Tuesday, 4 February 2025
Project Draftdodger: Part 3
Sunday, 2 February 2025
Transformers: Alternators Jaguar XK Ravage is Something that Exists
While largely forgotten these days, Alternators was a precursor to the now-endless neo-G1 lines, the modern (not-)masterpiece scene, and the endemic East versus West fandom disputes of the 00's and 10's. I was around at the time, but never actually had one before this article. The alternators were pitched as modern updates to G1 characters with then-modern car altmodes, but car modes of the highest possible fidelity and officially licenced. Hasbro provided them without fiction, but Takara did a Takara, adding diecast metal to the toys, as well as tie-in fiction. This of course made the Takara Binaltech versions more desirable to certain collectors, and I can see where they are coming from, but diecast is a mixed blessing. Alternators and Binaltech eventually faded away, replaced by smaller and more accessible toys, but not before Takara revamped the line. And I am still too angry to talk about that, so you can read up on that abomination on your own time. More generally though, Alternators was pulled in several different directions, the car manufacturers being difficult, Takara being Takara, Hasbro being Hasbro, and an often inexplicable character selection. One notable example of this was Ravage, one of Soundwave's chest tape minions, whom somehow ended up with two distinct toys. As opposed to literally anyone else who could turn into a car already.
Ravage's first toy was a Micro Change Micro Cassette Robo Jaguar, geddit?
After a somewhat fiddly panel-forming transformation, the jaguar mode, sorry, robot mode is somewhat less impressive. On the one hand, its not trying to be humanoid, its a cat. Its the first and last Alternator to try that, while being one of only two unique Decepticons in the line, and thus needs to be graded differently. On the other, there's an awful lot of loose panels here. The head and paws are doing a lot of work to characterise the toy, and it looks decidedly skinny beneath the car bits. I do like how much more colourful the robot mode is versus the car, adding more accents along with the grey. Articulation is mixed; there's much in the head, and neck, although the limbs are limited at the shoulders and hips. The hips are especially worrying in that they use translucent plastic and were very tight. As there's no outward motion, Ravage looks a bit stiff, although he is quite stable. His distinctive missiles meanwhile have their own articulated arms, so you have options. Not the worst cat mode Ravage ever had, and he's had some awful ones since, but far from a triumph with all those car bits everywhere.
As my first foray into the Alternators line, Ravage is pleasant but flawed. I'm aware that this toy isn't that representative of the line as a whole, but that was part of the reason why I got it. Flawed as it is, I do like the exceptions. I suspect that the earlier Tracks-retool might possibly be better overall, going by the numbers as it were, Beast Wars etc, but this is clearly the fun one. I also suspect some of the negatives here are things I wouldn't like about the more conventional Alternators. The slavish devotion to the car mode is both a strength and a weakness, and this supposedly one of the simpler examples. That said, its far from bad. And its not often that you can say you have a jaguar that turns into a Jaguar.
Tuesday, 28 January 2025
Project Draftdodger – Part 2
These Wargames Atlantic SneakFeet are obviously a good proxy for Ratlings, but due to the timing, it doesn't have all the same bits as the killteam box. Notably it has a selection of submachine guns instead, which, thinking about it, is probably a better choice for these titchy fellows if not GW legal, but there you go. There is also a not insignificant amount of character at play; these models look a bit "Santa's Elves" by way of NATO, with pointy ears, but also a frying pan and a pipe smoking head option. I love the frying pan. I did however find the hair tricky, especially on the feet, with the latter being concealed with some mud effect paint. Overall, these are fun models that lend themselves well to my style, although they do come in an unhelpful ratio of 24 to a box, 4 to a sprue.
Towards
the end of the week, I started working on some Combat Engineers. The
other Krieg units have something of a question mark hanging over them
just now, so I was holding off, and I wanted to take a swing at the
more unusual weapon types. Assembly
of the initial prototypes went well, and I hope to have more ready
for batch painting soon. I will
however save the discussion on that for next time.
See
you soon.
Sunday, 26 January 2025
3D Print: Heavy Field Mortars by Culverin Models
The story so far! Last year I built some 3D printed proxies for use as a Field Ordnance Battery. These worked well for a time, until they started leaking uncured resin and drama followed. That got a refund, but rather than going straight for a replacement, I opted for something from Culverin Models for use as a Basilisk. And this was good, at least until the news broke that Culverin was closing down. Liking their stuff, but not wanting to spend too much with a codex pending, I leapt to order some replacement Bombards. Which then ended up being delayed until December 30th, oh well, but I understand. A shame to loose you, Culverin Models.
