Sunday, 27 July 2025

Gunpla: the MSJ-06II-A Tieren Ground Type (HG)

 


I was at Partizan recently. Its a twice-yearly wargamers event, tending towards historical games. Its worth a visit if you're passing, and its just down the road from an aircraft museum, which is awesome. I found Partizan to be rather busy this year, and regrettably I didn't find anything I was looking for. I did however find this for a tenner.




The Tieren hails from Gundam 00, the last Gundam I remember watching before dropping out of anime for a while. Manufactured by a China + Russia + etc. superstate called the Human Reform League, the Tieren Ground Type is 00's tribute to the Zaku II. For reasons so obvious I hope I shouldn't have to list them. That said, its definitely a machine with its own character. The Tieren has a lot of tank in its DNA, like the vision slits around the collar, and maybe a bit of Armored Core or Front Mission. It looks more like a brick shithouse than Zaku-alikes usually do, and honestly would not look that out of place in my guard forces. It's very utilitarian, with almost no head to speak of, and is in some ways the antithesis of baseline mobile suit design. This really isn't designed for agility in space. Or indeed being cool. It makes the 08th MS Team look like a bunch of posers. Sadly, building this not-long after
the Asshimar did it no favours.




Dating from 2007, this kit is contemporary to the series it comes from, and that leads to a common problem that you may have noticed. If you've got a UC release after the fact, you'll find a certain degree of extra effort put in. Some silliness with thrusters perhaps, but that’s the source material. Kits for that year's anime, can be a bit more obnoxious with their stickers, especially older ones. The Tieren is mainly sensible military tones, except for some orange sections on the chest and some white trim. Guess which bits are stickers. Guys, you are just making things difficult for yourselves, and you've been doing this long enough to know better. I skipped the stickers completely, breaking out the paint again. I'm just gonna come out and say it, doing those orange bits in grey just looks better, even with my brushwork. This faintly annoying situation seems to be a consequence of the runner design, which is optimised for reuse with the Tieren's garish variants, but I suppose it is rather forward thinking. In other news, sprue A did feature an uncharacteristic amount of plastic flash for a Bandai release, i.e. some. I must have got unlucky. 

 



Then again, maybe its not that great of a kit in the first place; its a low priority release from 2007. There's a fair number of hollow parts, mould lines and seams. Nothing I can't ignore or work around, but its not often you get seam splitting the top of the head. That's a shame because otherwise there's some interesting elements here. The arms for example are on the biggest forwards butterfly joint I've ever seen, the body being a large drum around which the shoulders rotate. Its legs go together in an interesting way, and Megatron style arm cannons aren't too common in gunpla. The tiny monoeye is sculpted and posable, while the shields are on jointed mounts. Posability tends towards the acceptable for such proportions, but really isn't great, and suffers for a party trick that highlights the limitations. You can arrange things so the gun rests on the leg shield, the instructions encouraging this, but you have to swap to the other arm, cheat a bit, and generally it looks awkward. I didn't bother photographing it.  Maybe the 1/100 scale version can do this better, but I won't be leaving it posed like that. Pose it like a battlemech, and you won't have complaints. There is also spare hand, and provisions for a flight stand, although I’ve neglected to find mine. I would show you the melee weapon too, except I can't seperate the hands to put it in. That's probably the ink wash I did, gumming things up, but I didn't try it beforehand, so who knows? Never had that happen before, and I'm not inclined to try forcing them open.


As you can probably tell, I've been a bit back and forth with the Tieren Ground Type. Its design lines up nicely with my current tastes, but the execution is lacking. Its like somebody wanted to make the mobile suit equivalent to a soviet-era shitbox, and Bandai ended up producing a kit that started to have the build quality of a soviet-era shitbox. People tell me that this is the norm for 00 era kits. Clearly I got out in time. Its not terrible, and the vibe does carry it, but a remake wouldn't hurt. A frustrating kit.

