Tau Pathfinders – A Review

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Those that read my review of Codex Tau Empire back in April will know that I was rather taken with the grey skinned bastards. So much so that I’m doing a little 1,000 point allies force to go with my two companies of Ultramarines. And those that read my review will also remember that I was rather taken with the Pathfinders. So it’s really little wonder then that I’ve got hold of a box and giving them the once over. For the greater good you understand…

TauPathfinders01_873x627Even before I read the Codex I was pleased when I heard that Pathfinders were going to be plastic as even when the Tau were first released the Pathfinders were a useful unit to have on the board, but the fact that they were metal and came in blisters of 3 and units of 6 meant that those that didn’t buy the big army box rather missed out. It was doubly true over the years metal models became increasingly expensive and the use of Pathfinders, especially with the introduction of railrifles, became more important.

The third iteration of the Codex has made at least one unit of Pathfinders a compulsory choice in all but name because they’re so damn good. Their options, especially the pulse accelerator drone (which increase pulse weapon range by 6″) means that although vulnerable in the open, they are a heavy hitting unit that can take on medium infantry as standard and then bring the pain on Terminators and the like with the handy addition of the aforementioned railrifles. To be fair the plastic models aren’t any cheaper than the metal ones were but you do get variety and lots of drones including the fooking massive recon drone. But more on that later.

So what’s in the box? Well two – which seems to be the norm these days – sprues that are crammed full of components.

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I do have to hand it to the Games Workshop, although they’ve been pissing gamers off left, right and centre these last few months, they have really upped their game with getting the most out of the plastic. This arguably should make the models cheaper, but as I said – they piss people off. But I digress. The sprues are crammed with bits including some dudey pulse pistols, some pretty decent bare heads – at long bastard last – some spare pulse clips, bonding knives that don’t look lame and some other gubbins. Most importantly, you have enough bits to make a ten Tau squad armed with pulse carbines with bits enough to swap out three with railrifles or ionrifles or a combination of the two. So plenty of ptew ptew for your buck.

Although the fatigues on the legs are a little thin on detail and feel a bit more baggy than a recon unit would probably wear – and the poses are a bit shifty – the rest of the components are ace. The helmets have been refined and have improved comm aerials – just be careful trimming them free. All the weapons are crisp and the separate markerlights allows for the a degree of choice in how you build them. My small force doesn’t have them so the option of not sticking them on is good news for me. Although I suppose if you can be bothered and find magnets small enough you can make them removable.

Truth be told, the quality of the casting of the Pathfinders or the fidelity of the helmet antenna - especially compared to the Fire Warriors – or the quality of the weapons or the cool accessories, or the staggering lack of mould lines don’t steal the show. It’s the drones. They’re awesome. I mean. Awe. Some. The tits. The business. The dog hairy gonads. The recon drone is huge and may as well be Thunderbird 2 for all its whistles and bells including the pokeball grenade dispensers, a burst cannon and some nice detail. Plus the fact that you can mount it on a Devilfish is way cool.

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But, importantly, it doesn’t feel like an after thought like accessories and ‘bonus’ often do. The only bummer is that, aside from the recon drone there’s only enough drone domes to make two drones. But if you’re not bothered about giving your fire warriors drones then you can make the set which does give your Pathfinders a pleasant amount of versatility.

The Pathfinder kit is one of the strongest unit boxes Games Workshop have done in a while. The arm poses coupled with enough accessories means that you’re knocking on the door of variety that the Space Marine tactical squad offers. Not quite mind you, but pretty close. But the sheer volume of cool shit makes up for it. And having the railrifles cast in lovely crisp plastic rather than metal just makes them as cool looking as the boltgun.

Throw in the fact that Pathfinders are frigging nails in the game and it’s pretty much an essential purchase if you’re collecting Tau. Unless you take a butt load of flyers, but that’s a story for another day.

Tau Pathfinders are available from Firestorm Games priced £18.

Forge World Crisis Suits – A Review

So regular readers will know that I rather took to the Tau Empire Codex. Followers on Twitter will know that I decided to collect a small 1,000 point force to use as allies with my Ultramarines. Quite what 9,000 points of Ultramarines, including the full first company needs from 1,000 points of Tau I don’t know but I wanted some and didn’t want to break my ‘no new Games Workshop’ army rule.

I started the project by quite impulsively buying the Commander Shas’o R’Alai model at Salute. At that point I hadn’t even written a list and wasn’t sure if I wanted crisis suits because I dislike the plastic models so much.

R’Alia however is just too cool not to use as a force Commander. I just love the look of the model. Aside from being a graduation to a more ‘grown up’ style, it just feels like it was intended for war. Granted, the submunitions rifle helps but still.
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I also loved the fixed sensor ‘head’. Aside from looking far more menacing than the standard block heads I like the idea that the head is purely a design choice and not actually needed for the pilot to crump skulls and mang faces.

The other thing I love about the model is it kinda reminds me of the robots from Castle in the Sky. I dunno why. Maybe it’s the segmented gangliness. Maybe it’s the glowing read eye.

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Although in Castle in the Sky the robot has a laser face. Which is something the Tau should maybe look into.

But anyway, the model is way cool. The design is a little like a Transformer in so much as it looks like it could change into a plane or something at a moment’s notice.

In terms of building the model, however, the coolness ends and is replaced, instead, by misery. The biggest problem with Forge World kits is usually Forge World themselves. They’ re such an excitable bunch of scallywags that they design kits without really thinking about the practicalities of cleaning or building them. Let me explain: to build the model you have to glue the feet, legs, hip joint and body all pretty much at the same time. This is very difficult. It is also made worse by the fact that the feet and the ankle joints don’t fit. At all.

