Wayland

Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, September 7, 2012

Review/Build of Scibor Celtic Warriors

I have been running two Rune Priests in my Wolves army recently but using other models as proxies. GW do do a reasonable 'official' model and it wouldn't be too hard to scratch build one from spares. But Scibor also do some pretty awesome looking resin models...

Here's a few pictures and some tips on assembling Celtic Warrior and Celtic Warrior #2
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 Here's what you get in the clamshell for Warrior 2. A nice scenic base, the body is one cast, and the right arm comes in three parts.

 Its not entirely compatible with GW's range of parts and models. The Scbior figures come with this rotary fan backpack, for example.

 All it took was trimming about a millimeter off the fan with a craft knife though, and a stock marine pack fits on quite neatly.

 The arm glues together quite easily too. Its important to have an idea of orientation before going to glue though. There are no guide marks like you might get on a Privateer Press model.

 Moving on to Warrior. This guy comes in four parts - the base, the body, and a sprue each for the arms. You might want to keep the arms separate until the glue is dry though as, again, there is no guide or mark to identify otherwise which shoulder pad goes with which shoulder.

 Is it a coincidence that the rifle the model carries is the weakest part of the whole sculpt? Well, maybe, maybe not, but its coming off. I chose to cut around the hanging talisman and then through the wrist to remove the gun.


  
Then a fist with a pistol was glued on to the stump.

The small number of parts and generally high quality of the casts made building and converting the Scibor models to GW style was really really quick and easy. The whole process took about half an hour. There are a few things to look out for though.

I was generally very impressed with the quality of the minis. Once the parts were carved off their sprues there was very little trimming to be done of excess flash. Zero mold-lines. And there were almost no bubbles. Warrior 2 was in fact free of them. Warrior did have a few little holes though. One on his right thumb, one on the haft of his axe and one on the underside of the butt of the same axe. I have used glue to fill them rather than greenstuff as they were all quite small and inconspicuous.


Aside from that, it is very important to use a sharp knife and lots of care when removing parts from the blocks of resin. The shoulder pads in particular are very firmly attached to the sprues. The thick resin was quite hard to cut through. This then means lots of force which means a greater risk of over-cutting both the model's parts and your own. Frankly I'm lucky not to have cut my thumb open last night.

In summary then, the two Scibor models I built and converted last night were of very high quality. Converting them to Space Wolf models is about as simple as it could be. The casts are great quality - both artistically and in production. These models will be a great addition to my Space Wolf army. Some care is need when cutting parts though.

I have added a few purity seals and nicknacks to the models and primed them. Later on I'll post some pictures of the painting.

Monday, August 20, 2012

Review: The Legend of Sigmar

Thanks to Graham McNeill, I now have a respectable number of books in the Horus Heresy series jamming up my bookshelves. It was 'A Thousand Sons', you see, that got me hooked on the series, even though I only bought it so that 'Prospero Burns' would make sense when that was published. I was a fan of Space Wolves, now I am a fan of Graham McNeill. As well as being a great writer, he's a nice bloke in person - intelligent, thoughtful, and helpful. Whats not to like?

Given the addiction to Heresy era novels Mr McNeill spawned in me, I was a little wary of buying any of his Time of Legends books. What if I liked them as much as the HH titles? I don't really like fantasy novels as such, but what if these were so good I then had to hunt down every other Legends title?

Well, the good news for you is the books are pretty good. The good news for me is they're not so good I have to buy any more.
 
The first book in the series,'Heldenhammer', covers from Sigmar's first battle (plus that pretty much prerequisite 'difficult command decision') through the subjugation and annexation of most of the other kingdoms of men right up to the Battle of Blackfire Pass - the point at which his Emperorhood (ship?) was pretty much confirmed and the Empire was really born.

'Empire' then shows that even with the Empire forged and codified, enemies within and without still threaten to undo Sigmar's work. There are 'daemons' to be slain and necromancers to be defeated. The northern borders are threatened and so on and so on.