Sunday, 20 July 2025

Kitbash: Stargrave Scavengers (Northstar)

 

This project started from boredom and a frustrating weekend, just after I finished those Chimera proxies. Real life progress had stalled, and I'd spent a few months doing various non-40k things, which was okay, if not especially deep. Nor were the IFVs, if I'm honest. So, after the local nerd shops failed to offer fresh distractions, I decided on some infantry. But what infantry? Krieg is still worthwhile even after points increases, but I'd done that fairly recently, Cadians still boring if competent, but I was leaning towards Catachans as a mini-project. Also, I’d found the following in the old 4th ed codex, which presented an argument that the modern Catachan template was a better fit than I thought. Old school Savlar Chem-Dogs got a deployment rule, a melee rule that was rather lukewarm, and liked flamers. That certainly sounds like the 10th edition Jungle Fighters unit, even if the whole "on drugs" aspect and weapon options are things that Krieg does better.



Now, my initial inclination was to get a box of the male Cannon Fodder sprues from Wargames Atlantic. You get 30 lasgun dudes for less than 10 GW Cadians, and that's a very tempting value proposition even if you have buy bases separately and kitbash some weapons. However, my research indicated they were very similar to my preferred female versions with fewer options, so decided against it, if only for variety. This led me back to Stargrave in general, and the male Scavengers sprues in particular. These actually line up with the original Savlar look a bit more than the Orange is the New Black vibe I adopted. Longcoats, laden down with stuff, mismatched kit, and so on. Its not a complete match, but this would not be a straight-build anyway. Two things clinched it. 1) The sprues had mêlée weapons I could easily give the sarges, and 2) I still had a silly amount of Cannon Fodder lasergun arms spare which would replace the projectile weapons which otherwise didn't fit my style. So, one box of Scavengers, 20 models, and if that worked out, maybe a command squad?

 


As a kit, the scavengers have a somewhat unexpectedly supernatural angle. There's parts to make zombies, and some hooded heads which have a strong cultist vibe, with the latter bit putting me in mind of the KKK. Its fairly versatile selection of bits however, and there's any number of AdMech, Necromunda, Chaos or Genestealer adjacent projects you could make here. However, by it's very nature its not a uniform bunch of guys. This is where the kitbashing comes in, and the aforementioned Cannon Fodder arms. The arms needed a bit of finagling, and the addition of green stuff mods to compensate for proportional differences. These are meant to suggest shoulder pads, but it was a mixed success at best. The heads, often sourced from the bitzbox, were modified with greenstuff gasmasks. There wasn't as many backpacks as I would have liked on the sprue, but I had plenty of cannon fodder ones. The flamers were also kitbashed by mixing Bulldog flamethrowers with GW parts. Vox units were made from offcuts, cable ties, and paper clips.



For painting, I decided to mainly browns and in batches of 10. I started with the lasguns to feel things out, favouring Vallejo English Uniform, German Grey, and Gunmetal over a Trench Brown spray. For several of these, a resemblance to characters from Fallout: New Vegas became apparent, especially with the use of GW Skrag Brown in places. The basic technique here is the same as most of my infantry, just swapping orange for brown. I still need to refine the colour choices here, but Agrax Earthshade saved the day. I must remember to trust the process...

 


These turned out all right, as a last minute, free-form, keep-me-sane-ish project. There’s a few imperfections, but they clearly tableworthy. The plan now is do a command squad as their own article, benefitting from lessons learned. After that? Dunno, there might be something in this squad+command format...


Sunday, 13 July 2025

Gaming: Rambling About Front Mission 3

I've found myself playing the old PS1 game Front Mission 3. I had a long train journey, and I was bored with SRWJ, so I set it up on a portable. In the absence of a major project, I've revisited a few old habits, but I digress. As a game its pretty good, holding up well, but I have thoughts I’m going to try to express.