So you’ll have to resort to the time-honoured method of slapping on slightly more glue than is needed and getting everything stuck together before the super glue sets. Needless to say it can result in the pose not being quite what you wanted so if you can, try blu-tacking it all together first, especially as the arms are no better. Although they’re very cleverly designed using a curve and pivot joint which allows quite a degree of poseability but still being straight forward to build.

The story is a similar one with the Shas’o R’myr’s suit which I bought as a unit leader. Although this bad boy is a conversion kit, using the back and feet of the standard crisis suit. The fit between the two torso halves is surprisingly good and does wonders to change the look of the crisis suit that I’m amazed at least a conversion kit wasn’t made available for the re-release of the Tau range.
rymrI also love the head. Again, it’s just a more interesting look and the single aerial on the back makes the whole look sleeker and more menacing. Same for its load out really. Twin-linked plasma rifles and big boss of a shield is nothing to be sniffed at. But, again, the kits is let down by the over ambitiousness of the kit and the often non-existent QA at Forge World.

Aside from the legs coming in two parts hand having to stick to plastic feet, they also had to stick to a body made of two difference materials creating a socket that wasn’t completely flush. Needless to say it collapsed under its own weight more than once in the process of building it. But the icing on that particular turd flavoured cake was that one leg had been soon poorly cast that it was not just warped but transparent. I shit thee not you could see right through the entire joint piece. Granted this isn’t going to be an issue once the model is painted but the brittleness of the joint has got me treating the model with kid gloves. More so than I would normally with the shatter prone resin that Forge World uses.

It occurs to me that you’re almost better off building the models of they’re on flying stands so the pose is much easier to position. Although there’s every chance you’ll have every crisis suit looking like a not-gay Dean Cain taking to the skies on cable from the Adventures of Superman, complete with awkward bent leg.

The bottom line, however, is that the crisis suits from Forge World are immensely cool. So much cooler than the standard GW ones and  if I’m honest they’re worth the higher prices and the frustrating amount of cleaning and build time required. They’re even worth the truly reckless amount of wastage Forge World produces. The models just look ace. They look like they’re designed by a species surprisingly bothered about looking good whilst they kick your face in. Which is absolutely the way it should be.

 

Tomb Raider – A Review

It’s been a wee while since I looked at a video game and as I was given Tomb Raider by my lovely wife for my birthday earlier in the month I figured it would be a good opportunity.

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Back in the distant 20th Century in the year 1996 a game came out that changed video gaming as we knew it. Not only was graphically and environmentally ground breaking but it put the character at the heart of the story, not just the action. Of course it helped that she also had enormous, pointy, boobs.

I loved the Tomb Raider games growing up. I enjoyed the puzzles – as frustrating as they often were – and the action could be genuinely hairy. Sadly, like so many franchises of its day, it became the victim of its own success and soon Lara Croft was surrounded by bastard children each uglier than the last. I hung in there with the series until the Angel of Darkness that looked so bad I resigned myself to the notion that Tomb Raider would become nothing more than a cash camel for the publishers until sales dropped enough that they could close the studio and move the developers on to something else.

I played Anniversary for nostalgia’s sake in 2007/2008. And it was fine but all it was was a veneer over old levels. I know the clue was in the name but it pushed ‘homage’ to its absolute limits. I even bought Underworld. But didn’t get past the first level, the novelty of ‘realistic environmental impact’ – she got dirty basically – wearing off incredibly quickly along with the overly fussy targeting system.

And there things would have ended had not some bright spark decided to jump on the reboot band wagon and hit the reset button. At first I met the news with indifference, then mild disdain when I heard the story was going to be an origins piece. I rolled my eyes and I may have uttered an obscenity or two – not like me at all – and moaned about how video game developers were getting as bad as studios for resetting a clock rather than just drawing a line under the shite and moving stories along.

Then I saw visuals. The grim, gritty and visceral realism appealed to me hugely. Because I’m mental presumably. The focus was the story, which is where it should be but driven by a beautiful looking graphics engine and impressive game play. At least, that’s how it seemed.

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And you know what? It kinda delivered.

So the premise isn’t a complicated one. A young Lara – she’s 18 so it’s okay to still stare at her tits – is on a merry quest to prove herself to her long lost/dead (delete as appropriate). It all goes tits up when the ship – typically called the Endurance – hits a storm and gets ship wrecked. And, obviously, much mentalness ensues surrounding a sun goddess with natives and weather patterns that would be right at home in Lost. And seeing as there’s ship and plane wrecks from just about every era in history you’d be forgiven, on occasion, for getting the two confused.

It’s not a complaint per se, it just highlights the devil is in the details, and some of the details aren’t very original. But then again Tomb Raider is basically Indiana Jones with boobs so what the hell.

Although the previous incarnations never worried about mentally scarring its audience with crypts, animal slaying and being dismembered by dinosaurs, the new Tomb Raider gets so grim and dark it comes dangerously close to getting a cease and desist letter from the Games Workshop. At times the physical and mental abuse that Lara experiences is tough to watch at times, realised as it is with some truly stunning cut sequences. I swear at one point she’s drenched head to foot in human blood. This shit ain’t for kids. 14 year old me probably would have had nightmares. Some of the death scenes even for my jaded and cynical eyes are a tad too much to bare too with, depending on which quick time event you fuck up, sees Lara getting her face impaled on a metal spike or bodily impaled on a tree branch with all the properties of a metal spike.

