Sunday, 9 August 2026

My Time at TFNation July 2026

 

OK, maybe this is gonna be a bit different. At time of writing, its Monday, not long back from Birmingham, and I’m thinking how I should write up this convention. I've been back and forth; I actually rewrote this at one point. Normally I do a paragraph summary or similar, mentioning what I did each day, and how my travel was. Maybe I would make references to (attempted) socialising. And maybe I talk about how it was on the Toy-Fu table. And all those can be easily touched on, and fit previous patterns. But mainly what happened was that I was both very-very preoccupied, and very-very busy. There’s an ongoing real life thing that I can’t really go into just now, a family matter. This was playing on my mind for most of the Saturday, despite my best efforts to not to let it spoil the event, and pull my weight. What also happened on the Saturday was that Toy-Fu had the best day ever, at the busiest TFN ever. So, very busy, stressed, and distracted, all while trying to do a good job. What helped with all that was friendship. Thank heavens for my friends, especially those that I shared the matter with, and the generally good vibes of the TFN crowd. Ultimately though, my convention experience largely was the stall experience. Not the first time that happened, now that I think of it, but between the demand, we were a person short, and my own feelings, I was more aware of it happening. So, I’m not going to go into the convention experience here, as most of it for me was either trapped-in-my-own-head or doing my bit for charity. If you took at look at the Unicron Trilogy or Beast Wars sections, the odds are I served/loomed-over you. Or tried to sell you that Beast Machines Cheetor. A net positive on the weekend though, and we did some good on the Toy-Fu stall/aisle/annex/Solemnace Galleries. And people were generous too, with their donations.



As is traditional though, I got stuff, and I will now give a few comments on my haul. Definitely more cars and actual Transformers than I was expecting...

Upper/center:
Transformers Energon Landmine. Yes, Transformers Energon now counts as retro. Why this guy? Well, A) he turns into a combat engineer vehicle, and B) look at him. 

Center-left: Transformers/HotWheels GT-Scorcher. Probably the best of the 2nd wave of these collaborations, although I’m not sure if he’s Bone Shaker good. 

Center-right:
Transformers/HotWheels El Segundo Coupe. Not bad at all, but undermined by some Q.C issues. Named for a city in California, apparently.

Center:
Transformers Age of the Primes Sureshot & Spoilsport: I’m not gonna say the set is that bad, but its not selling really the deluxe pricepoint. I got them cheap though.

8 O'clock: A decoy Galvatron gifted by a generous and talented person whom does not use social media.

7 O'clock:
A Skywarp badge gifted by the generous and talented @jakelab.bsky.social.

6 O'clock
: An adorable sticker by the talented @claudovel.bsky.social, themed around chili sauce and Ratchet.

5 O'clock:
An extremely adorable Grimlock key-chain, also by the talented Claude.
 

Some of these may end up as blog articles, I’ll see how I go. I am running a bit behind. On that subject: HOUSEKEEPING.

Due to the aforementioned prolonged real life matters, I will shortly will be pausing blog updates. An article will go live on Sunday the 16th as usual, after-which updates will halt, and regular service will resume on September the 6th. Hopefully things will have stabilised by then. I need to take some pressure off from somewhere.

Cheers for now. 

Sunday, 2 August 2026

Transformers: Energon Tow-Line is Something That Exists

 Hey, its TFNation weekend! Here's a Transformer.

 


While I will no-doubt be buying more this weekend, I've been considering a clear out of my Transformers collection. A modest downsize. I’m trying to be more financially responsible, and my interest is on a bit of an ebb. That said, such an exercise is always good for reminding you what you actually value in your collecting. These days I find it's not so much the characters, as the toys themselves and a sense of novelty. You have to have a very good writer and a very fresh take for me to latch onto a specific iteration of a Transformer, and that hasn't really happened since Siege started. That's probably indictment of the state of transformers media, but truthfully, some of the toys I've enjoyed the most spring from lines with terrible media. Or toys that frankly have no media presence to really speak of. Like Tow-Line. Tow-Line is a weirdo.
 

 

Tow-Line, he of the inconvenient hyphen, hails from Transformers: Energon, the 20th anniversary series. He didn't appear in the famously awful cartoon, the comic was canceled, and had only a token Japanese release, so he's largely a blank slate. Tow-Line is a homage to some 80's concepts, but like a lot of his line, it's not a direct interpretation. There was always some remixing going on, as opposed to today, where apparently everything must be screen accurate at all costs. Here we have the play pattern of the Diaclone vans that became Ironhide and Ratchet, while also taking visual elements from Skids, a less well known minvan dude. But it also has the visual stylings and line wide gimmicks of the time. Preempting the Missing Link releases by two decades, Tow-Line separates from a TV van into a robot and a battle platform, a feature so rare as to be basically unique. And obviously it led to a couple of G1-inspired Botcon releases. But he can also do the Energon Star thing, Mini-Cons and binary combination common to Autobots of his time. Including, with himself, becoming some kind of a robotic centaur. Like I said, Tow-Line is a weirdo. But this is something so often absent from more modern toys, not merely replicating, but adding.