 


I wrote a review way back when I last played it, and while I largely stand by that, I've had more experience since, and my writing style has shifted. I've played a lot, a hell of a lot, of Super Robot Wars since then, which puts the game in a different light. First off a correction. I spent some time acknowledging the graphical limitations of FM3, but compared to the roughly contemporary Super Robot Wars Alpha, which I’ve also messed with, its a revelation. That game was still pixel art, but not well animated or creative pixel art. Graphics aren't everything, especially in a turn based game, but FM3 pushes harder in that aspect. Front Mission 3 doesn't look good these days, but it doesn't look cheap and certainly didn't back then. It plays with camera angles and visual effects, trying to be cinematic. Hell, it arguably looks better than the initial Armored Core games. I just have the suspicion that the engine can't handle more than four robots on screen at once, resorting to sprites on the map screen. That's the number of units you can field, and there seems to be a soft limit on the number of enemies of maybe ten? This feels confining after SRW, but fits the vibe. The combat is very gritty and personal, while the location based damage invites comparisons to BattleTech. I did find myself thinking in terms like "missileboat" and "brawler" with this play through. However two elements are grafted to the gameplay loop, and honestly don't sit well. Element 1 is the acquisition and use of battle skills is randomised and obtuse. I swear, there are entire skill families I’ve never seen because you'd need a FAQ to know what the prerequisites are, and it may not trigger anyway. These really needed to be controllable, but the execution instead feels like something borrowed from Final Fantasy 7, flashy but not functional. That's not a bad comparison to make, TBH, things are a bit more roleplay than tactical at times. You can't really build a strategy around them as you cannot trigger on the skills on demand, and occassionally your mecha just overperform, throwing me off my rhythm. The Internet functionality meanwhile feels ignorable a lot of the time, a way to handle worldbuilding without overloading the already lengthy cutscenes. There's stuff you can dig out here, like the best mecha in the game, but otherwise its a slow-slow-slow password hunt. Overall, there’s meat to the game, but perhaps not as much as I once felt.


As a little side note, it turns out that FM3 discourages power-levelling. I discovered that if you have a guide, you can get training maps way before you should. You'll probably die, but you can get a lot of experience that way. But if you do, you'll get marked down at the end of a mission. For a long time. Until you are where the game thinks you should be. Yay.


Coming back to graphics, that remake that just came out, or is about to come out as I write this. Let me embed some video here.

First, a longplay of the original.




Here’s the remake


There's been several remakes in this franchise recently, and while I've not tried them, something has always felt off. The remake of the first game annoyed me as it was 3D not pixel art, changing the entire vibe. That felt more like a budgetary limitation than an artistic choice, as its probably cheaper to remake the whole thing in Unity or sommat than redraw the pixels. FM3 was already 3D, so why am I reticent about this one? Well, it looks too shiny and quick. The PS1 version had very deliberate movements and a dirty look to the visuals. This was almost certainly the result of technical limitations, the console chugging away, but it was part of the game's character. That isn’t really present in this remake, everything looks too new. The remake is probably closer to the original intent, and objectively better looking, but I would have preferred the Ludicrous Edition treatment. Then there's the other changes, which seem to be AI generated for fucksake. I'm not in a hurry to play that remake.


Where am I going with this? Nowhere, really. Its a good, if old game. And it's easier to play now, at least. And I may have played it too much….

Sunday, 6 July 2025

3D Print: The Turret APC B.E.A.R. Modular Vehicle (Watcorp Designs)

 

While I can't call my Astra Militarum complete, it is fully formed. Probably its comfortably close to 2500 points, but I've honestly not counted as I usually play 1k. With the Rogal Dorn completed, and the codex being a known quantity, I’ve explored a majority of elements I want to, so further additions will basically be for the fun of it. However, mechanised units are something I've yet to really try, hence todays subjects, the B.E.A.R by Watcorp Designs, a pair of 3d printed Chimera proxies seemingly created entirely in-house.