Finally, 'God King' shows us Sigmar dealing with the greatest threat to the lands of men to ever rise - Nagash. While all the Empire must fight, it is Sigmar alone who must defeat the most powerful necromancer to walk the land.

As background to the 'current' world of Warhammer, its all good stuff. The empire is still the most powerful force around as well as the only progressive one and its roots are all here to see. From the reason the Empire is ruled by Counts (and Vampire Counts!) to how Dwarves were so instrumental in its founding, McNeill does a great job of explaining and exploring the character and foundation of the great realm of men.

If anything though, these books are too short. I was expecting pacing more like the Horus Heresy series where entire books can be given over to a single battle or discovery. Indeed, the Battle for Blackfire Pass is over in a couple of chapters. Much is made of the effort to get the united tribes of men to the same place and fighting the same enemy. But that enemy is practically sketched. They're green and big. One is bigger than the rest and has a flying mount. But they all die pretty quickly and there's no real sense of menace from the greatest inhuman horde to ever invade the Empire.

The battle against Nagash is a little more fleshed out (no pun intended). But Nagash's invasion plan, a quite cunning one, is barely touched upon and his motivations and character are hardly mentioned.

Similarly, dwarves appear to be fundamental to the inception and creation of the Empire, as well as its survival through several invasions, yet their motivations and reasoning is left frustratingly unexplained.

There are a few events that really don't fit well into the pacing and plot of the rest of the story too. 'Empire' in particular suffers from storylines that really don't serve much more purpose than to fill out the book and possibly provide some backstory for characters dealt with more thoroughly in the final part of the trilogy. I get that its important one Count tried to sacrifice his sister to appease daemons and thats why she doesn't really like him. But did Sigmar really have to ride all the way over there to save her? Could he not have sent someone else and got on with fighting someone a bit more important?

Could we also not have spent more time looking at Azazel and what he did next to try to topple the Empire? And how letting one character walk out of the story at one point, only to miraculously reappear, fundamentally changed (i.e. insane) yet still able to save the day several hundred pages later was allowed by the editors I don't know.


Reading the whole trilogy put me in mind of the closing (or is it opening scene?) of Conan the Barbarian, the Schwarzenegger version. You know, where Conan is sat upon a mighty throne, surrounded by riches, yet clearly not all that happy with his position. The narrator tells us how 'my Lord' was not always so, that he came from humble beginnings, and then we get to see at least a little bit of that rise. But mostly the film is about the forging of the man's character, as is the sequel. We never actually get to see how Conan became a King or Emperor or whatever. Maybe 'The Legend if Sigmar' would be better if it was more like that. Forging an Empire should take a loooong time - almost as long as forging an Emperor in fact. 'The Legend..' kind of chops it all down to a conveniently sized trilogy, leaving me wanting more, but none in the right way.

Overall though, its a good story. The reintroduction of characters in 'God King' we last saw as children in 'Heldenhammer' helps tie the books into one epic story. Its part 'The Adventures of Sigmar', and part 'The Epic of Sigmar' too.

A worthwhile read for fans of the Warhammer universe and of Graham McNeill himself. Perhaps not a necessary purchase for fans of fantasy writing in general though.

Thursday, July 26, 2012

Review: 'Fear to Tread' by James Swallow

Another great positive from going to GW events is the chance to pick up pre-release copies of Black Library titles. The period of the pre-release varies and, most of the time, I'm happy enough to wait until the titles are on Amazon, thus being able to afford almost twice as many books.

But I'm fairly addicted to the Horus Heresy series, particularly when a title features a chapter I collect and play with. So 'Fear to Tread' was a must-buy for me.

I finished it this afternoon and I can happily say its quite good. Not amazing, but a decent read overall.