Does this make Tow-Line a great toy, or failing that, a good one? Well, I would point to some weaknesses in the execution that suggest this may have benefited from a second pass or a larger price point. The accessory isn't great, it's a translucent block that when unfolded looks more like a metal detector than an actual weapon. It got posable sensor dishes, although the translucent material is a worry there, and this dates from a time when missile launchers were standard issue, so it's not great. Its also worth saying that you only get the one accessory, meaning one half of this affair can go looking a little plain. Granted, this is from a toyline that's big on interactivity between releases, but it would have helped if there was was two, more conventional, guns instead. The robot mode isn't bad, but has odd proportions, and omits the waist joint for combination purposes. It is otherwise a pretty decent deluxe equivalent with a lot of character, functional articulation, and memorable play features, like combining with himself. It doesn't quite match your typical Siege style deluxe when it comes to posing, but it is not as limited as some of it's kin, and has nothing to apologise for when it comes to visuals and paint.  My example is play worn, dusty, and is starting to demonstrate the downsides of translucent plastic, but has a presence. Because he’s a weirdo.



All in all, Tow-Line is an interesting deluxe, made charming in spite, and because of, it's flaws. There's clearly something in there for the Geewunners, but it's not chasing Sunbow. There's new ideas. Are all of these ideas flawlessly executed? No, but nothing that counts as a net negative. He's good on his own terms, and he gets better if you've got other Energon toys. He's a weirdo, but he's my weirdo, and you don't get many weirdos these days. I mean, the Thirteen Primes tried, but they didn't pull it off. So I'm probably not parting with this one.

 

Sunday, 26 July 2026

Plamo: The Armageddon Kommand Krew (kinda)

And now for another installment of Project Legs11. After a vehicle, now for some HQ type guys.





OK, an explanation. This isn't the Kommand Krew just yet. But it will be. These models will be released separately from the Armageddon box, under that name. Which is great if you missed out, and it's a convenient way to get some character models. On the other hand, it does mean you're  locked into three specific models, with no equipment options, and you may not want all of them. Personally, these three were something I wanted, but there's one you'd obviously want over the others, the Painboy. If you're running a lot of Boyz, you probably will be wanting several of these to gain the desirable Feel No Pain rule. The other two are maybe more niche. Returning from Legends with a new name, the Bannernob seems to be competing with the Painboy for a support slot. He likewise significantly buffs the durability of the unit he joins, just differently, and has a lot of OC. The Bigboss meanwhile is something that's been missing for maybe 8 whole editions, possibly longer than many players have been alive, a lesser Warboss comparable to a Primaris Lieutenant. There used to be grades of Warboss, and this provides an inexpensive alternative.




Now, as models these are a mixed bag, if pretty. The fundamental downsides of fixed pose GW infantry are very much on show here. Admittedly nice to look at, the sculpts seem hostile to customisation, while  being so individual that fielding multiples would look odd. The Painboy was particularly irritating here, with that outlandish overarm pose, that delicate cable, and I managed to break the Grot Orderly. These all peg into the bases, and the force required caused me to snap his foot off at the ankle. I fixed this, and added a shoulder pad to the Painboy. He's kinda scrawny otherwise, with a peg leg and an ill-defined power klaw equivalent. He's the problem child of the set. The Bigboss was a touch more conventional, accepting a headswap and a new bosspole with minimal difficulty. The new head is off an old metal nob, and doesn't perfectly match the proportions or pose, but works well enough. He doesn't look flashy, and I i wonder if he's due more weapon options later, but he does look like a Warboss in waiting. Maybe he's born with it, maybe it's the tactical rock. The Bannernob almost got a headswap too, but the bandoleer complicated matters. I actually ended up removing details here instead, taking off the topknot and tassels for a simpler look. Sometimes less is more. He also has an even bigger tactical rock than the Bigboss, which would be problematic to replace as his toecaps are cast in the same piece. Also, due to a typo, my Bannernob is now called BannerBOB.

 



Painting was interrupted by real life issues and the resulting exhaustion, and was done in the same style as the rest of this project. I don't want to get into the specifics, but I've been very distracted. The main issue here was the banner, which would require either transfers or some serious free handing. There's a few glyphs sculpted in, but otherwise it's clan agnostic. That's good, otherwise I would probably discarded it, but it was a challenge requiring further research. I eventually settled for a white fabric for the purposes of contrast, where I lucked out with a pre-existing paint on the first try. It's a dirty off-white, not a good bright white, but works well enough for my style. I tend attempted a freehand logo, and some transfers, to mixed success on both. That said, all of these are fine as gaming pieces, really coming good towards the wash stage.

  


In other news, further details about the new Boyz kit came to light while I was working on these, prompting a rewrite of this paragraph. Things seem to have gone a bit kill team, with a lot more unit options, and special rules. In addition to the shoota thing, a Boyz mob will now routinely feature an ammo runt, and multiple ranged weapon upgrades, without sacrificing their choppas. This obviously makes the Armageddon Boyz less desirable, and notably increases the modernization work required for my existing units. As my bitzbox is huge, and my boneyard significant, so I'm pretty sure I've got this covered. But my concerns about dull, busy work have been more than justified. Gonna need to pace myself, especially with the real life situation being uncertain just now.

Up next: Maybe Intercessors as a change of pace? 


Sunday, 19 July 2026

Transformers: Collaborative Gigawatt is Something That Exists


Hmm, a thought occurs. Do young people actually care about the Back to the Future films? How much actually needs to be said here? I mean, it was basically everywhere in the 80's, and the VHS boom, but nobody seems to have tried to reboot it yet, or add another cinematic sequel. Thank god. I think the last time it was relevant though when reality caught up to the space year 2015, which had been the future seen in the second film. So, let's keep to the big picture stuff. The Back to the Future trilogy was an extremely popular movie series, that did much to popularise time travel as a narrative device. If you're doing baby's first time travel episode, you're probably touching the same points BTTF did. Or just doing a Terminator pastiche. It's also one of those stories that seems deeply nostalgic for America of the 1950's as opposed to the more interesting decades on either side of that, and is also very-very 80's. Probably more 80's than Transformers is as a brand. A collaboration in the form of this toy perhaps isn't a shock, then. But I do wonder what the licensing deal was like...