These
models, “Heavy Field Mortars", were not explicitly for 40k,
and typical of the WWII-adjacent vibe the company specialised in. Its
made of mixed materials too, the chassis being that filament style,
with the gun being resin. I'm not a huge fan of the wheels if I'm
honest, between their simple design and the need for sanding of the
gun shield, it makes the thing look like a wooden carriage. It
probably didn't help that I chose to give them black tires either,
but it needed the visual interest. While there is an acceptable level
of detail, I had to lean on the metallics and weathering techniques
to make things pop. Objectively, these are less interesting models
than what they replace, but, A) these were made by someone competent,
and B) they look quite Krieg, and so fit in with the new codex and
such.
The paintjob on these was mainly achieved via the spraycan method, with the crew being salvaged from the previous model. While the bases were contaminated with resin, and the guns deeply suspicious even after repeated repairs, the crew were ok. The end result is something tableworthy and usable. I did realise that the bases needed some touching up after taking these photos, but these are OK. Job's a good 'un.
Tuesday, 21 January 2025
Project Draftdodger – Part 1
The new hotness as it were, these are a rough Scion/Kasrkyn equivalent, so Ive opted to go for the Bulldogs again. I'm undecided at time of writing how big the squads will be, so the leftovers might go onto be other things. The main issue here will be producing the less conventional weapons, although the bomb drone should be fun.
Sunday, 19 January 2025
Kitbash: Cannon Fodder Sergeants
I will admit to being rather impatient for that new codex to come out. I was a little bored over chrimbo, which is not good when I’m over-tired too. I’m not especially fond of GW’s approach to releases either; I like that Krieg boxset, but I don’t £130 like it, and I try to resist FOMO these days. Eventually, rather than wait for the codex, I decided to do some busy work on my force, namely replacing the sergeants in my battleline units. This was potentially risky at the time; the impending codex had a non-zero chance of making such a choice obsolete, but as my chosen load out was also found in the Death Korps of Krieg killteam box, I took the chance.
So, when I first built my
squads last year, the options had been largely driven by what bits I
had spare, and what I could recast. As far as the sarges were
concerned, this meant a bolter and power sword. While these were just
fine as a first attempt, but as I got more games in, I slowly went
off that combination both in terms of gameplay and as modelling work.
I felt I could do better, and that under the current rules regime, it
made more sense to use plasma pistols instead. As 40k (currently)
only provides a points cost for whole unit, not individual bits in
it, you often get situations where one option drastically outclasses
the other, and the plasma pistol is one. While opting for a bolter is
technically a more rounded option, plasma weapons as a tool are
better for general purpose marine killing. You may only get one shot
out of this, but its a shot that matters when it connects. And is
overcharged.
These were very much in the style of those Krieg and Catachan expansions I did last year, and represented a chance to practice my technique a bit. The base models are Cannon Fodder again so they fit, while the new weapons are loose bits from Anvil Industry. That company does a lot of 40K style resin bits, including the “Daughters of the Burning Rose” from which I sourced these weapons. Scale and proportions worked very well here, although joining the parts was trickier than I expected. Also in the mix was Stargrave bits again, and a sword from the <deep breath> Death Fields Les Grognards Command and Heavy Support kit. I’m planning to use/talk-about that last one once I get my hands on the Astra Militarum codex.
I painted these over a weekend in the hope of getting them game ready for a Monday evening. I ended up skipping skin tones, and somehow produced jumpsuits with a lighter tone of orange. I attempted to put a blue tint on the power swords, but it didn’t quite work. My mud paint mix ended up a bit off model too. Nothing bad though. Having the squad leaders stand out a bit doesn’t hurt.
Of course, theses were completed the day before GW started doing rules previews for the new codex. And subsequently, all the leaks in the world. I’d called it, basic Infantry Squads are over. Seems I held off just long enough.
