Sunday, 17 May 2026

Transformers: Titans Return Scourge & Fracas are Something That Exists

 

Let's do something a bit different today, and talk about obsolescence. Some toys just get made redundant by later releases. Sometimes you just need a do-over, and if a character has been off the shelves of five years, they're probably fair game. The problems occur when Hasbro chases the stupidest of stupid design goals, and cycles too quickly. Case in point, we probably didn't need another set of seekers this soon. Today's subject matter is one such obsolete toy, Scourge, from the highly-regarded Titans Return line.

 



Appearing in the 1986 movie, Scourge was a bearded and seemingly self-replicating villain, its complicated and I can’t be arsed to discuss that now, with a something of a vampire vibe. As such, he's had numerous toys, although it wouldn't be until 2020's Studio Series release that we got a version considered to be definitive by most. I've not got that one, but I've got no reason to think they did a bad job with it. It's probably the best the character will ever get at mass retail unless Hasbro wants to go extra hard for an anniversary or something. This Titans Return version was an earlier attempt, coming after a largely superior TF2010 release, although that one wasn't trying for cartoon accuracy. TR Scourge was, for many people, the first serious attempt at doing a G1 version, because nobody likes to count the Titanium version. However, baked in at conception, was a conflict. In Titans Return, almost everyone had the same my-head-is-also-a-little-guy-that-drives-my-alt-mode play pattern. And Scourge never was a Headmaster, but he was sometimes a Targetmaster though, with his little gunbuddy Fracas now forming his head. So geewunners were a bit split on that and similar choices. The toys from Titans Return that have aged best either didn't have that concern, or were generally so well made it just didn't matter. Scourge unfortunately isn't in either category.

 



This toy is actually a useful case study for the weaknesses and teething troubles of Titans Return wave 1, not for it being terrible so much as embodying those problems all in one place. The key gimmick suffers from two angles, a flawed neck clip and an oddly proportioned faceplate that seeks to retain that characteristic headpiece/gun. As result, he looks weird, like he's either wearing techno earmuffs or his face doesn't fit his skull, and nothing is especially secure so he rattles like a bobblehead. He also has that early TR tendency towards obnoxious block colours, manifesting here in a very blue robot mode with equally blue weapons. Aggressively blue, almost, but at least they painted the face on Fracas. You might be asking if TakaraTomy fixed any of this, they as often went out of their way back then to make these toys as G1 anime as possible? Doing retools, adding targetmasters, and reshuffling accessories and such? Well, they fixed the colour issue, but not the design issues. It's also worth mentioning that, even with those cosmetic improvements, Scourge doesn't rate as that good a deluxe by the standards of both Titans Return or modern Generations. This guy predates things like ankle tilts as standard, omits a waist joint due to the transformation, and he certainly isn't a Triggerhappy or a Topspin.




So, this lad kinda sucks. Yes, the altmode seems OK, but that's only because you can't see the underside. Or the backend. Its largely a matter of laying his beheaded body flat, and wrapping it with his cape. He was carried by G1 nostalgia and that stopped with the Studio Series version. It just doesn't seem to have been a huge priority for the design team, and given the extent to which his engineering was reused were in later releases, the lasting contribution of this toy was as spare parts. By all accounts, it shelfwarmed to buggery. And still does, if my Toy-Fu experiences are anything to go by. But is it totally without merit? No. You've got two guns, these combine if that's your thing, two usable modes, and the wonderful Titans Return play pattern. The shoulders are pretty good, if you want faint praise to damn it with. So, it's mainly just something that exists, but at least its consistent in it's mediocrity.


Monday, 11 May 2026

WH40K: Thoughts on that new Cadian Recon Squad

OK, here's a few words on these guys. I'd actually forgotten about them until their 40k rules materialised, because A) it's very busy for 40k stuff just now, and B) in no way is anything from Cadia gonna be outshining Armageddon just now, when C) 11th edition is impending. But, I do think there's something worthwhile to talk about. 