Righty, Gigawatt is the second of the modern run of transformers crossovers, parent, or at least an uncle, to those rather pleasing Hot Wheels releases. This example I have here is from the later re-release for the 40th anniversary, and possibly the less desirable one. The originals had a supposedly limited run of 1985, heh, and there’s some packaging differences I can't be arsed to get into. It's a nice retro styled box BTW, just wanted to say that somewhere. Said box also presents the toy in vehicle mode, which is quite obviously where most of the effort went. It's an almost perfect representation of the DMC DeLorean time machine as it is seen in the first and second films, depending on where you put the accessories and what you do with the wheels. There is a noticeable absence of the DeLorean logo, maybe a shame there, but more pressing is the case of visible head syndrome. Otherwise it's pretty much perfect, and I don't feel like putting the films on to double check. It's got the numberplate and everything, with lots of paint. Rather than simply a replica however, there's play features beyond rolling wheels, folding wheels in fact, for the future tech flight mode. The wheels like to pop off a lot, but there's a useful port for a figure stand there.There's also a plugin "Mr Fusion", and a bumpercar type pole for recreating the climax of the first film. The gull wing doors are present too. Meanwhile, the gun for the robot mode unobtrusively plugs in behind the front lights. So, in so far as deluxe sized cars circa 2020 go, this is rather nice, although we shouldn't forget the crossover premium at play here, and so this cost rather more than a deluxe.

 



With the transformation we discover the meaningful weaknesses of the toy though. Gigawatt is a retool of the aggressively overused Siege Sideswipe mould, and if you didn't know that going in, the transformation would probably give it away. There are new steps added to the process, involving the front wheels and chest plate, but these seem to have added problems. As mentioned, those wheels like to pop off a lot, and the chest was so stiff at first I thought I was doing something wrong. Paint chipping and wear is reportedly an issue for that area too. Otherwise the retooling isn't actually bad, and mould degradation isn't a factor, but it has implications for the robot mode. 




Said robot mode has both character and the fundamentals, in a black and gray colour scheme. It's got a very wide chest, with a flux capacitor front and center, providing much visual interest. The head sculpt seems to be wearing Doc Brown's goggles, but the face isn’t him. If anything, it's like a deeply forgettable comics character called Wrung. It is here where the Sideswipe comparisons become unavoidable, as an awful lot is used unchanged, and often cast in a different plastic from the newer vehicle bits. A vast majority of the arms, the upper legs, pelvis and the slots for Sideswipe's shoulder launcher are all here and immediately recognisable. I would dearly love to know the practicalities of all this. Is it the case that they just reused a CAD file? Or does the Sideswipe mould have a distinct runner/sprue for the robot bits? And/or was there a lot of Sideswipe going into landfill? I wanna know the numbers!



The net effect of all this is that Gigawatt looks very generic and low key in robot mode. Yes, there's the chest plate, which makes him super-wide, but ignore that and you've got a gray and black robot who could be absolutely anyone. The black eats what detail there is, and there's a set of unpainted flux capacitors on the knees. Maybe we could have had some blue in here? Marty McFly liked his denim. On the plus side, there's a very solid set of play features, with a lot of 5mm ports and blast effect compatibility. He's got a pretty good gun, which you can plug the Mr Fusion bit into in two places. You can also use that as a "watch" in an undocumented feature. The door wings also have 5mm ports, and are a good place to stow that pole. Articulation is decent, if loosing a bit in the knees. Generally a good robot mode.

 




Gigawatt is a pleasing prop replica crafted atop a good deluxe. A deluxe that has been used far too often, yes. A deluxe that hasn’t changed that much in robot mode, yes. But it was a fundamentally good deluxe, that has new accessories, and has been made quite pretty. The value proposition is where it runs in to problems. These are generally quite expensive, and as there’s been 16 (and counting) uses of this mould, alternatives are plentiful. I however got this for £15 new, and was quite happy with it :)

Sunday, 12 July 2026

Plamo: Ork Wartrakk (the Armageddon one)

And now for another installment of Project Legs11. Having done some grots as a warm-up, I moved on to the Kult of Speed.





Possibly the most nostalgic thing in the very nostalgic Armageddon box, the Wartrakk goes right back to 1st edition,  the original being cast in lead. It's one of those units that existed, at least partially, due to technical limitations of the time. Plastic moulding wasn't quite there yet, and a two seater half-track was about as big a vehicle they could cast in metal. Eventually, they got done in plastic for Gorkamorka, although these aged like milk, and we were stuck with them for donkey's years. The Ork fondness for kitbashing was largely mandatory. These were retired in favour for the Orktober buggies, so it's a surprise to see the unit back. Ruleswise it's surprisingly simple too, much more minimalist than say a Megatrakk Scrapjet. Where it is like an Orktober buggy though is it's crew. Said crew don't have any alternative heads or such, so doing three of this would get boring real quick.



As a model it's a fairly basic thing, a single runner segmented into three, and its the simplest of the vehicles in the Armageddon box set.  This obviously means it goes together quickly, but probably you're best off painting it in segments before final assembly. The driver is very much an integral part of affairs, although the gunner/rokkits may be left unglued for ease of transport, but I would decide against that later on. The complication here is that the orks simply have a lot of detail that just has to be done prior to final assembly, otherwise you can’t get a brush in there. The modularity and pushfit nature of the kit bodes well for future conversions though; if you can replace the gunner you're golden. He’s built like a nob BTW, maybe that’s a nod to the original version? I opted to head-swap the driver, and trimmed some extraneous bits off the gunner, and gave him a jerry can, to personalise this a touch. I will admit that some of these charges will driven by glue mishaps or gaps beings revealed at spraypaint stage. I'm still getting used to the pushfit style and I dislike the absence of simple, standardised connections. Your mileage may vary on that one though. I'd also make the observation that the Wartrakk has a notably hollow chassis, and seems to rely on it's connections to it's base for structural purposes. Just maybe file those pegs a bit? As getting this onto the base was a bit of a struggle.