Sunday, 12 January 2025
Plamo: The Inner Sphere Battle Lance (BattleTech, Catalyst Game Labs)
So, let's have some context to tie this together. The Inner Sphere Battle Lance is a set with a deeply unimaginative name, but features favourites from the very start of the game. All four are part of the Unseen, designs subject to legal issues, which is fucking hysterical/tragic as two of these are meant to be super common in universe, and the other two being legitimately famous. Although, in the case of the Rifleman "infamy" might be a better word. Notably, all four originally hail from the anime Super Dimension Fortress Macross, have been around long enough to get a load of variants, and the larger two have been subjects of Tex Talks BattleTech videos. My basic approach here was to attempt my preferred green colour scheme, but to change the order and some accents. I drybrushed green over a brown first, then coming in with a dark grey and a gunmetal for things like weapons and feet. Once those were done, I washed the lot with Agrax Earthshade, drybrushed green again, and then stuff like the cockpit glass. These were idly painted over several evenings, so while I wasn't pushing myself here, it was relaxing.
The Wasp is the smallest of the four, and functions as an inoffensive little scout guy of unusually low cost. Canonically, its the first mech equipped with jumpjets, making it excel as a scout, although this absolutely isn't something you want doing actual fighting. Its a fine model, although its pose obscures its SRM2.
The Rifleman suffers in universe from various design flaws and doctrine issues. Its principally an anti-aircraft platform, but in its typical configuration runs hot, doesn't have much ammo, nor a lot of armour. This is a bad combination should the mech be in direct combat, and people did try that in a shortage of better ideas, although it does have its defenders. Personaly, I find it to be a machine that argues against its own existance. As a model this is alright, although I was initially unsure of where the chest lasers were.
The Warhammer, no-not-that-one, is my favourite design, although that's mainly because of Tex. Like a lot of the OG Battlemechs, the Warhammer has its eccentricities, but a pair of PPCs at a reasonable price has aged well. As a model, the recessed head is tricky, and that searchlight broke off at one point, but otherwise is the nicest sculpt.
Job’s a good ‘un.
Sunday, 5 January 2025
Plamo: New Continent Machines Adventure (Alphamax)
The actual build was a similarly odd mix of fresh and old fashioned. You get several nicely laid out sprues, with minimalist but concise instructions. There are no polycaps or mixed materials in general, but what was there worked effectively, with maybe a bit of the old Revoltech about it. A definite highlight is the included stand. There are however downsides. Its entirely cast in yellow, for example. While snapfit, the parts-fit isn't great, the outward shoulder joints are fixed/decorative, and there are reasons why this style of friction joint went out of fashion. Then it hit me. No, not the kit. A realisation. While this kit definitely has its charms, the deeply-disappointing Duel Gundam does the several things better than the Adventure here, while being bigger and in a comparable price bracket. And that one's outdated by at least fifteen years. This may be a function of a price point, economies of scale, or simply the company making it. As it turns out, Alphamax has done a few mecha things on occasion, including Optimus Prime at one point, but more normally does 18-rated waifu figures. Robots and finely engineered kits does not seem to be their bread and butter, but in fairness there’s merit here. It goes together quickly and easily. But its not great for posing, liking to separate when doing so, and then you need to paint it.
Realising
that I was possibly too harsh in that comparison above, I decided to
treat this more like a 28mm project and paint it like a tank. You
can't really expect a more boutique example to match the market
leader. I took a moment to fill the gaps, before breaking out the
spraypaints and weathering techniques. These are simple tools, but
they worked on this kit, and I think I’m pretty good with them now.
Of course, the joints did not like this. Truthfully though, I didn't feel like doing anything fancy here
I
want to like this model more than I do. I respect the look, and the
whole artist-led aspect. Unfortunately, it sits in an awkward place
where its too ambitious for its own good. I feel it would have been
better off as a fixed pose kit that cost maybe 15% less, or maybe
keep the price same but scrap the stand in favour of better
fundamentals. Either way, I’ve built worse, but this Moi individual
may have to rethink a few things.
Wednesday, 1 January 2025
New Year’s Special: The Chem-Dog Unit Review
HQ and Bigwigs
Battleline
Catachan Jungle Fighters: OK, a theme of several units here will be how easily a change of 10 points shift dramatically the usefulness of a unit. For the vast majority of 10th edition, these guys seem to have been popular mainly for their Scout move and resulting board control shenanigans. I concur. Their melee rule doesn't seem to do much, and otherwise these found use as the most inexpensive of the battleline options. TBH, if any Guard unit is gonna get a complete rewrite, its these guys, although GW seems to have forgotten them. Guard battleline generally doesn’t do impressive things, they are disposable light infantry by and large, whose main talent is standing on objectives. Catachans stand as well as any, and their Scout move gets them to their objective faster than the other options. There’s also decent synergies with Scout Sentinels and Chimeras. These aren’t my first choice for holding the home objective, but their mobility and low cost kept them in my lists. BUT THEN: their price went up ten points, which isn’t unreasonable, but it makes them less of gimme. Sargent Harker isn’t bad either, but I’ve not used him enough to have an opinion.