 


The obvious thing to say about the Cadian Recon Squad, other that point out their Kill Team name of “Spectre Squad” is much sexier,  is that are Infiltrators. This means they do things like board control and mission objectives well, although the specifics of how 11th ed missions are still uncertain at time of writing. Making judgments about how good they are just now is unwise, so I'm not gonna, but there is obviously competition with Ratlings and Gaunt's Ghosts. The Recon Squad compares most favourably with the hobbits, due to being typical guardsmen profiles, but with more of them for a modest surcharge. It's not a 1:1 comparison in form or function however, as while Ratlings are better snipers and more agile, they just can't get a meltagun. The Ghosts are obviously more capable with that uppy/downy thing and named character energy, but you can only ever have one of those, and it costs more. More generally, the Recon Squad sets somewhere to the side of Kasrkin, being generally less elite, but still having decent weapon options due to this unit being designed for Kill Team first. The Recon Squad also brings a USP with it's Order shenanigans; only needing to be ordered once a game, and offering a servoskull for a bit of WiFi hotspot action. So, nothing overly amazing here, but probably a unit you could work with. What made me want to talk about these guys were the weapon options though. There's a lot of Kill Team bitiness going on. There is a Sargent, but he has no sword or fancy pistol. The lasguns all have the Assault keyword, an interesting choice but not unwelcome in this context; these chaps will want to run. There's a medic on the sprue whom goes ignored. Oh, and there's a guy with a sawn-off heavy stubber. But what is most interesting? There's a heavy weapon team in there!

 

 


I thought such things were prohibited since the 10th ed codex! Are we getting more stuff like this? Might some hypothetical future battleline unit do this also?! It's not executed as two guys to a base either, it's two distinct models, thus bypassing some rules faff! Yes, I know it's only a missile launcher, and those are mid to the point of being a cucumber sandwich in weapon form, but it's still a step up from lasguns, right? Right? Well, to talk about weapon balance again, I do think there's actually a choice to be made here, and without a screamingly-obvious musthave. A unit such as this probably isn't holding a gun line. It's off doing mission stuff instead, moving about, maybe getting close. So do you actually need the missile launcher, and the pistol armed loader, with these guys? The alternative being a lasgun and sniper rifle? It's a question worth asking, certainly. If lethal hits are a thing, I can see the case for leaving the missiles at home, instead advancing a lot, focusing on similar light infantry, and maybe the occasional assassination. Then again, you can also do the old school generalist loadout of Plasmagun and Missile Launcher.  Plus the machine gun and sniper set. That might make the unit a bit passive, but there are worse units to punch up with. Much is unknown about 11th edition, but I think they got the balance right with this one.


Although, maybe its a shame that most people won’t notice...

Sunday, 10 May 2026

Plamo: The 30 Minutes Missions Iglight 02

You know, it's been a hot minute since I last checked in with 30MM, I wonder what they're up to?




The Iglight 02, I didn't see the 01, is one of the newer 30 Minutes kits to materialise at my local nerd shop. Something of a soft reboot, it goes back to basics with three concise and briskly organised runners, putting me in mind of the original Alto and Portanova kits. It is however something of a clean sheet design, drawing on the five-ish years of experience. Polycaps aren't present, and it's clip joints all the way. The Roy Roy partner drone thing is still present, although these seem to have gone a bit targetmaster this time, with a pair pulling double-duty as weapons. Another innovation this kit brings is that parts are designed to be removed from a sprue without the use of tools. This isn't super new or anything, Blokees does the same thing, but I made a point of doing so here, as part of the whole 30 minutes thing. No tools? So faster and easier, right? I can report that it works pretty well, as I was cleaning with just my thumbnail in many places, but the light green likes it better than the dark green. The 01 version probably doesn't have that problem with it's white and purple, but that's got more of a Gundam protagonist look TBH.



Once assembled, the Iglight is a very skinny, very-very skinny, but just as posable, grunt. The overall vibe is similar to that military Spinatio I did a while back, while the moustache and shoulders are similar to early Alto parts. While already skeletal, there's notable hollowness in areas like the knee joints and ankles. This is the only area where I felt I felt the price-point biting. Well, that and the Roy Roy drone that doubles as a shield. That needed a sensor or something. This was a notably cheap kit by local standards at £13, and while I've paid a lot more to get less, I feel it's worth a mention. Things I do like include the rotating arm mounts, the way the blaster can become a sentry gun, and the head. In a clever bit of design, possibly unintentional given the paperwork, the translucent visor pegs into the head so as to suggest eyes behind the glass. The other translucent bits in shoulders just kinda get lost though. Meanwhile, there's an adjustable, ECOAS style sensor pack to cover all that for the Splinter Cell look. It's all very characterful, in a pleasant distraction kinda way. Its not complex, but it is elegant, and in a style I like. Whereas the Gelgoog was a revelation with fictional baggage, this is a simple meal done well. 