Any regular readers, hypothetical as you may be, may recall that this is not the first 3d print IFV I have built, but sadly that company stopped trading, so I had to go elsewhere. After much consideration I decided to give Watcorp Designs another try. Hopefully they'd do better with one of thier more established products as opposed to the then-new artillery I ordered from them. As for why two not-chimeras? Well, I was tempted by the Taurox, but I came to conclude that a pair of more durable vehicles with more dakka on them suited my force better. One chimera is a target, even at 1k, but two is a dilemma, especially if you present other tanks at the same time. The weapon fit meanwhile would be optimised for the Combined Arms detachment, meaning two heavy bolters to exploit the Lethal Hits rule. A pair of heavy flamers would be quite workable here, but I honestly prefer the longer ranged option, and the multilaser is a bit meh. As to why I'd not be using Mechanised Assault? Well, that's more of an elite infantrymen jumping in and out kinda thing, and not the vibe I'm going for. Combined Arms is more of an uncomplicated buff, and its stratagems help paired units like an IFV and the infantry the vehicle is fighting with...


As a kit, I'm happy to report that the Bear is generally in the "cheap & cheerful" category, with no difficulties to report beyond a learning curve and the postman playing silly buggers. There is documentation in the website but its not specific to this set, so I did make a few mistakes on the first one. The chassis here is made by four segments you glue together and then swiftly secure with a fifth, which I didn't quite get at first. Mind you, while the second hull went together much better, there's still issues with parts fit, especially with the troop compartment. You will need to do a non-trivial amount of prepwork, sanding and filling. I suppose you get what you pay for. A somewhat more pleasant surprise were the weapon options which proved to be more complete than advertised, and to an extent swappable. Magnets wouldn't hurt here, but relying on friction or a dab of blue tack isn't obviously unwise, even after painting. That’s the sort of thing that makes me more forgiving of the issues mentioned; the product seems an earnest one. In line with what was discussed above, I did kitbash the weapons, but it's not strictly necessary. Parts used include resin Ramshackle Games guns, and GW plastics, with small tokens to suggest portholes and thus the lasgun array. The models were then painted via the spraycan technique, with various weathering methods to conceal my mistakes.




Overall, these models came out ok. As vehicle the B.E.A.R feels a touch tall for a chimera proxy, although its footprint is a touch smaller, so swings & roundabouts, I suppose. Its not for beginners, you'll spend a lot of time finding out why these are cheap, but it feels quite feature complete, with it's own character. So, well done Watcorp, this one went a bit better.


Sunday, 29 June 2025

The Mecha Hack: Revised Rules for Macross-style Mecha

So, 4 years ago now, I did up some rules for running Macross style games using the Mecha Hack system. More recently, I was bored, and revisited the idea. I’ve been involved in a fair few games since then, and decided to rebuild the thing from the ground up. The original rules can be found here, and are still valid if you want to use them, but the below are maybe better? And what the hell! I’ve spent some time on this, it might as well be a blog article. What follows is a collection of rules mechanics for use with The Mecha Hack, rather than a deep discussion of the Macross franchise, or role-playing within it. This is about making the birds work. 


That said, here’s a video for the unfamiliar. 





Key Concept: Three Modes for Three Kinds of Map 
Player mecha will have three forms with the ability to switch between these in combat. Each mode has its own speed and agility, which is ideal for its preferred environment. There's nothing stopping you from using different modes though, in order to gain some tactical edge. However doing so runs the risk of leaving the map by simply not keeping pace. One of the modes is a supersonic jet, FFS. Players that do so skip their next turn, and then re-enter the map in the appropriate form.

So, when/how do you transform? Well, at almost any time. Either in response to a treat, or as part of an action you can change form, and then roll your reactor die. The only limitation is that you must declared this immediately before a stat check, at the start of an action, or immediately after an action is resolved, not during an action or sequence of rolls. Please note, the above limitation does not apply outside of combat. This can be used to stop yourself from falling off the map. Note that overheating in that circumstance would be spectacularly bad, as all the usual effects would apply, as well as the map effects noted later. 

