Sunday, 25 April 2021

Plamo: The 30 Minute Missions Rabiot (White) and Spy Drone Option Armour (Purple)


 

Well, I never technically did a "straight build" of the Rabiot, or photographed one, so here we are. I got this in as I had time off, threw it together, waffled a bit as I couldn't decide how to build it, added a gunsight, went to town with the panel lines, and then took some photos. And here they are.

 



Now, the original Rabiot armour sets were a touch unconventional, something I embraced wholeheartedly, but I acknowledge was a marmite. However this Spy Drone Armour set is something closer to the Alto add-ons, but with a higher parts count. The chest and faceplate replacements work how you would expect, but something I love is the replacement waist block. This hampers mobility, but looks so much better, I'm never taking it off. The shield also has a nice modular thing going on, and you can assemble it as a "folding" example. On the downside, while these have their own pegs now, positioning a 30MM shield remains less than ideal. It's a hair too big overall and interferes with the shoulder armour. 

 


 

Meanwhile, the Roy Roy is kinda just there. I wasn't mourning their absence with the base kit, and this version looks a little daft with its wheels. I'm not seeing a point to these, really. Then again, you can use it as a rather impressive head replacement, which goes nicely with the chest armour. I think there's definitely a future project there. If they did this set again in yellow or orange, I can see myself revisiting it.

 



So, to sum up, I'm not getting how the new bits suggests “spy drone”, but this was definitely another fun project.


Sunday, 18 April 2021

Mini-Review: The Mecha Hack Mission Manual

So, full disclosure: I backed this on Kickstarter, and as such got access to various previews and early PDFs. This also means I was predisposed to like the product, as if the various blog articles on this game system didn't give it away. Here's a few thoughts on what they delivered.


 

The Mission Manual is probably best described as a chunky GM resource pack for the original rulebook. It's not mandatory in any real sense, but what it does offer are a means for you to run a campaign or one-shot with even greater ease. This is where the titular Missions come in, which are presented in a single page format for you to build from. These seem elegantly minimalist, but as these are obviously light in detail, I'd imagine this could be intimidating for a novice. On the other hand, the book spends a lot more time fleshing out its Lodestone Alpha setting so less prep work is needed. Overall? If you liked the basic rules, but for whatever reason you wanted more flesh on the bones, it does that job pretty well. Thus far, I've only tried one of these new Missions myself, and while a success, I've found copying the format of them to be unexpectedly useful in focusing my ideas. I'm also toying with the idea of running one of the sample campaigns once gaming in person becomes possible again. So, yes. I have decided post a review despite not fully exploring the product. Please don't hold it against me.


More immediately interesting though are the expanded character creation rules. These were previewed, and ended up being used in several oneshots I ran, and I've found them handy if overly specific in places. The Vet and Merc feel like they've always been there, but the Hybrid and Pariah are homaging something more definite and such aren't as adaptable. I'm not sure what the Bionic is referencing, and along with the Vanguard & Auxiliary, it seems to be a logical outgrowth of game mechanics. As we have 64 possible character combinations, new modules, and new weapon qualities, we can now run games of 5+ players without doubling up on something. Which is nice. These are labelled as optional rules, and TBH a lot of the stuff in that section does feel that way. There's many good tools here, possibly too many, if I were to nitpick. Maybe it's because I'd already worked out my own solutions to some of the problems they solve. The combiner rules lack oomph, and function like a party standing really close together. I'd treated such things as having their own statblock, although I never got around to posting it here. That said, the rules for space-fighters and aerial combat would have been useful to have earlier.


One observation I would make is that the new list of enemies seem nastier than rulebook foes of a similar level, and more complicated. This lines up with the experience I've had with running games, as players tend to walk through combat until they hit something obviously overwhelming. As I've aimed for cinematic rather than tactical combat, this hasn't been problem really, but it might be something to consider. The big change is the addition of Swarm mecha, a way to further abstract combat with multiple combatants. This largely replaces individual HP with a degrading dice mechanic, and I've been wanting to playtest it aggressively. While this does not look to be suitable for map-based combats, this definitely is handy as a time saver and as a genre tool. I would however lean towards a blob of simple mecha rather than mixing units.