I did a basic weathering job on this, picked out some details and put some leftover mud paint on the feet. It worked pretty well. Would buy another as a palette cleanser.

Sunday, 3 May 2026

Not-Transformers: Dr Wu DW-E57B Giant Claw is Something That Exists

 


Something I find difficult when talking about the so-called third party Transformers scene is finding a fresh angle. It is necessary to acknowledge their dubious legal status, which tends to make any subsequent article an exercise in self-justification. But omit that, and you aren't being honest are you? And then, any discussion about the actual merits of an item runs into one sided comparison with actual Hasbro products. Third party tends to be better than Hasbro stuff, but of course it is. It's not subject to child safety considerations and typically costs loads more. Even with 2026 being 2026. You don't compete by being both worse and more expensive. This having been acknowledged, I find myself dabbling more in third party or non-transformers of late. I think it's just a side effect of Hasbro being Hasbro, and Age of the Primes generally being meh. I do wonder this represents a change in taste, or possibly an ethical decay on my part. But then, Hasbro wants to give J. K. Rowling money these days, so I suppose, fuck it, two wrongs make a right. As a result, Dr Wu's output has become my default "stupid convention purchase". If am at a robot convention, I want a robot. And would like to be something novel and/or awesome, that I wouldn't otherwise be easily able to get. I am just like that. Giant Claw is my latest such indulgence, a slightly chibi version of the Japanese exclusive character Black Zarak, a citiformer in miniature, whom now also turns into a box. I'm gonna talk merit, before talking about the issues. And hopefully find that fresh angle in the process.




The obvious question to ask here is, is it any good? And the short answer is, yes it is. Components here are overtly too small for a child, but it's got a lot to recommend for the size conscious collector. All the luxury touches you'd probably want are there. It's is notably still a headmaster, and the partner robot in gold is there. Both are, just to stress the point, tiny, but they are there. Its robot mode has a pleasing likeness, this colour scheme always looks great, well, except when I photograph it, with nice articulation, and a buttload of accessories. The tail assembly does limit the waist rotating, a modest downer, but there's transformation joints to use there. The fingers are articulated too, as are the gun turrets, which pivot up. 
The base mode does the job well, although perhaps a touch better than the scorpion mode. Said scorpion does benefit from unexpected joints in the neck and horns, but the bug legs are too small. The box mode is merely adequate, not the best one, but an entirely acceptable as a bonus mode. There’s a certain degree of faff to it, as you tab the accessories in, but it works. So, most things are good. These seem to go for about voyager money plus a tenner, I don’t think you’ll question the value proposition here, if the style appeals. I just kept on having pleasant little surprises when writing this review, its that sort of good.



A lot of my issues here come down to nitpicks. It's just consistently well-presented and engineered, with imperfections usually justified by either the original source, or the cutesy vibe. Problems are often one of contrast, rather than cut corners or bad implementation. To talk about Giant Claw's actual weaknesses properly though, I'm gonna tangent and talk about another toy entirely, Iron Fortress. I picked this up a while back, and while I started a write-up, but it didn't quite come together. See the first paragraph. Iron Fortress was Dr Wu's take on Metroplex, mine being in Metrotitan colours, and was a very impressive piece with three partner robots. But impressive as it was, it was also undermined by it's own complexity and it's eyestrain inducing instruction sheet. The box mode wasn't worth the effort either, which is a bit weird for a guy made of boxes, but if you just wanted a tiny Metroplex, you're golden. Giant Claw is much closer in vibe and hand feels to my first Dr Wu purchase, Evil Dragon, but issues with the paperwork and an occasional fiddly bit do occur. The instructions assume that the toy comes in box mode, which it does not, and figuring that out in reverse isn't ideal. Said instructions also presume the regular release which has a different head design and also doesn't acknowledge the spear accessory for some reason. I figured that out too, but it's not ideal either. TBH, I'm not a huge fan of rifle and spear anyway, because you're having to work with and around those big claws, but I'm not seeing an obvious better way of doing it at this scale. There's also a certain amount of partsforming kibble which is inherited from its source material, and these are quite small parts. I could have lived without those gold panels. As a result, what should be a fairly simple process, shifting between modes, is not as elegant as it could be, but your mileage may vary on that one. Like I said, nitpicks.