I then undercoated and painted the kit in four segments. Thinking about it, this sort of thing would have annoyed me so much more in the past. So either I am doing better, or this is just less annoying than the Kustom Boosta-blasta or the (current/old?) warbikes. That’s not to say it wasn’t without its challenges,  and I ended up gluing the gunner into place. Despite my best efforts, painting had shifted a few tolerances, but nothing insurmountable. A good little kit, mind you. I’m happy with how it all turned out.

Up next: some character guys, but maybe something else first...


Sunday, 5 July 2026

Plamo: Ork Gretchin (the Armageddon ones)



And now for an installment of Project Legs Eleven. As I work my way through the Armageddon box, I start with the smallest models to ease into things.




Worked into the Boyz sprue around the edges, these feature 5 main bodies, and 6 head/weapon pieces to personalise them. Each body can take two different combinations, which as far as pushfit monopose models go is quite acceptable. One segment even features what looks likes the star of the Grot Rebellion, which pleased me immensely. I did however lightly kitbash them anyway for the sake if variety and pride. Assembly was largely stress free, although you do have to be mindful of tiny gaps occurring between pieces, which caught me in a few places. Trim the pegs, and use the special plastic glue to melt things together. Comparisons to the Gretchin kit I've written about previously are kinda of a wash. There's an obvious technological improvement, but we're comparing pushfit to a "proper" release so it adds up to a sidegrade. Painting was largely an exercise remembering how to do this, trying not to melt in the June Heatwave, and not feeling happy with them until the inkwash stage. The details can be a bit fine as well as being small, and my old eyes had to squint. I also tried out some, heh, Armageddon dust, for the bases, as I'd picked it in a painting set and wanted to give it a go. Things are rough around the edges, but as a warm up this was quite useful. I did manage to do the eyes on most of them. I wonder what's going on with the runtherd there though…




As these are fairly simple models that were done as a shakedown, to find out if any paints had ran out, I don't have much more to say. So I'm gonna pivot to talk about the Summer Preview that happened as I was working on them.  It seems the Codex might be sooner than I expected, and we're seeing something of a paradigm shift with how units are equipped. Boyz have received a glow up on in pretty much all fronts; better stats, more weapon choices, with instances of (limited) Lethal Hits and Cleave being plentiful. This makes them a lot more offensive, and makes me wonder about their eventual unit costs. That said, giving the Shoota family of guns Lethal Hits against squishy targets was probably the minimum to make them functional. Orks will consistently find their opponents in cover and thus hit on a 6, and the probabilities just get depressing from there; upwards of 1/36 odds to wound a beakie and you'd need to do it twice. Lethal Hits would at least mean it feels like you are doing something each time, skipping a dice roll. Rokkits meanwhile have been totally reworked, and kombi-weapons have distinct stats again. I will be very interested to know how all this is priced and what you can actually have in each mob.




In related news, despite my earlier statement that I likely wouldn't need to make any more Trukks, GW has remade the trukk too. It's got more guns and more melee stuff, looking more like a mini-battlewagon. I don't thing I urgently need to replace my existing trukks, the size is about the same and I can just say it's a "counts as". But if I did? Oh. Woe is me. I'll have to scratchbuild a bunch of Ork vehicles. I am forced to do one of my absolute favourite things. How sad.

 



Up next: summat bigger.

Sunday, 28 June 2026

Gunpla: The RMS-106 Hi-Zack in Master Grade

 

It's been 6ish years since I started modelling and writing about Gunpla on a frequent basis on this blog. It's never been a regular thing, but it always was a thing, especially if we count the 30 Minutes Missions stuff. And as with Transformers of late, I find myself a little bored. So, I thought, fuck it, try a cheap Master Grade as a change of pace. Inflation has meant that the value proposition has actually started to change in relation to the newest High Grades, and hopefully the larger scale makes for a different build experience. Was it? And was it any good? Ummmm.... Well, let me waffle about the design a bit before talking about the actual model.




I gave a reasonable summary of the Hi-Zack way back when I talked about the HG, and my opinion hasn't changed much in the time since. There's no compelling in universe reason why the Federation and especially the Titans, should be using this machine, and doubly so in these colours. I do like the Hi-Zack though, and for much the same reasons as I like the GM III. It looks like an aggressively overbuilt bombtruck of a thing, a design upgraded and upgunned beyond it's original specifications. I find it's flaws interesting, and it's daft place in the canon to be compelling. It's space fascism repackaged and upgraded for a new generation to fight. Possibly the most self-reverential choice a sequel could make at the time, in what would become typical for the franchise. Every Gundam series gets it's Zaku clone in it's starter kit, it's scènes à faire. And those that don't have actual Zakus instead. The Hi-Zack is the first from that template. It's just that it's got a lot of the same components. It's machine gun is literally the same as the old one, maybe not the best choice TBH, but it's been modernised with a new sensor. The heat hawk returns, but bigger, and the leg missile pods have been upgraded and moved to a waist mount. More Freddie design elements have came in via a beam rifle, beam saber, chest vents, and a forearm shield with storage for energy packs. This also leads to the most baffling thing about the Hi-Zack, it's inability to wield two beam weapons at once. That really should not have been a problem, and there's been various attempts to smooth that one out over the years, with a lot more GMs and such carrying machine guns, a better pre-production version, etc. But you have options there. There are circumstances where you don't want beam weapons, a big axe has the advantage of being a big axe, and so on.