Sadly the quick time events are back. I’ve never been a fan of quick time events because it’s just a way of punishing you for wanting to sit back and watch the action. Anniversary handled quick time events quite well giving you reasonably time to respond. Tomb Raider 2013 is rather brutalwith the speed it expects you to press buttons. Needless to say the story isn’t flexible enough that a bodged quick time event could lead to the same end point but along a more unpleasant path, instead it usually results in a grim and unpleasant death.

Equally some sections feel very formulaic to the point you’d mistake them for a series of Steven Segal movies. But instead of his buddy getting shot in the arm or the bag guy punching the car window where Segal’s face use to be it goes something like this: action sequence, exploration sequence, action sequence, wander about like a twat, break something plummet down a slope or fast flowing water whilst avoiding inplausibly positioned barriers and other unpleasant obstacles. It wouldn’t be so bad weren’t those ‘sliding’ sequences so intensely unforgiving and take a couple of stabs to complete. And seeing as they’re an inconvenience and purely a mechanism to move Lara a significant distance without making the player grind their way through pointless set changes, you’d think they would make them a little easier to navigate.

Not that the game is hard to navigate. Long gone is the aimless wandering around environments. Instead everything is conveniently laid out on a map so you can find relics, note books – which give you a very cool insight into the shenanigans that have gone on prior to Lara’s arrival – with relative ease. In fact, because the controls are so intuitive, including instinct sight which highlights key objects and terrain features in yellow for a moment or two, a lot of the challenge has gone from the game. It’s not entirely bad. Lara will no longer allow you to walk her off a cliff edge. She will also crouch for you rather than having to hold a sodding button. Because of this fluid movement she finally feels like a person rather than a statue that weebles around just to face a different direction. But the important thing is that it feels like a Tomb Raider game. Puzzles still need to be solved, ledges climbed and rock faces to be scaled.

The challenge comes from the beautifully realised environment which can turn on you at the drop of a hat, and bad guys which range from shooty mental to run at you with bloody great machetes mental. And the AI is good too. On normal they will attempt to suppress and out flank you whilst all the while attempting to burn you out of your cove with Molotov cocktails and explosives. They keep you under pressure so God knows what hard is like. And your cover breaks apart too. The game does give you plenty of objects to help you blow up or set fire to your assailants though so it’s not all bad but even with that Brucey bonus I still felt hard pressed at times to deal with enemies.

The combat is the slickest it’s ever been although some times the camera does struggle to keep up. The weapons feel balanced and their existence justified, but there are times when the game tries to push you into playing a particular way and when you don’t enemies are defeated with surprising ease. The key is usually long range manging of faces.

Where it gets a bit daft is the endless foraging for scrap that allows you to turn, for example, a World War 2 Japanese Type 100 SMG into an AK-47 and a simple recurve bow into a compound bow. I don’t claim to understand the mechanics of firearms but I did use to do archery and that’s a staggering amount of bullshit. However, it’s a reasonably clever way of improving weapons to compete with the ever increasing stakes. And to be fair a lot of the upgrades are extremely cool, it’s just nonsense that a person with no formal training in such ‘bush engineering’ (fnar fnar) could turn a pistol into a commando pistol. There’s also a range of natty skills that you can develop along the way including some brutal finishing moves which look fantastic.

Tomb Raider, despite its slightly formulaic campaign progression, irritating quick times and nonsensical equipment development, is a superb game. The story is nicely paced, the stakes getting amped up with Lara being pushed further and further, gradually becoming the wall climbing, gun toting adventurer we all were captivated by 17 years ago. And this time her boobs won’t impale you if you get too close. The difficulty curve is pretty much perfect too, with shit getting real…um…er at a rate that won’t make you throw down the controller in frustration. Tomb Raider is just fun. Huge piles of it. It doesn’t get bogged down with the weight of expectation, it just massively entertains. It’s a worthy start to a new saga and I’m looking forward to what happens next.

Dark Potential Reclaimers – A Review

darkpotentialThis is long overdue, but following on from my interview all those months ago with Matthew Glanfield, one the creative minds behind Dark Potential, I got to take a look at a set of the toys from Dark Potential. Specifically the Reclaimers.

The Reclaimers, for those not in know, are the descendants of the crew aboard humanities fleets. Born and raised on board space faring vessels, their bodies have adapted to a life spent in zero gravity and as such need exo-suits to be able to survive on Earth’s surface.

So they’re all a bunch of weeds. But weeds with big shiny guns.

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So what’s in the box? Well 7 Reclaimers including a captain, an initiate squad (a leader and 3 blokes), a forward observer and a redeemer. Which presumably is the chap with the big gun.

As I haven’t (yet – hint hint) read the rules for the Reclaimers, I can’t comment on the rules but the look of the Reclaimers is pretty cool. I love the Iron Man/Crysis mash up going on with the exo-suits and the fact that they’re all all slightly different as if built, or at least maintained, by their owners rather than something off a production line. It’s a nice touch. They’re futuristic but at the same time have a twist of the ramshackle. Which I like.

The weapons I’m a bit mixed on. Partly because I don’t know what any of them do and because MiniWarGaming went for a very ‘alien’ feel. It’s not a bad thing, I just have to assume they’re some sort of energy projectors. The Redeemer looks a little…old fashioned, I guess is how I’d describe it. It reminds me of the Space Marine missile launcher from second edition Warhammer 40,000. It’s not really a complaint, it just seems a little at odds with the small arms which are, by comparison, very high tech. Of course it could be some super sci-fi mega weapon of face kickery for all I know but there we are.

Being honest, which is kinda my thing, I don’t like the forward observer. I understand why it was designed the way it was but it makes the model feel 20 years out of date, the pistol and view finder especially being quite lazy sculpts. I’m sure he’s pimp in the game but he just doesn’t do it for me. Not, at least, whilst striking a mighty and heroic pose fresh out of  a 70′s comic book.