In summary: a useful expansion pack to an already good game. Not essential, but I would not be surprised at all if this became a compilation or the basis of a 2nd edition.


Sunday, 11 April 2021

Gunpla: The RGMGM-79 GM/GM (Build HG)

The thing about the assorted Build series is that it allows Bandai to do more or less whatever they want. Most of the time, this means easy retooled kits and easier narrative, but sometimes you can only look at something and assume there's "a story" behind it. The GM/GM is one of them. It's name is a pun, and it's meant to be a customised spin on the original cannon fodder mecha. Oh, and it's used by an organised crime operation.



What makes the GM/GM so curious to me is that it feels like someone decided to modernise the original design, but for whatever reason, it never made it to a UC anime. Build gunpla tend to be quite individualistic, and while there are army builders, army builders usually don't get to be kits as nice as this. This is because its not an army builder, its a extensive retool of the Star Burning Gundam, although I've not handled that one personally. As such, its significantly more involved than the original GM, and indeed a majority of HG kits I've done, but not in bad way. No, it's more like it's a superior example of the style used immediately before Bandai started using the 30MM technology everywhere. Its not perfect though. The main design quirk is the pop-out shoulder assembly, which I don't like. When used, this looks like the chest is breaking, so it's fortunate that articulation is otherwise very nice. The joints were originally intended for martial arts poses, which is a plus. There's also some odd gaps in the heel area, seemingly a by-product of the retool.




In terms of equipment, a GM/GM is functional but very customisation focused. There's the beam spray gun, two beam sabers and a nicely executed shield. This mounts securely, with a slot for the second saber, and turns the Federation symbol into a spike weapon. There's no alternate hands, but a choice of 3 heads and an eye-watering number of 3mm ports, many concealed behind tabs. This is some extreme custom fodder. I feel that I'm not getting most out of this kit just by following the instructions.





While there are other GM kits out there, it would not surprise me if this was the best one. I regret that its taken me this long to post about it.

Sunday, 4 April 2021

Battlefleet Gothic: The 2010 Ork Clans Review

 So, I had this idea to write a series of tactical analysis articles about a dead game I've hardly played, and am not likely to play for the foreseeable future. Why? Well, its something to do. I'm building some Ork Ships, so why not use the creative energy that's there?


Well, I've put this off for long enough. I still can't play this game, but as I've researched and written more on the topic of Ork fleets, I've kept coming back to the 2010 Compendium Clans List. It just adds a lot and was apparently tournament legal. Given that Ork ships have a “mixed” reputation, this has a certain appeal. What follows are my thoughts on the rules, such as they are.





Big Picture Stuff

Fleet composition is rather involved by BFG standards, based around a revamped Warlord system. Players take 2 Squadrons per reroll, one of which is always Tiddlers AKA Escorts. A Warlord and his ships are basically fleets in their own right, meaning these rerolls can't be shared around. This is a little unwieldy, but is compensated for by the fact a Warlord is free, and grants a one shot +2 bonus to boarding actions. A Warlord still does not offer a higher leadership value, but you can swap crews and get numerous inexpensive rerolls under this system, which is nice. Fortunately, while you are mandated to field Escorts, these have received a few buffs. These get +1 leadership if in high numbers, and you can get freebie scrubs if their leadership was terrible. Escorts also gain access, like your Kroozers, to a dramatically expanded selection of upgrades, affecting largely all aspects of ship performance. This does however tie into the Warlord thing, so you can't apply these freely. Finally, there's the titular Clans, and a few new ships, two of which I've already talked about. The overall approach is not to expand the number of ship classes, but to maximise the functions of what's that exist already. There is also a slight trade-off in Boarding Value in exchange for this greater utility,as you aren't gonna be rocking the 20 any more, but between the Goffs and other newness, its not really a compromise.