Now, I built this kit over several weeks. Its big, fancy, and probably not worth rushing. I'd build a limb or two over a week, as while not necessarily intricate, it was time-consuming. If only due to it's bulk. As such, I've been rather back & forth and up & down with this kit, as I encountered the bits that have aged poorly. And made some dumbass mistakes. This has a 2004 copyright and feels like a big polycap High Grade, with some very HG flaws. I did not expect stickers to colour correct the toes, the right plastic colour for it is right there. Nor a waterslide decal for the monoeye. I was not pleased to see the axe was moulded in one colour only, but at least its an ignorable grey. The plastic in general is prone to cut marks, being suspiciously similar to older HGs, and I had trouble with basically everywhere. Maybe I should swallow my pride and try sanding sticks?  Moving onto the more luxurious elements worthy of the title Mastergrade: the distinctive yellow cabling. These are made with rubbery bits, with individual plastic rings, and are generally a ball ache. I lost two rings because I am a muppet, but even if there were spares, these are inherently a nuisance to prepare. Meanwhile, the articulated fingers are nice, but have the inevitable issue with actually holding things. On the positive side, I did like how the legs go together, and the accessory count, even with that there's some awkwardness with the implementation. If you want to stow the axe for example, you have to use the missile pods, while the machine gun lacks a spare drum, but the beam rifle has three energy packs. It's not bad. And it's entirely possible for a kit to be rough around the edges and still be fun, especially if it's got a lotta guns. See the Zaku I. But this honestly this was more tiresome than therapeutic a lot of the time. The kit, much like the Hi-Zack itself, is simply outdated.




Having completed the kit, and still not having found the missing rings, I opted for a weathering job to downplay my mistakes, like an actual glue mishap on the left hand. I also painted the monoeye, which moves incidentally.  Normally this is the point where I start to feel better about a troubled project, but then realised another component had gone astray, and I wasn't having a great day in the first place. Its was a bit of cabling for the upper thigh, and not immediately obvious, but another annoyance atop of a series of annoyances. Soooo, I don't think I'm a fan of Mastergrades, at least of this vintage. Not for relaxation or therapeutic purposes.

That's a downer.

Sunday, 21 June 2026

Warhammer 40K: Introducing Project Legs Eleven

So here's the thing, despite some reservations, I ordered one of those 11th edition Armageddon boxes. I hope to have it today. I could easily blame the FOMO, (new previews and rules every day!) but truthfully I needed something to do. You might also argue that a loss leader starter box that will probably take me months to finish probably isn't a bad deal. There's a lot of new Orks in it, and I'm not opposed to having a paper rulebook either. That just leaves the marines, and I had considered just flogging these on eBay, I think I'll paint some of them too. As Crimson Fists.



You may not have heard of the Crimson Fists, because they are basically the snobbish hipster's beakie chapter. Turning up occasionally to please those in the know, they were on the cover of the very first WH40k rulebook, and featured in the very first scenarios, against Orks. It went badly for them, because they accidentally blew up their own fortress monastery with an air defense missile, trying to fend off an Orkish invasion. That was a tragic accident, apparently, and I will now allow the reader to take a leisurely 5 minutes to laugh about that one. 

We good? OK, let's continue.

As a result, the Crimson Fists are mainly known for being very few in number, and having an intense hatred of Orks. Oh, and having red hands. As an Ork player, such folks amuse me as foes. And they present a potentially interesting change of pace as a modeling project. I'll see how a few feel to paint, and if I don't vibe with it I'll move the rest on. The Ork angle meanwhile is more straightforward. Their presence in the starter box bodes well for rules support, although my existing army is quite complete. Unless the codex does something notably unexpected, the new stuff here is pretty much all I want. What I expect any new Ork codex to do is give me a lot of busy work as the Boyz, Grots, and Nobz kits get refreshed, likely reflecting the example set by this launch box. It has been stated that Rokkit Launchas etc for basic Boyz aren't going anywhere, but at time of writing, I strongly suspect that I'm gonna need to rebase a few things and such. This will be dull, so having marines as a palette cleanser won't hurt.

So, I'm gonna take my time here, and be a bit more relaxed about this as a project. I'm not forcing myself to do weekly updates, but it will likely be that if things go well. I’ve still got a  modest buffer of articles, so there’s no real reason to hurry. But I am planning on the following rough steps.

Stage 1: Gretchin and New Box Smell 
It's been a hot minute since I actually painted Orks, so a gentle warm-up won't hurt. If only to discover which paints need replacing. I'll probably dry-fit a few models too, as I'll probably want to play the game soonish. Does anyone know what's happening with runtherds BTW?

Stage 2: Shinys and Maintenance - Early July
Here I pick either one of the Ork vehicles, or one or two of the characters to work on.
 If anything is broken, I'll fix it then, as well as modernise my army lists etc.

Stage 3: Ongoing Alternations - July/August
Having got back into the groove, I putting the more basic marines into rotation, aiming for one unit at a time. I want to avoid burnout and take my time. I will most likely batchpaint the Boyz, but that's potentially a slog that my brain would rebel against, so I gotta pace myself.
 If something performs well on the table though, it's probably jumping the queue.