The quality of the models is pretty good. What mould lines there are, are very slight and don’t run over anything too important and/or lumpy so that’s a bonus. I like sensible casting. The arms and heads also fit the models nicely, although make sure you marry up the rifles to the bodies before you start gluing as it’s not immediately obvious what goes where.

All in all the models aren’t bad. They look cool and the weapons are largely on the good side of different. I like where MWG drew their design influences from, but I do wish they hadn’t rushed the observer and that the captain wasn’t holding a Pokeball. I also wish they weren’t £40 a box which is a pretty tall order for 7 metal models with cheaper models with comparable quality in the market.

It’s difficult for me to find justification in a price that makes GW & Hawk Warmgaes, by comparison, seem good value. The models are cool though and I’m sure the game is good but right now with those prices I wonder how far it can go without a Kickstarter or some such to really give the investment to release a wider range that hopefully has a lower cost per model.

Fantascape – A Review

One of the foundations of The Shell Case is the search for companies that produce great toys and games that deserve attention from the wargaming community but may not be getting.

One such company is called Fantascape. Fantascape produces a small but growing range of bases, accessories, and scenery and as the business was just getting their site off the ground it seemed an opportune time to do a review of their stuff.

I got to take a look at two of the bases ranges – Wyrdstone Mines and Glacial Ruins.

Let’s start with Wyrdstone Mines.

WM001_Wyrdstone_Mines_Infantry_Bases_20mm_SquareWell, they’re just awesome. It’s bitter-sweet timing really that such a perfect set of bases for Mordheim should come my way at the same time as Games Workshop sacking off the Specialist Games range. But for those of us that love that game this range of bases couldn’t be more suited. And they come in sizes enough for Ogres, dogs and other beasties. So that’s a win.

The look is just right: broken stone and splintered wood with just a hint of wyrd stone. It feels every bit of the ruined city that I have spent many a happy hour romping through and manging faces. The temptation would be there to make the wyrdstone the star of the show but instead it’s simply, elegantly, done. The effect is, once the model is positioned, that wonderful sense of narrative that a good scenic base can give you. And because they were designed by someone who gets it, neither the model or the key details of the base will be overshadowed or obscured. These are not bases that will make you want to burn things when you try to position the models.

Of course they don’t have to be bases for models, those with stones on them make ideal objective counters for scenarios and needless to say, you don’t have to paint them green. But it really highlights the skill with which the bases were conceived and sculpted as they just work. Whatever your intention with them, they’ll fit and look damn good doing so. Regular readers will know the two following things:

1. The only fully painted collection of miniatures I own is my Mordheim warband.

2. I never have the time to bloody paint anything.

So with that in mind, when I say that I can’t wait to rip all the bases off my Mordheim gang and use these you should understand just how much I like them. The casting quality is excellent too. No flash and no residue. And you get 20 of them for £8 which considering the scale of production and much of the stuff is cast to order – which incurs a higher overhead – that’s amazing value.

The Glacial Ruins range is equally impressive.

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Again they find the perfect balance between looking the tits and being a functional base one which to glue ones toy soldiers. Again, there’s an uncluttered simplicity in the design of the bases that means that you’ll get all the cool detail without it being a colossal ball ache to stick the model on or paint the model or base once you have.

That said, you won’t be lacking for detail on the bases once you do start slapping paint everywhere. The detail is very crisp and considered. It’s also an extremely nice touch that the engravings are chipped and worn whilst the runes – which are made of magic n shit – have escaped the ravages of time.

Of course you don’t have to paint the rocks as ice, instead opting for ruins consumed by the world, lost to time. Which would look way cool. Needless to say there’s the obvious applications for the bases – namely Space Wolves I think with the right paint job and quite possibly a little bit of green stuff and you’ll have some pretty cool, no specific, ruins.

Like the wyrdstone bases, the casting quality is very good and the range covers pretty much all sizes, not just the ones I’ve pictured which means that you can base your whole army should the mood take you. And why wouldn’t it? They’re the tits.

And the range starts at £6 for ten standard round bases. Which again isn’t bad value either.

Overall I can’t fault Fantascape a bit. Their products look ace with strong detail and good casting and as a relatively new player in the market I think we can expect to see some great things from them.

A Reflection on Tau Fire Warriors

warhammer 40000 logoSo once again the Tau march across gaming boards around the globe for the greater good of the galaxy. And, as ever, the Fire Caste are at its vanguard, blazing a path through those that will not join in the Tau’s noble undertaking. At its heart are the Fire Warriors, the front line troopers of every Tau military action in its history of expansion.

m490144_99120113001_TauFireWarriorTeamMain_873x627I thought rather than review the Fire Warriors I would more reflect on them as it’s tough to review a box of toys that’s 13 – I shit thee not – years old and that I owned 4 boxes of. All those many years ago when I was a Games Workshop member of staff during, what I refer to as, the Golden Age.

I can remember first opening up a box and pulling out the sprues which are, by today’s standards, very sparsely laid out. At the time they were so far removed from anything the Games Workshop had done before it was a very exciting time to be in the hobby, let alone for an 18-year-old member of staff who could get it all at a discount.

Compared to the multipart plastic Space Marines that had been released 2 years before they were actually less sophisticated with arguably less variety. But what they were was different. And sci-fi. They were the first models in the 40k Universe that felt near future and more in line with the future path that I would argue humanity is on rather than the grim darkness of the grim dark Imperium of the grim dark future. Grim. Dark. Whereas the Imperial Guard weren’t much more than the army 30 years ago with sci-fi guns, the segmented armour over fatigues of the Tau is far closer to the armour worn by soldiers the world over and the future armour currently being developed.