Death Korps of Krieg: I’m gonna have to build more of these, aren’t I? Anyways, I came to these loonies relatively late, and I’m inclined to call these the best overall battleline unit, something that the December dataslate largely enforced. They do suffer from that “I’m a kill team with lots of awkward options” problem, but if you want to be aggressive with your armydudes, this is the way to go as they carry the most dakka. Their ability to regenerate versus their increasing lethality as the squad looses models is a very fun dynamic, and works well with big units. Downsides? Well, they still die like guardsmen, they invite the addition of characters that put their costs up, and they are rather fiddly.
Infantry Squads: This is probably the unit I was most wrong about, and had to do a major rethink on. I found myself struggling to reconcile my old school view of Guard with how the rules actually work. I kinda want multiple squads of 10 arranged for defence in depth. The functions of Orders and Stratagems however reward big blobs of about 23 models, and actual play has discouraged taking too many of them. Infantry Squads also tend to be more defensive in use than the other battleline choices, as they are the only one with heavy weapons, if at the cost of reduced access to special weapons versus the Cadians or Krieg. So, yes, an Infantry Squad with a lascannon in it is going to do work and demand a (likely terminal) response from your opponent, but everything else in the squad is gonna be incidental unless you are facing comparable T3 models. I find myself most often using these squads as deployment zone objective holders, using mortars to trigger stratagems like Fields of Fire. So, not something you necessarily want to spam, but you do need a few of these in your inventory, because, well, objectives. Have one with a mortar, add a Platoon Command with a mortar & Master Vox, consider making it a double size squad in larger games. At time of writing, these currently are cheapest battleline, which makes sense, but I strongly suspect this unit will be retired in the new codex, so... we’ll see.
“Infantry” Specialists
Field Ordnance Batteries: I’ve only used the Bombast Field Gun, but it does reliable dakka. The nearby presence of an Officer is however largely mandatory, in order to trigger its Sustained Hits ability. As mentioned, there’s been substantial changes to the functions of Indirect Fire this year, which makes artillery units like this more a harassment thing than a kill button, although Guard still do artillery better than most. Telling this unit to Take Aim! maxes out the possible accuracy, adds in Sustained Hits, and presents a threat to anything likely to be hiding from your guns or parked on an objective. It won’t do much to vehicles, mind you, the heavy lascannon might be good for that, but damage 2 will help cull targets with the Feel No Pain rule. Unfortunately, my models started leaking resin, and pending new models I’ve retired the unit.Heavy Weapon Squads: Definitely a bumpy ride with this one. For the most part these have suffered from being a fragile, high priority target. This is the reason why mortars are a popular choice for them, as this keeps them out of sight, but those aren’t spectacular weapons if I’m honest, especially after the changes to Indirect Fire. Their recent October price-drop made me experiment with them again, as it’s largely impossible to get more dakka for less. You either pair these with something scary to force dilemmas on your foe, or you use them as disposable blocking troops. They aren’t bad for overwatch, and its an easy way to spam lascannons, but don’t rely on these for ranged firepower. It will be interesting to see how those new Krieg versions compare.
Ogryns: These are a unit I want to like more than I do. There is an obvious appeal in a trio of beef mountains armed with automatic shotguns. But these chaps attract more attention than they can sustain. They may work better mechanised, or I just need more than 3.
Rough Riders: OK, these were the same basic experience as the Ogryns, i.e. a target. There is potential though, definitely. They are quick, have decent melee chops with lances, and actually end up as somewhat durable by guard standards. On the other hand, I’m not playing Guard to do melee. Melee is something I work around. I may come back to these, but I’m not prioritising them just now.
Tempestus Scions: A surprisingly necessary part of my forces, Scions are very useful for their deep strike rule. They are better equipped and more skilled than battleline options, but they are a precision tool. These have done solid and reliable work parachuting on to the mission objective, and are great value for 50 points. Now its 60, but that’s not bad value.