 




Key Concept: The Three Modes
Battloid Mode
Wings folded, all limbs unfolded. Does all the standard mecha things. While in Battloid mode, you have a regenerating pool of 2AP, which refreshes at the start of each moment. These armour points must be spent before any other source.

Gerwalk Mode
Wings unfolded, all limbs unfolded. You are an agile flyer, directing thrust from each foot, as well as backwards. Think a helicopter with arms. While in Gerwalk mode, you may reroll 20s on all Mobility tests.

Fighter Mode
Wings unfolded, but all limbs folded. Think fighter jet, going extremely fast. In Fighter mode, you may ignore the first reactor roll resulting from movement each moment. (i.e. taking two Move actions). You also cannot be targeted by opportunity attacks.



Key Concept: The Three Kinds of Map
Maps will be defined as one of three types, with the GM telling you which mode you start the battle in.

Terrestrial 
This is battle on the ground, mainly using your legs, and so uses standard Mecha Hack rules. Not much to say here, its standard robot combat, although switching to other modes can get you out of trouble quickly.
Batttloid: Its preferred environment, and works as normal.
Gerwalk: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. This move may be just to hover in place.
Fighter: If you enter this mode, you must take one(1) standard move action, (if you have actions left,) and then you immediately leave the map.

Close Air 

This is abstracted air v ground combat with an explicit ground level, and a horizontal orientation. Your mecha is flying relatively close to terra-firma, or possibly within a large structure like a spacecraft. Think either an old side-scrolling shooter like R-Type.
Gerwalk: Its preferred environment, and works as normal.
Battloid: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. This move may be just to hover in place.
Fighter:  If you enter this mode, you must take one(1) standard move action, (if you have actions left,) and then you immediately leave the map.

Supersonic
This is also abstracted combat, but more so. You are belting along at MACH 2 or whatever, and so the map represents relative positioning, as all involved are going really effing fast. 
Fighter: Its preferred environment, and works as normal.
Gerwalk: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. If you do not enter Fighter mode, you automatically fall off the map after taking two further actions. 
Battloid: If you enter this mode, you may not take move actions. If you do not enter Fighter mode, you automatically fall off the map after taking two further actions. 



Key Concept: Hardpoints 
These replace modules and supplement for the hand system. Hardpoint equipment can be simple weapons, consumables like missiles, or sensor equipment.  Prerequisites for their usage will be tied to chassis variant and form. The party would/will receive a list before each mission, detailing what they have access to and how many of each. If scrambled, everyone just gets a gunpod.



Key Concept: Usage Dice
Rather than keep track of individual bullets and missiles with your hardpoint options, these rules will take a concept from The Black Hack: Usage Dice. This is a degrading dice mechanic, like the Reactor Die. You roll your die when the hardpoint is used, if you roll a 1 or 2, it becomes a smaller die, and if you roll 1 or 2 on a d4, the hardpoint is empty. 



Chassis Templates

KESTREL – A TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields. 
HARDPOINT SLOTS: 3.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and Power.  
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes.  Roll your reactor die if you do.
HOLD-OUT DAGGER: You have an internally stored Light Melee Weapon, which is usable in Battloid mode only.



KESTREL – B TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields. 
HARDPOINT SLOTS: 3.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and System.  
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes.  Roll your reactor die if you do.
MONITOR TURRET: You are armed with a Light Ranged Weapon that does not count towards your hand limit, with a D4 damage die.


KESTREL – VP TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields. 
HARDPOINT SLOTS: 4.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Presence and System.  
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes.  Roll your reactor die if you do.
TWO SEATER: Your mecha has two pilots, meaning you benefit from 2 pilot types, and have access to specialised hardpoints, although you have the same number of actions. This chassis is recommended for two players.