The Tau also won fame for their unintentional Pokeball style grenades and scanners that looked suspiciously like the ones from Ghostbusters. But I like to think that it was a homage along with the obvious 90′s Manga influences that inspired the Crisis Suits.

I think for many, the appeal of the Tau has been their weaponry; not just in game terms but their aesthetic. They feel a little bit Star Trek: lots of interlocking panels that look like they’re held together with magnets and the rail guns aren’t too far away from the technology being developed in the present.

The sculpting is now a tad dated. The laziness of the detailing on the legs around armour plates is by recent standards quite poor but I suppose one must consider their age in the same way that most Space Marine players forgive the corners cut on the multipart Space Marine legs.

In game terms the Fire Warriors are one of the best troop choices in the game. If not one of the best units overall in the game.

Aside from benefitting from armour that ignores the AP of every basic weapon in the game, they also get a 30 inch range, strength 5, AP 5 basic weapon of their own. In 6th edition this spells untold misery for any army with low armoured vehicles but it actually makes them as good as Space Marines as they gain on the wound roll what they lose on the to hit roll. And all for 9 points each.

Granted that 4+ armour save isn’t as good but the option of taking a couple of shield drones at 12 points each affords the unit a 2 4+ invulnerables at a spread out cost of an extra 2 points per model for a full unit. So 11 points a model, which is still 5 less than a Space Marine. And a Fire Warrior will get the first volley off which will include crippling the Rhinos Space Marine players will take to try to keep their blokes alive for longer.

Although the Tau army only gives you two choices for troops, as choices go it’s a bloody good one. Yes the helmets and legs look a little tired compared to other models in the range – even ones as old – but they’re still pretty cool. And at 9 points a model for a model that can comfortably put a dent in an armour 10 vehicle it really doesn’t get much better.

Tau Fire Warriors are available from Firestorm Games priced £19.80.

Dreadball Pelgar Mystics – A Review

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The first my Dreadball Season 2 articles I take a look at the Pelgar Mystics, the Judwan team featured in the all new Dreadball: Season 2. The Judwans are the space hippies of the Dreadball universe boycotting the usual tactic of kicking in faces and instead try to out play their opponent. Had I read the rules first I may have just opted for another team, rather flying in the face of my usual style of crump things and run through the hole they leave.

That said, never let it be said I’m not up for a challenge.

So, a new Season in the life of Dreadball, does it mean a new standard of models? Well…no. Don’t get me wrong, they’re still cool and there’s some nice detailing but Mantic seem to holding steady on their ’3 model variants and that’s your lot’ line. Which is fine providing you know that going in.

The detail is better and sharper on the Mystics compared to the Marauder team and they do a pretty good job with the heads in terms of detail. Unfortunately mould lines run over all their heads and faces so meticulous filing is in order. But, because of the type of plastic Mantic uses they come away with minimal effort. Which is just as well really.

As a concept it’s nice to see a faction that has its roots in classic science fiction but with Mantic’s own twist.

Equally in game terms they more like the greys from X-Files than from Independence Day. The entire team is made up of Strikers so if you like a punchy gang, forget it. But they are quick – movement 5, with speed and skill rolls of 3+ and 4+ respectively. So all in all a pretty nippy bunch of buggers.

They also get Long Arms and Feint (Misdirect) which means they not only can throw the ball further than everyone else – and having a whole team that can is pretty tough to deal with – but they can pretty much dance around any bugger that tries to stop them. More over they get to turn any would be attackers in another direction which means their threat zones are pointing the other way. And that means the Judwans can run about the place with impunity. And that means scoring.

Although what’s a tad unfair, considering how massively tactically you have to play with the Judwans, is you don’t get bonus points when you score. So you can only score a maximum or 1 or 3 points, depending on the zone. It strikes me as a tad harsh considering how easily they’ll get their faces kicked in so every play will be a close run thing.

But I suppose the cocktail of speed, long throws and feints is quite potent. That said an MVP (or two) will be an essential purchase especially if you’re in a league as the Judwans simply won’t have the durability required when going up against teams more interested in the manging of faces than the scoring of strikes. In fact I’d probably try to take an MVP straight out the gate the points are available as you’re only allowed 6 players in your starting team so the team will be two players light. Which is a steep hill to climb on top of the other restrictions.

The Judwans quite clearly fall into the ‘experienced’ gamer column for Dreadball but that’s fine because they present a genuine tactical challenge that some players will find very rewarding in cracking. Against certain teams, like the Veer-mym that can match their speed they’ll have a tough match. Equally the Forge Fathers for their strength. But what it’ll be is entertaining. Which is kinda what Dreadball is all about.

The Pelgar Mystics are available from Firestorm Games priced £13.49. This time requires the Season 2 expansion book available from Firestorm Games priced £8.99.

Warhammer 40,000: Relic – A Review

I’m a reviewing machine! Things have been a bit crazy at Shell Case towers these last few weeks but I’ve managed to find some time to clear down the review backlog. And you know what that means: more reviews to come! Huzzah!

This time it’s the turn of Warhammer 40,000: Relic from Fantasy Flight Games.

Box-Left-noGMAs it says right on the box, this romp in the 40k Universe uses the Talisman game system. Nay sayers may comment that it’s a bit of a cheat just to reskin another game, but seeing as Talisman – or at least the version I played last in the mists of time – was bloody fantastic I’m really not bothered. And if it works, why wouldn’t you co-opt the mechanic. If it ain’t broke, don’t fix it and all that.