Stage 4: Blingy Beakies and the Book - September
Assuming things like the Intercessors went OK, I now move onto the more elaborate marines. These get quite fancy, and fancy it's not something I normally do, so I want to work up to that. Otherwise, if I didn't like the beakies? The Landspeeder might get looted, and the remaining bits go on sale.
 By this point the ork codex will likely be imminent and any rebasing or retooling etc that needs doing can be done at this stage.

Wish me luck.

Sunday, 14 June 2026

Gunpla: The Wing Gundam Entry Grade

 Now for something a bit more basic. Bandai has for a while now been producing Entry Grade releases. Kits for absolute beginners, to get them started. Loss leaders, basically. These do however tend to be very interesting to established Gunpla fans however, as these tend to be very cheap, technologically impressive builds which compare favourably with High Grades in general, and indeed other iterations of the same mobile suits. No need for tools or glue, no polycaps, and largely ideal colour accuracy. I think if they did the Zaku II in this style it would be impossible to keep in stock . They have instead kept Entry Grade as relatively simple actual Gundams, often with accessories omitted. The Wing Gundam is a recent addition to this line, possibly the most recognisable example to western fans. It comes from Gundam Wing, or more formally New Mobile Report Gundam Wing, the first series really make an impact in anglophone countries, and I've featured models from the series on this blog a few times.



First off, the obligatory context and biography paragraph. While the Wing Gundam might be assumed to be the protagonist mech of it's series, and it certainly was positioned that way, it's treatment within the series doesn't support that. It was intercepted on its approach to Earth, and so it's pilot made repeated attempts to destroy it, and himself, for fear of it being captured by the enemy. Eventually said pilot, one Heero Yuy, gets over that, but still ends up destroying it in response to a Trump style threat. It is then rebuilt by a foe, as a gift no less, subsequently outmatched by newer robots, and abandoned. It's final act was to be used in a desperate but successful attempt to get somebody to move out of the way of a big laser, a footnote in someone else's unrequited love story, but not a terrible way to go. It probably doesn't help that Heero was arguably more dangerous than the machine he piloted, and he subsequently acquired the Wing Zero, an almost total upgrade, except for that nasty habit of causing insanity. It also doesn't help, to paraphrase a friend, "that it's not the Tallgeese". But, on its own merits, what is the Wing like? A gun that flies with a somewhat unconvincing bird mode. It's buster rifle could melt whole squads of Leos in one go, and it was agile in the air. Said gun however had only a three shot capacity, and it's other weapons were unremarkable. As such, it was a machine that was mainly good for acts of terrorism, or airstrikes. Which amount to the same thing, of course.



As a build, the Wing punches above it's weight, but the budget is felt. It does have some immediate flaws, but not anything you'd consider unacceptable in a full HG that has a lot of white. It looks great immediately after assembly. You'd need a bit of black for the shoulders for example, and the inside of the shield is the wrong colour, but who cares? A flaw typical of the range is the absence of a beam saber, but no great loss. What is less acceptable is how the buster rifle is one colour when so much attention was paid to the body. Your mileage may vary on that; these aren’t necessarily difficult colours to add, nor obnoxious by their absence, but they are absent.  Meanwhile, the mecha feels light, is visibly hollow in places, and is loose in it's joints. Not fatally so, not unforgivably so, but not great. Can it transform? Yes, it can, but the instructions don't mention it. Possibly because the loose joint issues are quite noticeable and there's no securing tabs to hold things together. I decided against photographing that because it isn't worth the hassle.



For this build I opted for basic techniques such as panel-lining in grey with occasional paint applications. I experimented with gundam-markers and some conceptually similar paint pens by Posca. You can get some pretty decent colours that way, but I should mention that I have a medically recognised condition called “being cack-handed”, so things didn’t come out super-great. This why I go so hard on the dry-brushing and inking with other stuff, mistakes only help with that. I think I got something vaguely passable, but my paints just seem to hate gunpla plastic…. I ended up using a big black marker in places. Frankly, I shouldn't have bothered. Not everything has to succeed to be usefully, creatively speaking, I feel I made it worse in trying to fix it. And then trying to fix the fix.

If you’re a beginner, happily give this a go, but if you’re a perfectionist, I advise caution.

Sunday, 7 June 2026

Plamo: The 30 Minutes Missions Levinix Type A

 

OK, so here's something I picked up as a slight change of pace, that didn't quite vibe with me, and didn't come out quite right... so it it got pushed back on the schedule.

 


The Levinix Type A is based off the Spinatio, meaning that it's a lithe and flexible mecha once completed, and comes with five hand options for easier posing. It's main selling point is the substantial use of translucent plastic in it's accessories: a big shield, a quartet of knives, and two revolvers with bayonets attached. Notably they haven't tried to just reinvent the beam saber here, it's more like glass, probably/hopefully bulletproof glass in the case in the shield. The design of the knives and their leg holsters is something I like a lot; there's maybe an Attack on Titan influence with that. I'd probably point to the Spinatio Ninja type as it's main influence though, otherwise it's a bit generic-protagonist-prototype with a hint of psycho-frame. Maybe it's got a bit of Syd Mead with the head, but that could just be the white of the Type A version. As you may have gathered by now, I would grow not to like the shield and bayonet revolvers once built. Neither seems proportioned quite right, the revolvers especially, and with translucent pieces this big, you can have cutmark issues easily. The shield needed a hand grip too, because it bumps into the shoulder armour as is. While not critically flawed or anything, the revolvers and shield feel a bit first draft. Or just off another machine entirely. So off they came.