 


All in all, Giant Claw is pretty good. Only failed by the instruction sheet, and the occasional 6/10 design choice. But as it so good, any flaws have a painfully sharp contrast. If they nailed the instructions, maybe going double-sided, Dr Wu would be unstoppable. Dunno if I found a fresh angle there, but hopefully this of use to someone. And yes. If Hasbro did something similar to this, I'd buy it.

Monday, 27 April 2026

WH40K: Why I’m not buying that new Armageddon book (yet)

Righty, a bonus article. Part blog update, part opinion piece. If you follow 40k news at all, you might have noticed that things seem a bit hype lately. We've had a few campaign books, with new units added, the most recent being the for Armageddon front, the famous orks versus guard meatgrinder. This one is almost perfectly tuned to interest me, but like the 10th ed Ork codex I'm not indulging. Why? Because 11th edition has been announced, and we've got maybe six weeks before it goes live. Yes, I probably could get some new models painted and get a couple of games in, but I'm not playing 40k regularly just now, and I have other commitments. It's an expensive and silly idea to even try. I need only to point to my Astra Militarum experiences as to why being an early adopter with FOMO is bad idea. Truthfully, my plans with respects to 40k are to wait for 11th edition, get a deal on a launch box, and paint it as a long-term project. It should be easier to find new sparring partners around then too, as everyone will want to learn the new game.  This Armageddon book will either be a flash in the pan, made obsolete before the end of the year, or an expense I can defer for a while. As the actual data sheets and detachments are free to download, it's not like it's urgent. Its not like the lore matters...

All that being said, I didn't want to let Armageddon pass without comment. And I currently have a suspiciously coincidental 6 week buffer on articles, so you get a bonus post, to help make it i vaguely topical. Presenting room temperature takes on the stuff that interests me.

 



Commissar Yarrick: Possibly the best single retcon in a setting made of retcons. So good to see this guy back, and I'm so glad he has interesting and powerful rules. As opposed to "anti-ork 2+" or some other targeted bonus, that kinda thing is deeply boring and can feel like a fuck-you. See the assorted Imperial Oddments factions for where this can go wrong. I dunno if his power in ordering infantry will last, nerfs are probable, but if I did indulge in named characters, it would be he. I'm looking forward to fighting him with my Orks, and he is supposedly amazing in Recon Element, where he would lead scores of hard-to-see infantry.

Commissar Graves: I don't think anyone was actually expecting a deranged lady commissar on a pimpmobile, but I think we're all happy she's here. It takes a lot of charisma and novelty not to be immediately overshadowed by Yarrick in this context, but I'd say yeah, she's doing OK. Who doesn't like an efficiently priced vehicle that does good support work and some melee? Definitely of interest in mechanised forces, although the on-foot version suffers from similar design issues to the generic commissar. I also expect fan art and memes, but I'm not gonna go looking...

The Centaur RSV: Yes, it's a fine Ork Trukk! I will be doing that eventually, as will about 100% of all Ork players. As a guard unit, it's definitely a welcome tool to have for objective play. It's current price is perhaps not ideal though, coming in at the same cost as the Chimera for a much less durable and less well-armed platform. What commentary I've read on this suggests that we'll see this unit as a ride for heavy weapon teams, Ogryns, or Kasrkin, which would be kinda boring, but ok. I'm not a huge fan of when Orks try that trick, trying to form a light tank or mobile bunker from a transport, and I don't think it fits the guard vibes either. Catachans and Combat Engineers probably have a nice new ride though. 


