences between this mould and the Siege original. While more noteworthy in robot mode, the peg for blast effects is missing, and the missile now lacks its handle. That’s better for looks I suppose, but if you’re gonna take the handle off the missile, why not use that plastic to fill in the gaps? 

 


 

Transforming Clampdown revealed to extent to which the Siege mould was changed, and TBH its obvious from the moment you flip him over. All the vehicle bits either cast or painted in white are new. The wheels, light-bar, the weapons in black, and, as near as I can figure, everything not explicitly part of the robot mode is unchanged. This is what’s known in fandom circles as “reshelling”, that is to say that the nature of the vehicle mode is an outer-shell, which can be replaced without changing the nature of the robot form. While not extreme, or as literal as some, I do find myself wondering which version actually came first. On the positive side, Clampdown features a very clean and fun transformation. On the downside, they didn’t take the opportunity to do something about the panels in the knee area, so they locked in. All versions of the mould seem to have this, and its not actually a problem, but it does take the shine off.



With the robot mode, we come to the fundamental strengths of the basic design and where Clampdown does his best to separate himself from Red Alert. This toy drastically reduces the amount of red versus the inspiration, replacing it with grey. Red remains on the missile, and the waist area, with the latter drawing attention to an unwelcome gap that could have been fixed during the retooling. Generally though, its pretty nice. The white and grey look works, with touches of blue and black stop that it from becoming boring. Nice blue eyes too. Its far from an ugly deco, and its being applied to what is a fundamentally solid robot mode. The Sideswipe mould was a wave 1 entry in Siege, which introduced a new standard in articulation and 5mm-based weaponry. While other toys would inevitably do this better, Hound was arguably the best of wave 1 for example, the robot mode Clampdown inherits is a pleasing all-rounder that benefits from an increased accessory count. You want a gun? He’s got a gun. It can also be a fire-axe, or use the missile as a pick, or possibly an orky tankhammer. The launcher is fine by itself too, it just looks like a grenade launcher, or possibly it stores the explosives within the tube. AND THEN we can start talking about weaponizers and such.

 


My point? Only that Clampdown is something that exists. I don’t think he’s good enough to call a must-have, but if you see one of these in the wild, I think you’ll have a good time. If not in these colours, then definitely in a scheme you like, just make sure all the extras are there.