For my money, Graham McNeill and Dan Abnett are the kings of the Heresy titles. Noone else seems to elevate their style and standard of writing quite so effortlessly when tackling the grand themes and great icons of the 30th millenium. But James Swallow comes close.

'Fear to Tread' is a Blood Angels novel as much as a HH title. It deals with a central theme of the army's codex and history - the Red Thirst/Black Rage, also sometimes known as 'the flaw'. A couple of brief flashbacks provide the setting - Horus is aware of the flaw, while few Blood Angels other than Sanguinius's inner circle are, and uses this knowledge to set a trap for the Angel and his sons. Part of this trap involves exposing the genetic weakness in the bloodiest of marines and using to destroy the chapter, or the Primarch, or perhaps both. Also lots of daemons. Gunplay ensues.

This is probably the maddest title in the series so far too. Glimpses of the real horror of the warp have been seen in 'Fulgrim' and 'The Mirror Crack'd', but 'Fear to Tread' leaves the reader in no doubt - allying with the warp is not just an alternate lifestyle choice for disaffected Astartes, its a deal with devils, with the emphasis on 'evil'. There's some pretty gruesome stuff in this book.

Sorry if this is a spoiler (it really shouldn't be), but Sanguinius at least does survive the trap set for him. But not without he and his chapter making some hard choices and some major sacrifices. While possibly beginning to answer one of the big questions that hangs over the Heresy series (clue: how does Nikaea tally with what we know of the 40k universe?), the end of 'Fear to Tread' leaves the reader desperate to know what happens next.

Some parts of the book did seem to drag a little bit - notably some of the exposition feels a little stilted and forced. But the action is well written and generally well paced.  There are a few incidental characters who don't seem to serve any real purpose, but then this occurs in quite a few HH books. Maybe the reasons for these characters inclusion will become clearer in future titles.

For fans of the Blood Angels then, this book is required reading. An unparallelled insight into the Primarch and the roots of the chapter we know and love today.

Its possibly less essential for general followers of the Heresy. I don't think there's much there that is truly pivotal in how the war turns out, although its quite revealing as to how Horus and Sanguinius feel about each other and does set the scene for that battle barge showdown nicely.

Next up on the pre-release pile: 'Path of the Outcast' by Gav Thorpe :)

Friday, June 29, 2012

First Thoughts on Warhammer 40k, 6th Edition

Lucky me, I ordered the Ultimate Bundle for GW's latest Edition and it was delivered this morning. Once I had the kids squared away and a few bits of business done, I was able to casually swan into my local GW, Signals Satchel over my shoulder, and ask if anyone else would like to have a look at the new rules. Small pleasures, and all that.

I have had a few hours to go over the book since then. Here are some quick first thoughts on what I have read so far:

1. Some of the changes seem to be essentially alternatives to previous systems, rather than improvements. Wound allocation, for example. In 5th, the way it was worked out was open to manipulation - I personally took full advantage with my Wolf Gaurd terminators, making sure everyone carried a distince load out. This new system - eliminating the closest models in both shooting and assaults first - is, at first glance, complicated. I expect it will become easy enough to do with practice but really, its still open to manipulation and is not really any closer to how a 'real' combatant would choose to do things or how 'real' combat works. 

2. Its not all bad though. Some systems are brand new - flyers are a real thing now with real rules. There are also some interesting enhancements - close combat weapons with an AP value for example. This should work great for making CC units even more deadly. I'm not sure how it works when an attacker has two CC weapons, but I'm sure that will be ironed out soon enough.