So what’s in the box? Well Fantasy Flight’s usual forest levelling amounts of card and carboard, a rulebook and some truly awesome playing pieces.

Warhammer 40k relic board game layoutAs one would expect from FFG, the production value is exceptionally good. The board is exquisite, as are the cards, counters and character trackers. And the playing pieces have GW casting quality. They all look lovely. Although the little stands are a stupidly tight fit.

However the the cards are really a touch too small. They’re small to save space but that’s only because there’s so many different kinds of cards. Because of this ergonomic design the easiest way of shuffling them is to make a pile and mess them all together. Aside from being annoying, it’ll quickly damage the cards.

And I don’t particularly understand why there’s three Threat decks. Aside from having a stupid – and oft-times misleading – name I question the logic of splitting out the three types of combat as it makes it very easy for players to game to their strengths, actively avoiding the style of combat they’re weakest in and using level ups to augment those attributes having done nothing to hone them.

For example: I used the Ogryn who is the strongest character in the game – yes stronger than the Space Marine – so I simply moved to red threat squares as much as possible to fight strength battles rapidly boosting my stats to the point that within a couple of hours I had maxed out my strength and health stats making me as hard as Ghazghkull Thraka.

I can totally understand why they did it but it has the potential to be abused by any character that has an above average stat in one of the three fields. And because of the point differences in stats the three best characters are the Orgryn, Ratling and Sister of Battle. And some characters turn out to be a bit rubbish. Weirdly the Callidus Assassin being one of them. Granted she has a special rule that gives you extra dice but that’s only really any use against harder targets. In reality she’s gonna get beaten up by the middle of the road enemies a lot.

To be fair, maybe that’s a conscious decision by the writers as part of the fun of Talisman was beating the game with the really shitty characters. But with certain characters not only getting the lion’s share of the cool rules but also having the ability to develop any attributes they want you’d be forgiven for feeling hard done by if you end up with one of the other characters.

Those grumbles aside though, the game works incredibly well. Everything is designed for quick decisions, quick play and quick progression. Which is just as well as the suggested playing time is utter tosh. Lee and I played for three hours and I was just reaching the point where I could attempt the third tier of the board. And that was thanks to so truly jammy missions and level ups on my part to make my Ogryn hench. But to be fair, providing you focus your efforts, you can get your character levelled relatively quickly which does give you quite a sense of achievement until you draw the Keeper of Secrets and it rips your face off.

You progress in Relic by completing missions which range from buying wargear at a specific location to deliberately picking fights with critters harder than you so you. This encourages you to explore the board, acquire equipment and, with it, develop your character and have a blood good chuckle in the process. In exchange for every 3 missions completed you earn Relics – geddit?! – which give your character a significant boost in some way. And only by having Relics are you able to complete the mission card placed in the centre of the board. Although you get to slog your way through a third tier which is just misery. You have to be tooled to the tits to stand any chance of surviving. Although the doom you can bring upon yourself is hilarious in its brutality and reminiscent of the various trials you have to roll for when you get to the middle of the Talisman board.

If I’m honest, the premise is a little flimsy and the volume of cards, counters and special rules you have to contend with meant that during the game we played, we weren’t entirely sure what the point of anything was but we just had to get one with it. Talisman’s objective was the far simpler – albeit less re-playable - goal of killing the dragon. Relic has a range of missions which creates a narrative but the rule book doesn’t really give any indication to that. And considering how excessively wordy it is you’d think they would have found space.

For all that the cards, although small and voluminous, they do serve a strategic purpose, particularly when you consider it’s possible to purchase, as well as find, wargear so augmenting your character is a very possible, and arguable vital, part of the gaming process. Although it does require the trading of influence which isn’t as easy to come by as one would like but it keeps the game balanced.

And encouraging players to level-up and improve their characters with relics and wargear keeps the pace and allows friendly rivalries to evolve between other players. And of course, as you stumble across the big beasties and fail to kill them because you’re too weak and shit, they stay there on the square so the board can quickly fill up with horrors that kick you in the hojos as you pass through. Which, again, can be hilarious for everyone else.

And as some of the cards are required to be placed on specific squares, your opponents can get some nasty surprises. Which is nice. But more than anything, despite Fantasy Flight making the rulebook horribly wooly, it’s a bloody good game. It’s got a nice and simple mechanic which means it’s quick to pick up. 20 minutes after kicking the game off we found our stride and had a huge amount of fun. It isn’t a quick game mind. We had played for 3 hours and still had at least an hour before I would have been in a position to comfortably enter the third tier.

For all my moaning, Relic really is a pretty good game. It’s simple to grasp – despite the iffy rulebook – and therefore simple to play and quick to enjoy. The character progression is nicely done and the character cards and progress trackers are brilliant albeit some of the characters seem a bit broken. It’s also such a pretty game that you’ll take time just to scrutinise the artwork as you land on each square. I’m still not convinced about the three separate Threat decks but it’s not enough to spoil my enjoyment of the game, but it does make the game easier to manipulate.

Relic coin for coin is one of the best board games I’ve played and one of the best value considering it’s a licensed product. It isn’t quick – you’ll need a solid evening or possibly a full day if there’s four of you and a tough mission drawn. But it’s a fun game, it looks great, the playing pieces are awesome and you’ll be with your mates so really I don’t see a problem. And I’m itching to play it again.

Warhammer 40,000 Relic is available from Firestorm Games priced £45.

