Unusual Dice – Elven and Call of Cthulhu dice sets from Q Workshop
Date: 30 Jun 2009
Q Workshop's Call of Cthulhu Dice Set
Q Workshop's Elven Dice Set
I'm not a dice collector. I still have – and use – the blue set that came with my copy of “pink box” D&D basic back in 1983. While they continue to accumulate – anyone who went through a Storyteller phase has entirely too many ten-sided dice – they're not something I'd ever consider spending more than the minimum amount on. These are different. As the company name suggests, these are most definitely “Unusual Dice”.
I've reviewed two sets of the standard polyhedral dice (one four-sided, one six-sided, one eight-sided, two ten-sided – one marked in “tens” and the other in “units”, one twelve-sided and one twenty-sided). One set had a Middle Earth theme while the other has a Cthulhu theme. The font used for the numbers reflects the theme and the sides are decorated with Tengwar runes or eldritch scribblings respectively.
They're made from a plastic that feels harder and less slippery than whatever material cheap dice are made from. The markings are inlaid rather than printed so they won't wear off. After over twenty years of use, my original blue twenty-sider is practically smooth and I've had to retire it because the it just won't stop rolling. You won't have this problem with these dice.
If I was being pedantic, I'd say that the markings are a little unclear on both of the four-siders. The Cthulhu set replaces the maximum value on each die with an Elder Sign which is fine for the ten-sider, but might be a little confusing when someone rolls a six-sider and gets something that looks bit like a zero. You'd get used to this, however and it doesn't overshadow that these are two elegant, unusual and almost beautiful sets of dice. Any tabletop gamer who uses the traditional set of polyhedrals will appreciate one of these. Christmas present?
Review by Richard Fannon
Warhammer 40k Armies - Part 11, Necrons
Date: 28 Feb 2010
I have received a small number of complaints about me missing a few 40k armies, so I'll cover them now to avoid my e-mail inbox being spammed.The Necrons are the undead of the 40k world. A species known as the Necrontyr who have had their souls and minds bound to lifeless machine bodies in the image of skeletal nightmares who's only purpose left in life is to eradicate all true life so they can rest peacefully. After several million years of slumber they are awaking from their tombs and rising to destroy life in all it's forms.
Since the advent of 5th Edition, Necrons have suffered dearly. Their main strength (the ability to slowly destroy any enemy unit) has been greatly nerfed since they can no longer destroy any vehicle with anything but their heavy weaponry, putting them at the same pace as most other armies except with a severe lack of units. Necrons are expensive pointswise because of their ability to shrug off death itself, meaning a single unit could potentially walk through everything that the opponent throws at them and still destroy their opponent.
Running out of words, so let's break down the pros and cons:
Pros:
- 3+ Armour save, standard.
- We Will Be Back special rule making them unstoppable.
- Powerful HQ units that are relatively cheap.
- Several game-changing effects.
- Gauss weapons can take down any non-vehicle with ease.
Cons:
- Lack of diverse units.
- Expensive troops.
- Lack of transport units.
Necrons aren't known for being the most colourful army, but they do still pack a punch if played well. The infamous "Necron Cube" tactic is still feared by several veterans of the game for it's nigh-on unstoppability.
Anyway, out of time/space. Next time; Something old-new.