Vehicle Pool
Basilisk: I only started fielding one of these in November, and the initial comparison to Bombards was mixed. Basilisks do less damage overall at a higher price, but with a functionally unlimited range, the Earthshaker ability, atop a vehicle platform. Its much more of a technical/precision piece than the Bombards,as you use it slow down dangerous infantry as much as blow shit up. Its definitely worth having one along, especially in a vehicle-centric list, but I’d point to Bombards and/or Leman Russes as things you buy first. Artillery in general has a been a bit up & down with the changes to Indirect Fire, but the Basilisk is and was a classic for good reason.Chimera: While I probably needed at least one more to get the benefit, my Chimera has proved to be reliable workhorse. Much like the Hellhound, its useful brick and HK missile caddy, with a grabbag of dakka. Its not especially durable, but its a lot more durable than the average dismount. Using one of these as a mobile bunker for a Platoon Command Squad also makes a lot of sense. Its not hard to see why the price went up. If I ever get more of these, I’d probably leave the multilasers at home in favour of two heavy bolters. This simplifies its attacks, and ties in well with the (current) Born Soldiers rule.
Hellhound: A fun modelling project that had initially struggled to find good targets in my local meta. The chassis is however sound, and there's a certain appeal to running several of these, possibly with melta weapons. Its a 2+ save brick, and you can use it to deny targets the benefits of cover. Time that right, lay a few Stratagems/Orders on, and even big nasties will suffer. Otherwise, it will happily burn things all day, acting as a de facto melee unit. It doesn’t gain much from the Born Soldiers rule if you’re gone for full arson, but that’s OK.
Leman Russ: Tanks are pretty important. Who knew? You need tanks to do the heavy killing, and take the damage. The Leman Russ is good at that sort of thing, and while obviously having the weaknesses common to tanks, the myriad variants are solid and well-priced. The vanilla russ, equipped with multimeltas, heavy stubber and HK missile, is my go-to. It benefits from Orders, but doesn’t need them. Its fairly flexible, and excels at killing foes on objective markers. There are other variants that do stuff better or cheaper, at least for now, but its hard to go wrong with this. Its self-contained in a way that a lot of guard units aren’t.
Leman Russ Demolisher: While I initially favoured the Demolisher, I find myself mainly using the basic Russ so far. The reroll-1s-sometimes-full-reroll rule the standard Russ has simply more varied applications at a lower price than the Demolisher, even if the latter is a pretty conclusive answer to most things that wander into range. And is largely unconcerned if something tries to engage it in melee. But, also counting against the Demolisher is the existence of the Tank Commander, which can have the same weapon fit.
Leman Russ Vanquisher: I gave these a go in December, and while I used them quite badly against a vehicle-lite force, I do see the use. At present, it does most things less well than the stock Russ, but its notably cheaper, and can on occasion one-shot an opposing tank. If you just need the tank to A) be there, and B) be cheap firepower, the Vanquisher is great at that. I do however still prefer the stock Russ over this, as with the Demolisher. I may very well field these in future 2000 points lists alongside their kin, but I’m holding off to see how the codex treats them. I would not be shocked if these were overhauled so they are better at their stated job, and thus cost more...
Scout Sentinel: These do an awful lot, and were a regular feature of my lists, at least until I started experimenting with the Basilisk and Heavy Weapon Squads. Its good for buffing artillery, has a lot of keyword synergies, has a Scout move, and offers good infantry support. Its not necessarily brilliant by itself, but there’s usually something for it to do if you have the points spare. Give it a lascannon and HK missile it becomes a decent tank-hunter too. Put on the chainsaw just because.
Big Picture Stuff
If you find yourself putting together a 1000 point Astra Militarum force, possibly because you have a similar selection of brain worms to myself, I’d like to suggest a few basic tips so you don’t necessarily make the same kind of mistakes I did. New mistakes, ideally.
You need something to anchor your deployment zone: While there are different styles of guard army, the overall theme is one of ranged firepower. Often, this will mean a solid wedge of something to hold your deployment zone while raining death on your opposition. Just lining up guns isn’t enough though, you aren’t a T’au player with no imagination. You need redundancy and the capability to move if you need to.
Wow,
this was a long one. Bye for now.