3. Psychic powers could be awesome or could just really suck. The new powers are generally pretty cool. There's essentially a psychic power for giving/taking away every enhancement you can think of,  (FNP, Counter-attack, and so on), as well as some flat-out destructive monsters and a bunch of gameplay/crowd-control effects too. It might be a tough decision to give up some of the Codex powers for a random one or two replacements, but there's definitely some good reasons to take a chance. BUT - any unit having the ability to resist psychic powers, with an even greater chance if there are friendly psykers nearby could just make the whole thing really frustrating. Yeah, Grey Knights are yet again going to be a real pain in the backside. The awesomeness of Space Wolf psychic poles and even vanilla psychic hoods is also somewhat reduced by this. And it stinks that Eldar, the most psychically advanced and attuned race in existence, can only choose from two disciplines. But Guard or Marines get to choose from any. Because humans are so sensitive to this stuff or something.

4. There's generally going to be lots more shooting in this edition. Overwatch and snap-shots mean that pretty much everything can fire everything all the time. MSU's and assault heavy emphasis of 5th could really be a thing of the past.

5. The Stormraven as a transport is now almost worthless. It used to be a fast skimmer that could move at high speed, shoot a high-powered weapon, and have a cover save. Now, unless it is nominated as a flyer, it moves at the same speed as a Land Raider but without the great armour or a cover save. If it moves fast enough for a cover save - no shooting. Not even with Machine Spirit.If it moves as a flyer it is still a viable gun platform but the benefit of Machine Spirit is pretty much negated. Other parts of the book lead me to believe GW wants more people playing on 6x4 tables, and possibly at 2000 points, so there is still the chance that having the ability to go flat-out most of the way across the table, then wait a turn before disembarking its passengers, then going to full-on flyer mode could still work. But on a 4x4 - might as well pony up the extra points for a Land Raider or save them with a Rhino and Predator.

6. Allies will be fun, buildings not so much. Well, maybe buildings, sorry, fortifications, aren't so stupid. I guess its just like having an extra vehicle or something with a big gun on top. My real objection is its a transparent attempt by GW to get us to hand over more cash for more plastic crap. And I swear, when some kid turns up with a f***ing ice cream tub he's not even bothered to spray black and tells me its a f***ing Fortress of Redemption, I'm going to ruin his life for him. Not his hobby. His life.

The inclusion of Allies, likewise, is a transparent attempt to get we poor fools to throw more money at Nottingham. 'Can't have Stormtalons in your Space Wolves/Blood Angels/Eldar army? No problemo - £27.50, thankyou very much! Codex balancing? F*** no! I work with Matt Ward!' Meh, well I have enough GW product to come up with dozens of interesting permutations before I need to fork out more cash.

So there are some very very early thoughts on the new game. I'm looking forward to limping my way through the first few games as we all get to grips with the new stuff and figure out what's broken from the old stuff.

On a side-note, the freebies that came with the Ultimate Bundle are awesome! The stachel from the Gamer's Edition is suprisiingly good - and it looks even better with my Purity Seal pin attached!  Plus, my coffee tastes great from my Aquila mug! I'm looking forward to framing and mounting the print of the cover art and may even find a way to display the postcard prints of every cover art from every edition of the game! I am really not sure, however, what I am going to do with the certificate, thanking me for buying tons of GW stuff, signed by - a GW Marketing Executive I have never heard of!

I'm also not sure the guys at my GW store really appreciated me bringing all this stuff into the shop to show them, carrying it all in a Mantic satchel...


Monday, May 7, 2012

Review: Forge World's 'Imperial Armour Model Masterclass Volume Two'

I have been waiting a long time in eager anticipation for the second in Forge World's painting and modeling books -  the expansively titled 'Imperial Armour Model Masterclass Volume Two'. I even got to Salute a couple of weeks ago, expressly to have a chance of picking up a copy at the FW stand. Sadly I was still too late on the day but FW were happy to let me order a copy for home delivery :) Cue another week and a half of waiting - and it has arrived!

I loved the first volume and have used or adapted several of the techniques described therein on my models (I even got the wife to help build and paint a Baneblade with me, using the techniques FW described). I'm a big fan of learning new stuff and expanding my repertoire and the book certainly had lots of new challenges and things to try. But would the second volume in the series be as eye-opening? Would I be as inspired to hook up the airbrush and dig out the oil paints and varnishes? Most importantly, how expensive would the new toys I would feel obliged to buy be?