 

Gubbins

A direct expansion of the original Warlord upgrades, these are given a single price for individual capital ships and whole squadrons of escorts. In practice, Gubbins end up being applied to your 3 or 4 most important/only capital ships in much the same way as other Ork Fleets. You'd probably only see these applied to escorts if A: you've purposefully placed a Warlord there or B) its actually a Clan thing, more on that in a mo. You'll also find not all ships benefit equally from some gubbins, like in circumstances where Heavy Gunz get replaced. Basically, if the ship was pretty good in the first place, think for a moment, but if its unpopular, the only way is up. I'm not gonna list all of them, but my picks for most interesting and/or useful are as follows.

Assault Karrier: a freebie sidegrade for when you want to spam assault boats and boarding torpedoes. Does cut into your air cover however.

Extra Turrets: a reasonably pricey solution to a Kroozer's bomber issues, but also applicable to escorts. While the bonus is reduced, a Grunt or Ravager would have 3 turrets this way, which is hysterical. Maniak Turrets also exist as a cheapo version.

Looted Lances: Orks have always struggled with 6+ armour, and these present a solution. And a reason to try Savage Gunships again as those get a strength 2 Lance at 15cm. However, as these replace all of a ships Heavy Gunz with a flat bonus, probably the best fit is the Kill Kroozer.

Klaws: thanks, Tyranids. These are looking a lotta fun.

Ram Prow: makes a ship more likely to ram, and does a minimum of 1 damage if it connects. Good synergy with Goffs.

Shock-Attack Lance: another freebie sidegrade, with a few quirky limits on this use, but yes. This is a space use version of the infamous Shock-Attack Gun. This doesn't do actual damage, but it does inflict nasty leadership penalties. Pick a target with its Shields down, take moment to explain it to your foes, and enjoy. 

 



The New Ships

This list features the Grunt and the Lite Kroozer, two ships which I'm sure have a prior history, but I first encountered them here. I have also talked about both previously at some length, so I'm not gonna do so again in much detail here. Both benefit greatly from Gubbins like Klaws, although I'd be inclined to say the Lite is the weaker of the two. It's more a slot filler, while the Grunt brings something new to the table. It also presents the “ZUKOV'S KLAW ORK ASSAULT KROOZER", a heavily customised Terror Ship. Unless I'm misreading it, this is slightly undercosted, and serves as an example how to maximise boarding actions.

 


 

The Clans

Here we go, the main event. This system overlaps with the new ship upgrades, as two/three of them are those upgrades with an actual new coat of paint, and I'm not overly keen. You can have a clan bonus without interfering with your gubbins, which is nice, but the costs are usually the same, and it forces the ship into a particular play-style. The usefulness of the individual Clan gets very subjective very quickly. Goffs are impressive right out of the gate, as boarding better is good, as is easier rams. It is however outmoded by Holofields, but you can't have everything. Evil Sunz merely go faster, but it's cheaper than the Gubbins version, which it stacks with. Bad Moons is Maniac Gunners via another door, so a bit meh, but powerful on the right ships. Deathskullz is similarly looted stuff in greater abundance, but you end up paying more for torpedoes for SOME REASON. Snakebites get a free leadership bonus to Brace, but only use Roks or Hulks, so not much application there. Finally, Blood Axes get humie escorts and refits, rather than stealth. Freebooters don't exist. 

 


 

 

OK. Can you tell why I'm lukewarm on these? There's no reason to take certain ships for certain clans, because you are paying for a bonus you can't use. This puts me in mind of the original Ork codex, where you were expected to mix & match Clans according to their speciality, where more modern spins on the concept don't cost points and tend to be less rigid in applications. While this, and the painting requirements, is rather frustrating to me, its not all bad. In fact this is the simplest way to to improve your escorts en-mass, while your Warlords sit on the big ships. The cost of a Clan is roughly one gunship, so you may end up trading one model for a significant performance boost, only to get a bonus ship anyway due to poor leadership. I don't normally advise picking a clan purely on performance, but if that's how the list actually works, so be it.


Conclusion

Well, there's good and bad here, but this is probably worth a try. For all its apparent complexity, the Clans list is mainly an equipment based expansion with quality of life improvements. Discuss it with your foe, but I don't think people will mind.