Deciding to make the best of a bad job, I rebuilt the shoulders without armour and re-imagined the model as a knife fighter. I also tried to keep the bright and colourful nature of the kit, so I tried to be more restrained with the weathering, applying ink with a tiny brush. It's still more messy than I wanted, but nothing stains more easily than this shade of white, so OK I suppose. Funny story, I did think about getting the black variant, but choose the white as it was more outside of my military green comfort zone and less of a nuisance to tidy up. Maybe not the best choice now I think if it. Also used here is one of those new AK paint pens, an aluminum one, to pick out a few details. The tip isn't small enough for panel lining unfortunately, but there seems potential there as an alternative to Gundammarkers. As a finishing touch, I attempted to paint the codpiece magenta, to break up the white. And, frankly, that bit looks too much like a heart to be accidental. Not with this many blades...

 



I'm not especially happy with how this turned out. I wasn't aiming for "dirty knife weirdo" when I ordered this or put it together. But if that's a valid outcome, I suppose it isn't terrible.

Sunday, 31 May 2026

Transformers: Titans Return Triggerhappy & Blowpipe are Something That Exists


The 1987 Transformers Triggerhappy toy


Back when I did that write-up for Scourge, one of the toys I held up as a positive example was Triggerhappy. Two thoughts soon followed. 1) why don't I dig him out?  And2) Is he actually as good as I remember? And so here we are, for a jaunt down memory lane. A wee bit of context first though. While I don't have many especially strong connections to G1 toys, Triggerhappy is a rare exception. He's one of those latter G1 guys that didn't get a huge amount of attention except as part of his subgroup. He mainly served as one of Skorponok's targetmasters, part of a team of thuggish jetformers with guns that turned into little dudes. Like his teammates, Triggerhappy had a sci-fi altmode, but his starfighter form was built around quad cannons, which you could mistransform for use in robot mode. This kinda made his little buddy Blowpipe a bit redundant, it's true. I had this toy and I remember enjoying it at the time. He was one of my guys. The version created for Titans Return recasts Blowpipe as Triggerhappy's head, and we'll come back to that momentarily, but thus far, this is the only revamp the pair ever got. Let's see if it holds up.

 



I realise that while I've done numerous Titans Return based articles over the years, it's probably pertinent to restate the basics after I glossed over it last time. A Titanmaster is a rebranded and modernised take on the old Headmaster concept, where a small robot becomes the head of a bigger robot, while also serving as a pilot or driver for their vehicle form. The fictional implications of this need not detain us at this juncture, it would take a while, but Titanmasters differ from Headmasters in a few ways. They are typically smaller, better articulated, while having peghole and tab connections in the legs for more interactivity. There's also attempts to improve the appearance and proportions of the resulting noggin, like with helmets and such in bigger toys, but it's face isn't concealed or anything while the Titanmaster is off enjoying their independence. Solo Titanmasters can be quite amazing, although the ones paired with larger toys got routine after a while, and Blowpipe is no different. He's not redundant anymore, but not like he got a particularly interesting sculpt nor any paint apps at all, all that saved for Triggerhappy. He does pilot Triggerhappy's altmode quite well, and the two handheld guns can peg together for him to sit on, maybe for use as a gun turret and such.  It's not hugely good, whatever that is, and it’s too bulky for use in Triggerhappy's jet mode. None of this is a negative in the context of the toy, but I should mention the TakaraTomy version, which presents Blowpipe in targetmaster form as well, at the cost of the regular gun accessories. As confusing as that may be, that's probably an objective improvement, but good luck finding that one for a sane price. Siege also did a version of Blowpipe a few years later, and that's probably easier to get a hold of. So Blowpipe is mainly just there, but unless you're a Geewunner or a perfectionist, he's doing the set no harm.




Now then, the Cybertronic spacefighter mode. I wonder if I'm either stating the obvious or presuming your tastes, dear reader, but this is sheer charisma isn't it? The sort of thing that ends up on propaganda posters on a aircraft nerd's wall. Or possibly a Toaplan verticle shooter. Let us acknowledge that it probably isn't aerodynamic, there's unwelcome hollow areas, and there's the old undercarriage junk problem common to jetformers, with his thighs on display. And I do acknowledge that nostalgia is a factor for me here, and I probably imprinted on this like duckling. But this is great, yes. It looks like something made of speed and gun. And here's the thing, it has a port for a figure stand. Lots of Transformers have these, but I usually forget that these exist as I don't have the desired type of stand. Then I remembered that the Action Base I use for Gunpla can work, and tried that, and wow. There's also an assortment of 5mm ports, flip out landing gear, and two pegs on the back end so Titanmasters can stand there. Because of, uh, reasons? Factor in effective use of plastic colours and a variety of paint apps, and you've got a 9/10 altmode.

 



Transformation is another highlight. I don't often talk much about transformation as it often becomes a dry blow-by-blow of the process, but Triggerhappy does do a few novel things. While gun housings and engines do become the arms like on the original toy, the cockpit block spins around to create the torso, with the nosecone ending up on the back. That's pretty clever, and benefits the robot mode in several ways. This style of conversion turned up a lot in Titans Return, not least because Triggerhappy's parts were reused for his teammates, but I don't recall this being done much recently. Maybe they do it somewhere where I'm not paying attention, like Studio Series...