The answers to those questions are, it turns out, 'kind of', 'a little', and 'probably not much'.

Its not that Vol.2 is bad by any means. It contains lots of well shot photo's of gorgeously painted miniatures. There are quite a few different models shown as well. The problem really is that it doesn't feel like this book really develops the hobby. It doesn't add as much to the world of painting 40k miniatures as Vol.1 did. Many of the techniques described in Vol.2's guides have already been described in Vol.1. If you already know how to use layers of varnishes, apply decal, sponge on weathering,  you may not learn much more here.

You may think that the chance to learn the colours used in painting some of the gorgeous FW models you've seen at shows or on the web is good enough reason to buy this book. Which brings me to second, and probably biggest, problem with Masterclass 2: it uses the old Citadel paint range. You would have to be either very lucky or strangely prescient to still have a stock of Bleached Bone, Scorched Brown, Khemri Brown, or Mechrite Red, but these and many others are used in the painting guides.

This leaves painters hoping to replicate the schemes presented therein with a dilemma - do you attempt to map those mentioned colours over to the new ones GW describes as their replacements, bearing in mind the new colours are not identical to the old ones and are in some cases, I am told, quite different? Or do you just go with Vallejo's Game Colour range, in which case you can get more or less identical shades with purposefully similar names, albeit possibly of a slightly lesser quality than the original? Given that if I were to follow FW's guides to the letter I would already be buying several Vallejo paints (as FW don't seem too squeamish about mentioning they use colours and products GW don't do), add the fact I hate and fear change and, well, the choice is clear for me.

That said, the guides are nicely laid out and photographed, if a little casual in their descriptions. At times this can be a little silly. In the guide to painting a Reaver Titan there are some lovely pictures of the upper surface of the carapace. This is a gorgeously marbled piece and FW suggests you achieve this effect by airbrushing paint 'in subtle marbled patterns'. But this is a 'Masterclass' book - you are supposed to have some experience/ability/brains before buying it and more often than not the pictures and descriptions are detailed and good enough to enable you to do something quite cool with your next big project.

The question then is, 'if I already have Masterclass Vol.1, do I need Vol.2?'. My suggestion would be this: if you are alread au fait with the techiques described in Vol.1, you probably don't need this book. That is, unless the list of models shown contains some you really like the sound of.

 If you don't have Vol.1 but are interested in discovering and trying some new painting and modeling techniques, I would suggest checking the list of contents of each book, then buying the one with the most interesting models to you in it. That is to say, if you just buy Vol.2 but not Vol.1, you won't be missing out on any secrets of the Universe guaranteed to win you power, money, and Golden Demons.

Be aware though, not all painting guides are created the same. The guide to the Brass Scorpion in Vol.2 is quite detailed and has lots of cool stuff to try out. The Phantom titan bust 'gallery' by contrast, is only a couple of pages long, the largest part of which is big big pictures. If you buy this book hoping to revolutionise your Eldar painting, you may be disappointed.

I was also a little disappointed by the choice of what models went into this book too. The weakness of Vol.1, I felt, was it was fairly traditional tank-heavy. Lots of muddy and rusty Imperial and Chaos cans that is, not so much Xenos stuff. I hoped Vol.2 would therefore switch the focus from the lumbering human technology and show us some tips and tricks for painting Eldar, Tau, and even 'nid models. But, apart from the aforementioned Phantom gallery and a few shots of the Mymeara models, there are next to no xenos in the book.

Essentially the, Vol.2 is 'more of the same'. None of the content is bad, much of it very very good and well presented. But it is also very very similar to Vol.1, uses paints that aren't being made any more, and may not feature models or races you are interested in buying or playing. Not a horrible product at all, but a missed opportunity to develop a brand and a series into new directions.