 

The Hippogriff AFV: And speaking of light tanks, we have this. I like the look of the Hippogriff. I like it's fire & fade rule. I also like how that new Armoured Infantry detachment plus this tank, means that guard can do more mobile styles of play, like mechanised but more agile. But I don't like the mislabeled weapons, and I don't like the price comparisons. For most things you want this tank for, you'd just take a Scout Sentinel, which is cheaper. Hellhounds and Chimeras are also potentially unfavourable contrasts, those being more established with the option for HK missiles. I do really want this unit to work though, and it looks to be a great board control piece. I suspect we won't have a good handle on this unit though for a while. Probably not until 11th is established and we know what is "optimal" weapon fit is. Is it all melta? Or does the cannon/stubber option have legs? We just don't know. 

Wazdakka Gutsmek: Yes, it's grand to see him with an actual model after all this time. And the model is incredibly extra.  Not my current vibe for Orks, and I'm not into Epic Heroes as mentioned, but I see the appeal. I would have liked more Orks in the Armageddon book, TBH, but if we're in the 11th edition starter box we're probably fine.

The Various New Detachments: Yeah, these look fun, especially the Superheavy Tank one. I'm not touching any of them until the meta settles though.

And to end on a sour note...

The Steel Legion Controversy: For heaven's sake, could we fucking not? I get it. I'm angry about the loss of the generic infantry squad too. And it makes sense that you'd want actual Armageddon troopers for an Armageddon campaign book. But Krieg started out as player 2 colours Steel Legion, just reverse the trick. Or look up Death Fields, maybe? I think the Catachans need the attention more.

 

Sunday, 26 April 2026

Gaming: The Last Starship (PC, Steam)

So, I picked this up in mid February. I was in need of a fresh distraction, and this looked to be an inexpensive one. And its from the Prison Architect people, so that's pedigree. The demo was fun too, so I rolled the dice on the full version. I played it pretty intensely for a week, before pausing, and reassessing it. What follows is a brief discussion of it's positives, before moving onto wider discussion.




The Last Starship is a sandbox spaceship game, with a variety of gameplay styles. You can variously play as bounty hunter, courier, industrialist, cruise liner, or just stick to a thread of story missions that might teach you how to be those things. Mostly these are bite-sized chunks of gameplay, and you can pace yourself however you want. One aspect where it does stand out is it's 2D art direction. Your ship is always presented from the same isometric angle, so the universe spins around you as you turn. It's honestly a fun thing to do. Visuals are generally characterful and the combat isn't without it's charms. You switch into tactical mode, which has a wireframe/radar vibe, and things become about inertia and positioning. It's very age-of-sail at first, with ships kiting around each-other and such. Ship customisation is very much a thing, and it's probably the thing that the game does best. Yes, you can treat it as a base builder with a FTL drive bolted on, but there's definitely more things to be doing, with facilities to manage entire fleets of ships. Its pretty in it's way, with a lot of variety in things to do, and it's priced at 15 quid. Its a good value proposition, is what I'm saying. So why did I go off it like I did?

 

One thought  that did occur to me after 12 hours or so of fumbling around, was that I wasn't sure if the game was complex or shallow. There's an awful lot presented to you at the start, it's a big sandbox even before you get into other game modes. Figuring out the various systems is a big part of the experience, and you're probably gonna need to look at the odd YouTube video or two, despite in-game help. However, once I got a working knowledge of something, the game suddenly felt a bit simple and small. One thing I took to quite quickly was mining and smelting ore. I found a good spot, put in systems so I could produce my own fuel etc, parked up, and cranked up the game speed. I'd effectively turned this into an idle game, my efforts being so profitable that the bits I still had to buy were trivial percentages. My ship became like a cancerous tumor of capitalism, relentlessly consuming, expanding, while my faceless and totally interchangeable crew do muscle work. I got bored after that, and decided to do something else for a bit, easily buying my way into whatever I wanted to. I didn't bother with the robot arm and track automation stuff either, because there didn't feel a need. Ships have to get real big before human crew stop being practical. My point? Well, once you get to a certain level of wealth both risk and the desire to innovate kinda drops off. Sorry folks, this is no longer a games review, its Babbee's First Marxism. I suppose there's the creative mode if you just want to skip all that.