 



Basic Hardpoints

Aircraft Axe (Folding): A Light Melee Weapon, useable in both Battloid and Gerwalk mode.
Armour/Rocket Pack:  Gain 4AP, but uses two(2) Hardpoint slots.
Bomb Rack (Gravity): Usage Die 1d6. Test System to inflict 2d4 damage on one Near or Far GROUND/SURFACE target. Then roll your usage die. Not usable in Battloid mode.
Drop Tank:  You may ignore a failed reactor roll you suffer.
Dumbfire Rocket Pod: Usage Die 1d4. As an attack action, test Power to inflict 3d4 damage on one Near or Far target. Then roll your usage die. Not usable in Fighter mode.
Forearm Shield: A Shield (2AP), usable in Battloid mode only.
Gunpod: A Light Ranged Weapon. If you wield two at once, treat this as a single weapon with +2 damage.
Large Missile Pylon: Usage Die 1d4. As an attack action, test System to inflict 3d6 damage on one Far or Distant target. Then roll your usage die. Not usable in Battloid mode.
Small Missile Pylon: Usage Die 1d6. As an attack action, test System to inflict 2d6 damage on one Near or Far target. Then roll your usage die. Not usable in Battloid mode.


VP TYPE Exclusive Hardpoints
These modules offer functions where having another pair of eyes and hands is largely mandatory, and hence end up on the two-seater variant.
Active Sensor Pod: As a use action, choose a near or far enemy and test System. If you succeed, receive its statblock.
Data-Uplink Pod:   As a use action, choose a near or far enemy and test System. If you succeed, the next attack against it has Advantage, and when defending against its next attack, the defending player has Advantage. Roll your reactor die.
Passive RADOME: You have advantage on initiative tests, and can make System tests to detect foes at beyond visual range. Uses two(2) Hardpoint slots.


Designer’s Notes

Here’s a few words on how these rules should work.

A Type: This is the generalist one, favouring Power and Mobility. Assuming your System score is decent, you can use missiles. If not, dual gunpods are probably your jam. Or that aircraft axe.

B Type:  This one is more for using missiles, as it gains System faster. The Monitor Turret means you can put missiles in all of your slots, without being too worried about endurance issues too. That said, its probably worth mixing things up a bit, just to be on the safe side.

VP Type: Yes, I made this for a happy couple I game with. And indeed anyone whom wanted to pair up. I tried to make this more interesting to play, with a few support functions. Or you could just fill your slots with weapons, you do you. Note that you only have two attacks with this one, in the name of party balance.

Transforming: Each mode is intended to have a single, easy to grasp, unique selling point. This is as complicated as you make it. You can either stick with the advised mode, or you can hot-swap to gain an upper hand. Fly in as Fighter, change to Battloid for durability and arms, then Gerwalk for an agile getaway...

Usage Dice: The point here is to add a bit of push-your-luck randomness to events, rather than book keeping. Note that each hardpoint like this must be tracked with its own separate die, as trying to amalgamate or add them in some way does exponential thingies to the math. 

If any of your folks use this homebrew, please let me know.

 

Images sourced from the Macross Mecha Manual, check it out, its a great resource.

Sunday, 22 June 2025

Warhammer 40K: My Opinion of the Leman Russ Vanquisher

OK, this one started out as a comparative article on the Leman Russ tank, a unit with almost as many variants as there are space marine chapters. Then I realised that it was gonna get a bit samey, and I didn't have the experience to add much to the conversation. Then I realised that I could probably focus in on one variant, perhaps with more of a game design angle than a purely tactical one. So, the Vanquisher. A unit that is popular due to a low cost, which results from a quirk of 10th edition 40K, but its actually kinda bad at what its supposed to be doing.