So then, the robot mode. Perhaps not as appealing as the altmode, but ticking all the right boxes. Visually, it's favouring the comic and animation designs over the toy, although not as slavishly as say a post-Siege toy might.  As such, the head uses paint to achieve a red faceplate and yellow eyes look, which reminds me more than a little of Deadpool, although I suppose he and Triggerhappy would get on well. Otherwise he's mostly blue and grey plastic with a top heavy build, but there's like five different accent colours on the go here. I don't know how you would make this look better without a fundamental redesign or hitting diminishing returns. The weaknesses come however from articulation design, and a slight case of Reality Ensues. Due to the transformation, Triggerhappy has what I'm gonna call "Inverted Universal Shoulders". A lot of transformers, when not using ball joints, connect the arm to the body with a rotation joint, where it moves forwards and back. Triggerhappy’s arms however attach at a tilt joint where the arm moves up and outwards for a T pose. See also: Tarn. It's not bad, but it feels the wrong way around. And then you hit the problems that occur from attaching gun barrels backwards to his shirt cuffs and wings to his shoulders. It's definitely something you need to work around, but the obvious solution is to just give him gunhands and then refusing to look back.…




I had a bit of journey rediscovering this one. A lot of Triggerhappy's strengths and weaknesses are shockingly close to modern toys, but maybe he's not quite as good as I remember him being. Hollowness and the arm joints aren't great, but these are still issues that more recent releases can have, and aren't inexcusable. Paint applications and visual design are also on point, and while Blowpipe could have used a bit of colour, today's toys skip details too, and frankly they haven't done Targetmasters better of late, have they? Triggerhappy doesn't have ankle tilts, but he does have angled feet, the option for gun hands, and nails the altmode. The worst thing you can say is that it's maybe too faithful to its source in places, but I'll take interesting weaknesses over mediocrity most days.

Sunday, 24 May 2026

Plamo: 30 Minutes Missions, Armored Core VI: The BD-011 Melander (with Weapon Set 03)

 

So I finally got one of these. Eventually. For the unfamiliar, the Armored Core series is a franchise that's been around since the PS1 era where you play a mercenary with a highly customisable giant robot. You are encouraged to swap parts subject to your mission requirements, in a world which is basically cyberpunk corporate warfare meets real robot tropes. The Dark Souls people make it, and mainly did so before they got really famous for making Dark Souls. I've not played the most recent game, that would require newer hardware, but it seems to be on brand. Meanwhile, having Bandai's 30 Minutes Missions people on the tie-in model kits for the game is a pairing up there with giving Games workshop the Lord of the Rings license. This is Lego-makes-Minecraft levels of merchandising collaboration. So, high hopes here...




I picked up the Melander here, not a proper name, it's more a matched set of parts than a specific Armored Core used by a named pilot, because it seemed a nice entry point that also hit me in the nostalgia. It's similar in style, if not the specifics, to one of the first ACs ever seen, in the opening cinematic of the original game. It's much more detailed a sculpt mind you, if very lightly armed with just a rifle, so I got a weapon set too. 
Incidentally, Shoji Kawamori and Kazutaka Miyatake did mecha designs, and while I can't tell who did what, that's like having Benicio Del Toro on a monster movie. So this stuff looks greatLike I said, my expectations where high. Did it meet those expectations? Mostly. The first thing you notice about the Melander is, and I would assume this holds true for the line in general, is that it's not doable in 30 minutes. I'm sure someone has, but the regular 30MM stuff is simple sandwich construction, the Melander largely is not. Odd bits like the hand and shoulder design are relatively mainstream 30MM, in the sense that those solutions work, and why reinvent the wheel? Otherwise you're looking at a lot of small pieces like the monoeye, and a substantial increase in parts count for each sub-assembly. This is not to say that the Melander is unduly complex, far from it. But it's got a lot more plastic in it, with a sort of layered detail thing going on. Its also pretty big compared to most kits I've built lately. If the 30MM branding means anything here, it's about construction and joint design, the technically impressive stuff, not speed.  To go back to arms again, I'd say these are the weakest aspect of the kit, attracting cutmarks, and I somewhat unfortunate shoulder seam I thought was a panel line until it was too late. Articulation is also unexpectedly limited there. ACs aren't ninjas or anything, but the absence of a balljointed wrist was a surprise, as was the 90 degree elbow. The joints seem to be optimised for load bearing, which given the size of some guns in the game is understandable, but things in general seem a bit less polished than they might otherwise be. Like having one thruster repeatedly pop out.



That said, the model does look good with basic weathering techniques and a flight stand. It's a very greebly design, so drybrush and ink wash techniques work well, and it's not unarticulated really. I tried a few different metals for different components, and attempted a glowing red eye look. It did amuse me to realise that the plastic colours are the nearly same as the Baskyrotto. Largely satisfied with the look, I then added a few bits from Weapon Set 03, and these were weathered in much the same way. I had toyed with the idea of making that discussion it's own article, but there's only so much to say about a upgrade kit in isolation. You get two shotguns, a pistol, a missile pod, and a little gun drone type deal. These are cast in a simple grey, so maybe something you'd paint, and are fairly conventional builds for the most part. Where these differ from regular 30MM, or Gunpla in general, is that these have an explicit build for left or right side use, and in the case of handhelds, a tab for stowage on specific body types. Sadly, these weapons got more disappointing the more I read the instructions. You have parts for two shotguns, but only one business end, do you can't build both.

ARRRRGGGGHHHH!
What a frustrating waste!

Two further disappointments manifested here, in that the Melander AC doesn't have the option to to stow the pistol, and the deployed version of the gun drone requires a stand you have to buy separately. I ended up going for the shotgun and missile pod because that seemed the most fun, and saving the rest for another day. 

 


While a generally good and attractive builds, neither kit I talked about today feels as awesome as I would have liked. That might have been my mood at the time, or it might have been the value proposition, these being not expensive, but definitely not inexpensive either. There is a lot of plastic here, don't get me wrong, but the Melander probably needed a laser blade or something to round things out, and the weapon set is disappointing. Then again, the social media response to this was very positive, and I would get another.