Heresy Troopers – A Review

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Regular readers will know that I’m working on a secret project with a couple of The Chaps. Seeing as this is a wargaming blog and I’m what could arguably called a veteran gamer it doesn’t take a genius to figure out that it’s a wargame. Having developed what we thought was a rather natty mechanic we went to Salute last weekend with our minds set on finding some awesome models to use for play testing.

I was opting for the dubiously labelled good guys and therefore knew exactly where I would be heading: Heresy Miniatures to get my hands on some of their trooper models.

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I’ve always liked Heresy Miniatures‘…er…miniatures because they have a lot of personality. To be clear, I don’t mean personality in the sense that the ugly bird at a party has a ‘really nice personality’, I mean that Andy and the other guys work really hard to make their models feel real. Posing, accessories, expressions, everything is just so. They feel like they belong in the environments one would expect to see them.

The troopers as a selection of models all look dynamic and because the arms and some heads are separate so you can mix up the poses so a running model can be simply hauling ass with rifle in hand or running whilst taking a hurried aimed shot. They just look brilliant.

Plus the look of the models has a simplistic charm about them. The rifles look like they could actually work and I love that they’re bullpup design. The troopers armour is simple but, again, looks like it might actually work, the vambraces being sizeable so would afford its wearer actual protection from incoming fire and considering its positioning during an aimed shot ones face may not get shot off. Which is nice.

They’ve also been outfitted with things an actual solider would have like pouches and a side arm. So all in all, they’re exactly what it says on the blister pack. Which may seem obvious but they just feel more substantial and more like soldiers than some other sci-fi trooper models, specifically the plastic Cadians from GW. I feel like their body armour is more than decoration. But then I suppose basic Guard are meant to go pop. These bad boys aren’t. Which would make them pretty good proxy models for Stormtroopers.

troops2Equally the heavy weapon teams have that sense of robustness one would want from someone toting a chuffing great machine gun or flame thrower. And what’s really nice is that Heresy resisted the temptation to just do a weapon and head swap. They are noticeably different models and the fuel tank for the flame thrower is very cleverly designed so it not only goes together but the hose connects with the fuel tube without a lot of bending, swearing, and the inevitable snapping of the tube. Followed by more swearing.

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What it all adds up to are models that are sculpted with care and consideration. Real thought going into not just the look of the model but how that model will look on the board. Heresy take their responsibility to the gamer very seriously as if a model looks shit on a board, beyond the paint job the only person you can blame is the sculptor.

I also got my hands on the new Officer model above. Amusingly, because I like the model so much I’ve justified his existence in my game but in so doing made that faction much more versatile. I just love him. Aside from being a brilliant sculpt, everything about it just oozes British stiff upper lippedness in service of Queen and Country. And better still is that you get multiple heads so can play around with it. I opted for the head above but having a full visored officer was tempting because he looks bloody menacing.

I absolutely love these trooper models and I’m already figuring out a colour scheme. Regular readers know that I don’t often put brush to model so that says quite a lot. I’m honestly as excited about painting these as I am my shiny new Crisis suit from Forge World. Which, to me speaks volumes about how much fun I had putting them together. It can obviously be a tad fiddly sticking arm sets together but that’s true of any model that requires to adjoining parts to be stuck onto a third part using super glue. But because the poses were so natural I was just excited to get them built.

Plus the casting quality was such that beyond trimming and filing a bit of flash off the guns there was very little cleaning up to do. The mould lines, if any, were so slight they were gone in moments. I had the squad, the support weapons and the officer cleaned and built inside an hour.  And that kind of ease makes them aces in my book.

 

 

Codex: Tau Empire – A Review

It’s that time again boys and girls. So the Tau have had a badly needed shake up and got themselves a couple of new models and a shiny new book for their trouble.

First of all, the cover is absolutely spectacular. It’s quite possibly the coolest we’ve ever seen a crisis suit.

Tau Codex

Secondly it’s also the best looking Codex of the new wave. The inlay is made of thicker stock but it’s still a little on the cheap side and the fold out was straight this time, but they’re still a pain in the arse and impossible to keep nice because GW aren’t printing that page on undersized A3. And there’s still bloody typos! It started promisingly enough but the further I got into the book they started cropping up. I’ve said it once, I’ve said it a thousand times; it’s really very poor form for Games Workshop to charge what they do and not thoroughly check their work.

But anyway, the book is undeniably beautiful and for the first time ever, interesting. I worked for the Games Workshop when the first Tau Codex came out and I blew my lousy keytimer wage on as much Tau stuff that I possibly could. I was swept up in new army fever and before I knew it I had a 3,500 point army – some of it painted – before I realised that the Tau were just a little bit bland. Fantastic army, but I just couldn’t get excited about them and it wasn’t long before they were at the bottom of my considerable stack of figure cases.

So lack lustre was my interest in Tau that I never got around getting the second iteration of the Codex – and the first to be called Tau Empire. Indications are that I haven’t missed much. This new Codex however feels very well-rounded and cohesive. For the first time I feel like that I understand the Tau, their place in the galaxy and their ambitions. And, more importantly, for the first time ever I give a shit.

It’s hard to explain but it’s just interesting. It’s perhaps down to the writing – shoddy proof reading aside – but it’s a surprisingly engaging background. Normally, being a life long Space Marine player, I get mildly indignant when I read in a non-Imperial Codex of the Imperium getting its arse handed to it. With the Tau it didn’t bother me in the slightest. Maybe it’s because the Tau are all so dead huggy about everything. Or maybe it was written without the usual unconscious bias towards the Imperium that Codices usually have.