 

A Leman Russ Vanquisher, Stygies VIII pattern, sourced from Lexicanum


Let’s start with a few basics. A Leman Russ is a decently mobile, heavily armed brick of a vehicle fielded by the Astra Militarum, A.K.A Imperial Guard. They lack an invulnerable save, although all their other defences are quite formidable. The 2+ save and W13 are key breakpoints, meaning common anti-tank tools will not totally bypass its armour, and require repeated good hits to destroy. Railgun equivalents, massed meltas, and properly brutal melee combatants can and will bring them down. But most things have to try, laying on sustained effort and mortal wound effects. It is routine for such a tank to stoically tolerate melee attacks and just keep blasting, although some variants obviously do better with that, for a reason I'm getting to. While differing in their turret armament and unique rule, each russ has access to a common selection of sponson and secondary weapons. Most of the time this results in a lascannon, HK missile, heavy stubber, and either two multimeltas or two plasma cannons, the two most destructive sponson options. This keys into a wider issue, as the choice between Blast weapons and non-Blast weapons has a substantial influence on how a russ is used. The latter makes a tank more melee tolerant and a natural brawler, because it can fire pointblank, while the former is better at ranged combat and hordes. Finally, through the order system you can make any if these tanks briefly faster, more accurate, and better at holding objectives. The Vanquisher is the anti-tank variant of the Leman Russ, historically described as being very rare in fiction and hard to make. As a tank hunter its defining feature is a very powerful anti-tank gun with range of 72 inches, the heavy rule, AP-4, and a damage of 6 + d6, supported by re-rolls to wound against its preferred targets. It can cover an entire board with that range and worry any singular hard target within it. Otherwise, a Vanquisher functions much as a stock russ does, although as it not feature a blast weapon in the turret, its a brawler, happy to fight close even with its massive effective range. As of time of writing, the Vanquisher is cheapest variant at 145 points, 5 points less than the unpopular Punisher, and 40 less than the vanilla russ which famously isn’t rare. How did that happen? One attack.

 


 One of the tanks I proxy as Leman Russes...



This is an unintended implication of 10th edition design conventions. Its a quirk that makes the Vanquisher mediocre at its stated job, so therefore cheap, and then exploited by the tournament scene. Its main gun is a railgun equivalent which is massively unpleasant against its intended target of vehicles, however it is only one shot a time, and as you might gather from my comments about durability above, GW generally doesn't let you one shot vehicles. You have to wear them down usually, or get a couple of good hits in. So you have to roll to hit, roll to wound, and then your foe gets a save, which is possibly invulnerable because a lot of big things have one, (if not, then cover, or some other damage resistance,) and then there’s the damage roll. The vanquisher battlecannon is undeniably effective when it connects, but its far from reliable due to that low volume of fire, and with the damage roll you’ll still need at least two good hits to drop the kind of target this weapon demands. This includes other russes, by the way. I repeat: one attack at a time. That can make the weapon feel bad for both sides, as the user spends multiple turns trying to stop rolling ones despite whatever buffs it has from other units to make it more accurate, or the foe suddenly finds a smoking crater where their tank used to be, with little in-between. Few things disappoint or annoy like a powerful weapon that feels like a coin flip, you know? So the Vanquisher is cheap, as cheap as a russ can be, but it paradoxically has a weapon on it that traumatises people when it actually works. But… A single shot anti-tank gun simply isn't consistent enough for that task by itself, especially with guard marksmanship, you need more shots to even things out, and even at this price the Vanquisher isn't easily spammed. So you look at the other weapons on the hull, and truthfully the Vanquisher tank is no better with those than most russes, and ranks behind a couple. If you start thinking about other variants? Well, their turret guns are obviously much less destructive, but all of them have dramatically higher rates of fire so they will do *something* every turn. As an example, the Demolisher is obviously much shorter ranged, and its own issues with inconsistency, but that's looking at twice the rate of fire at worst, hits like a lascannon, and is very happy in a melee. The vanilla Russ isn't an anti-tank platform, its a generalist, but having a bunch of rerolls and the Combined Arms detachment can go a long way. Either is better a lot of the time, while not being bad at anti-tank if properly armed, and that's true for basically all of the variants.