 


This is not me saying the gameplay loop is bad, I actually found it to be rather intoxicating in my neurodivergent way. But I would say the gameplay is functional and perfunctory in what it does, but rarely noteworthy at something. A jack of all trades, if you will. It's a typical example of it's genre I think, the sandbox aspects being a mixed blessing. Or I just found an obvious way to break the difficulty progression, I'm not totally sure. I did notice that much of the logistics and industry were relatively basic and automated. You have mining lasers to mine stuff out, and drones to collect the resources for example. And they will do this of their own accord, but direct instruction, of anything, isn't something the game does. There's no immediate scarcity of resources, nor large scale economics model that noticed, so it can feel like mining for mining's sake. Most of it feels like content for content's sake TBH. Or possibly a game that hasn't quite matured from its Early Access period. Ultimately, the it didn't hold my interest after its good first impression.

 


 

While I've not tried everything The Last Starship has to offer, I have spent 19 hours with it at time of writing, so I think I've seen a lot. And I think I've got a good way to sum it up. It's like an inexpensive buffet breakfast at a hotel. None of it is really that great, but most of it's OK. I've spent more to get less, but unless some killer DLC comes out for this, I doubt it will have a lasting impact.

Sunday, 19 April 2026

Transformers: Collaborative Twin Mill is Something That Exists


OK time for a brief follow-up to the Bone Shaker article. Twin Mill is Bone Shaker's wavemate, and the general consensus seems to be that he's good, but not quite as good as the greaser. That's probably fair, but it just goes to show how much context matters. If I'd picked this up first, I'd spend a lot more of the word count talking about refreshing it is. And trust me, it is refreshing as carformers go, and there's at least one area where he does better than Bone Shaker. His flaws are however are perhaps more immediate.

 



The car mode for example is extremely well-presented, with loads of paint, more style, and translucent windows. Few, if any corners were cut here, and complaints are in nitpick territory. However, taking it out of the packet revealed a case of visible Head Syndrome, and some minor imperfections on the shoulders which I touched up. Not the best first impression, TBH, took a bit of the shine off. Its fairly compact car mode too. Bone Shaker in general actually isn't that much bigger than Twin Mill, but that open top and wheelbase do make him look like he's in a slightly different scale. Twin Mill is more like a modern minibot deluxe by comparison. These are all fairly ignorable flaws though, and it turns out you can turn the head around. It rolls well, the wheels being pinned, if loosely at the back, and this mould does a lot better with accessories. The air intakes are on 5mm pegs, so you can swap them for guns if you want. As car modes go it's almost ideal, despite that rough start, if maybe a bit small considering crossover premium.



The transformation and subsequent robot mode are similarly good, putting me in mind of several other Autobots. The overall vibe is of Tracks by way of G1 Blurr, with a bit of Armada Blurr thrown in for the arms. It's a skinny and lithe build, with long legs like a runner. The proportions are better than Bone Shaker, size comparisons being more favourable in this mode too, but the leg issue is here too and more obvious. This was crying out for something to fill in those lower legs, and he's mainly leg. On the plus side, Twin Mill has a much better accessory game, as he ends up with wrist swivels, forearm mounted flame throwers, which retain the 5mm port functions from car mode, and the flame effects I've yet to mention. These flames are hard plastic, so I’d advise a touch of caution, but otherwise this beats Bone Shaker hands down. Those engine blocks bulk out the otherwise thin forearms nicely, adding that little bit of 5mm play value without ruining the look, and robot arson is always great. Its poses well too, although my example has loose knees. So, much like Bone Shaker, it's pretty great toy in both modes, but with at least one potentially deal breaking quirk.



Is Twin Mill actually the worse of the two? Well, I've been back and forth on this, and I'm gonna say "No, but". What better describes Twin Mill is to say that he is the more conventional of the two, and my example seems to have slightly weaker quality control which makes it feel less premium. He's much closer to the Transformers baseline, so he's got better fundamentals, but ends up less interesting. Physically, and metaphorically, he is a touch overshadowed by Bone Shaker, which isn’t great given the price tag, but that's a long-long way from saying he's bad. And he will soon be available in red. If in doubt, pick up the one you like best first, and then maybe see about a sale for the second.