That said the whole alien auxiliary thing is still massively wooly and I suspect down played because Games Workshop, despite rumours to the contrary, were not updating or releasing any new alien auxiliary units. Which makes me ask the question: why have them at all? The Kroot are fine albeit an acquired taste but the Vespid are shit, being massively overshadowed by the other units available under Fast Attack. And they’re still the only two units in the army and both lack Supporting Fire which is so incredibly handy you’d be mad not to field Tau units. Although is it me or would human auxiliaries make sense? They could have done a conversion kit to Tau-ify Cadian kits. Again, I suppose not worth the investment especially when customers can just buy a box of guard and a box (or two) of Fire Warriors.

The army list itself has had quite a few tweaks with no real additions other than the Riptide. It’s a beast of a model and can pack quite a wallop but be warned, it’s not as tough a nut to crack as it first appears as there’s about fourteen different ways for it to blow itself up. Mainly through the use of Ion weapons which GW have tried hard to make them worth taking with the overcharge function. Unfortunately it’s just not worth it when the standard firing modes are plenty good enough – basically a turbocharged autocannon – and only against horde armies would the overcharge ever be worth it – assuming you don’t blow your own arm off in the process as they Get Hot. And even then poses just too great a risk for the points investment. But despite all that it’s still immensely cool and I’ll probably have to get one just so I can paint it up as Optimus Prime. Because everyone knows Tau are Autobots and Necrons are Decepticons…

But moving on…

There’s now an abundance of Drones, the Tau Empire taking their lead from iPhone ads that must have only just reached their communication network – co-opting as they have Apple’s ethos so they have a Drone for that. This is by no means a grumble on my part as I love Drones. I had to big units in my army of old as between their twin linked carbine and toughness and initiative of 4 they were not only decent at shooting but not bad in a fight either. The variety is sensible and in line with the Tau’s ever-expanding understanding of technology, with certain drones only being available to certain units to augment what would otherwise be a staggering weakness in the theatre of war.

They may, however, have over egged the pudding slightly with Pathfinders, however, because they’re just sick. Awesomely so if you’re a Tau player but so much so that anyone I meet that doesn’t have at least one unit of Pathfinders in their Tau army I will openly mock. And why? Well, for a start they can take Pulse Accelerator Drones increase the range of any pulse weapons by 6″, boosting the carbine range to 24″ which for a strength 5, AP4, assault 2 weapon with Pinning is utterly horrendous. And all for 15 points for the unit. And that’s not including the drones that the Sha’ui can take. Or drones like the Gravity Wave Drone which can slow down an assaulting unit. And if you’re feeling really flush, chuck Darkstrider in there and all you non-vehicle opponents are at -1 toughness. So Space Marines are suddenly being wounded on 2′s from 24″ away with 20 shots from a full squad, a turn. Anything Toughness 3 gets instant killed. Dreadknights and Wraithlords suddenly aren’t so tough any more. Oh yes, Pathfinders are awesome. And that’s without looking at the other handy-dandy stuff like markerlights, rail rifles – which are awesome – and ion rifles – which are kinda awesome but I prefer rail rifles.

But we can’t have it all ways. The rumour that you could take Crisis suits as troop choices was untrue so gamers will be forced to buy either Fire Warriors which are starting to look a little dated with the shonky detailing on most of the legs, and the fairly inflexible poses, or Kroot which force you into a very specific way of playing. All I can see happening, is gamers buying a single Fire Warrior squad and splitting it into two 6 model units and blowing the rest of their points on the cool shit.

Granted, the Tau army list does encourage a mutually supportive structure but when the main troop choice not only lacks modelling options but load out options as well it’s not all that inspiring and your mind turns to ways of making them all but irrelevant – and with Pathfinders being pimp and all the other units in the game being slightly more awesome than they were in the past it’s not hard. But I suppose it comes down to something I’ve noticed with the all the latest army books and codices; Games Workshop want you to buy as much as possible rather than give you the flexibility within units to do some interesting stuff with a simple conversion. So actually however you choose to collect the army you’re either spending loads on Fire Warriors because there’s not much choice, or buying all the other stuff because you’d rather chew off your own arm than field dozens of the dome headed bastards in your force.

It’s a shame as the Fire Warriors as a unit are awesome, especially with the right use of Drones, Fire Cadre and Devilfish and there’s no denying their combat effectiveness, I just wish the sculpting on the legs was better and the arms not annoying. It’s equally disappointing that the Crisis suit kits weren’t redone but I’m just going to head over to Forge World. Yes it means paying a tenner more per suit but they’re just vastly superior kits.

Codex: Tau Empire is in my opinion the strongest codex to date. Aside from the background being brilliant, the army list reflects it faithfully. The greater emphasis on Drones alongside a more robust feel to the Broadside and the improvements with Pathfinders highlighting the new dangers the Tau face beyond their borders. It’s far too special rule heavy though, literally every unit in the book having something that would make their mothers proud of and it doesn’t always feel necessary. It’s just one more thing that’ll start arguments and slow down play until you learn them all. Some, I admit, are completely justified, others not so much.

To be honest I’m totally sold on the Tau. The variety in the army list allows for some fairly unique armies, beyond the stale core force, and, aside from the awesome design, the flyers in the Tau army feel like the serve a purpose as opposed to the Dark Angels one that felt like a bolt on. Presumably so they wouldn’t feel left out in the cold when Codex: Space Marines comes out in a few weeks time.

It’s not a perfect book, or a perfect army – the characters seem too cheap, the Vespid too dear and the hammerhead way too cheap for its destructive potential and again, the sheer volume of special rules makes my mind leak from my ears but, despite, all that, they’re finally an exciting army with real challenge to forming a force as well as a real challenge to use and face on the board.

Codex: Tau Empire is available from Firestorm Games priced £27 and the Tau range is available from £10.80