The only thing the Vanquisher does well at present is be a cheap Leman Russ. And that's ok, Leman Russes are good. You can get a lot from a mobile brick with two multimeltas and a lascannon on it. But the tankhunter probably shouldn't be the cheap disposable one, that’s a specialised role. This isn’t a Catachan situation, where something looks bad until you understand it. The Vanquisher is popular mainly via through min-maxing, people treating the main gun as a side bonus. To be blunt, that’s a failure of game design. I wouldn't say no to having them in my force, and I’ve fielded them before, but I’m honestly surprised that these went unchanged in the 10th ed Astra Militarum codex AND the June Dataslate.

Sunday, 15 June 2025

Gunpla: The NRX-044 Asshimar (HG)

 

Went it comes to transforming mecha, Gundam often feels a bit under-commited to the idea. Its something that's been there from day one with the Core Fighter concept, but entire series omit the feature, or otherwise relegate it to a gimmick. This often manifests in the mecha design itself, such machines usually having a trio of overlapping flaws. Often they don't turn into anything recognisable. Often the end result looks more like robot yoga. And when it doesn't? The transformation is not really achievable at the preferred 1/144 scale without some form of disassembly or cheating. The Asshimar is a rare exception to all that, both conceptually, and as a model kit.




Yes, the Asshimar is another Titans machine, and thus the usual comments about suspiciously zeonic designs and expensive prototypes apply, but I have to admit that they were onto something here. As a series, Zeta Gundam features a significant number of transformable suits, some more credible than others, and the yellow cyclops here does approach verisimilitude. Its not got any gimmickry beyond the transformation, and it is modestly-but-effectively armed with a big beam rifle. The lack of a melee weapon is unusual, but we see it punching things a lot, which is cool. It's bulky and top heavy due to its other form, and has Macross style thruster feet. The silhouette is rather different from the VF-1, and there's no obvious aircraft bits, but the comparison is unavoidable. But if you're gonna copy, copy from the best. Its a design I’m predisposed to like, and I did have the 1/200 scale HCM Pro version for a time. Of course, Ive been discussing this model in total seriousness so far, and not mentioned what it turns into. Purposefully. It's called a Mobile Armour, but we all know what it is. Its a bloody UFO. it's not an especially aerodynamic example of a UFO, and nor does it have obvious control surfaces, but I want to restate how snake belly low the bar is for these things. These are made for space combat usually, or just utterly disregard aerodynamics. The Asshimar at least adds curves and compresses it's form while appealing to my sense of whimsy.

 



As a kit from 2005, excuse me for a moment while I turn to dust, this HG model is part of the merchandising push for the Zeta Gundam compilation movies, and ends up feeling curiously old and modern at the same time. Its a polycap build, with a modest sticker sheet labelled with Japanese characters rather than numbers. There is a flight stand present, a huge boon for something that flies, although its a proprietary example that you literally screw together. Said stand also features dedicated storage for loose accessories, a quite luxurious touch in this context. The transformation is almost perfectly executed, with lots of tabs to secure things, although you may wish to pop an arm off for convenience. The monoeye is a foil sticker, but its placed behind a transparent panel which makes for a nice effect. Colour separation/accuracy is pretty good too, although this is one of those designs that has multi-coloured thrusters. Posability and articulation is where we see a notable but understandable weakness though. While decent-if-unexceptional in most areas, the transformation prevents waist rotation, and that’s a bit of a shame, but its not immediately clear how to better in a HG. I mean, when they made the closely-related Anksha in 2012 by retooling this kit, they fixed that, but it became a partsformer in the process. A shame, as the Anskha has more going on, but I digress. Otherwise? Its more or less on point for 2005 era kit, although the closed fists required glue for some reason.



I ended up doing another basic weathering job on this one, opting to paint in thruster details by hand. There I opted for a dark grey and metal combo as I strongly feel gundam mecha designers make life too difficult for themselves and everyone else by using more colour than that on a glorified nozzle. The kit takes paint pretty well actually, I had a violet that was ideal, and the dark grey came in handy elsewhere. I did manage to mess up one of the stickers though, but see if you can see where it should be. After that, a drybrush/wash weathering followed.


All in all? A good kit that turned out OK. And it can also do this.



I’m sorry.