tag:blogger.com,1999:blog-7408755443401656732024-03-19T18:47:47.141+11:0040k War ZoneBlog about Warhammer 40K, with battle reports, rumours, strategies, opinions and discussions. Unknownnoreply@blogger.comBlogger555125tag:blogger.com,1999:blog-740875544340165673.post-56379472839366923092015-05-07T12:20:00.000+10:002015-05-07T13:31:45.045+10:0040k Warzone Presents: The Star Wars: Armada Battle of Endor Scenario<div dir="ltr" style="text-align: left;" trbidi="on">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4KRItBAmnAS6G2E9u8T321gto25z3rT2pm9v1OslhyRP00F1JqExR45jxrZJTRUlunZOMa3yF_5Xu_jSlAanp-Yx3HNXogL8DsSrBapdwsVzpWyQgrP-BIrSCDyWSo0JOaq5EziXI3IO/s1600/endor1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgn4KRItBAmnAS6G2E9u8T321gto25z3rT2pm9v1OslhyRP00F1JqExR45jxrZJTRUlunZOMa3yF_5Xu_jSlAanp-Yx3HNXogL8DsSrBapdwsVzpWyQgrP-BIrSCDyWSo0JOaq5EziXI3IO/s1600/endor1.jpg" height="227" width="400" /></a></div>
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So even though Wave 1 hasn't been released yet, and Wave 2 is still some time away, Crazy and I have been assembling an Endor scenario for when we inevitably have more Armada than sense.<br />
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<a name='more'></a>Take a look at what we've got, and if you have any suggestions as to how we can improve this bad boy let us know! It'll give us something to think about until we get our hands on some sweet, sweet Imperial Star Destroyers...<br />
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<h4 style="text-align: left;">
<u>The Battle of Endor</u></h4>
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<h2 style="text-align: left;">
<u> Fleet Building:</u></h2>
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<h3 style="text-align: left;">
<u>The Rebel Alliance to Restore the Galactic Republic</u></h3>
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The Rebel Player has <b>1300</b> points to build their fleet. Up to<b> half </b>may be used for Squadrons.<br />
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The following upgrades and pilots <b>cannot</b> be taken:<br />
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<b>Leia Organa<br />Han Solo<br />Luke Skywalker<br />Nym<br />Dash Rendar<br />Raymus Antilles</b><br />
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The Rebel player <b>MUST </b>include the following pilots - to be included in their overall fleet points limit:</div>
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<b>Wedge Antilles<br />Keyan Farlander</b><br />
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The Rebel Player <b>MUST</b> take at least <b>one</b> MC80 Home One Class Assault Cruiser, and it <b>must</b> be given the Home One title - to be included in their overall fleet points limit.<br />
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The Rebel Player<b> MUST</b> take Admiral Ackbar as their Commander - to be included in their overall fleet points limit.<br />
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<u>The Galactic Empire</u></h3>
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The Imperial Player has <b>1500</b> points to build their fleet. Up to <b>one third</b> may be used for Squadrons.<br />
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The following upgrades and pilots <b>cannot</b> be taken:</div>
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<b>Wulf Yularen<br />Mauler Mithel<br />Boba Fett<br />Dengar<br />Bossk</b><br />
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The Imperial player <b>MUST </b>include the following pilots - to be included in their overall fleet points limit:<br />
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<b>Howlrunner<br />Soontir Fel<br />Major Rhymer</b><br />
The Imperial Player <b>MUST</b> take at least <b>three</b> Imperial Class Star Destroyers, and <b>one</b> <b>must</b> be given the Devastator title - to be included in their overall fleet points limit.<br />
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The Imperial Player <b>MUST</b> take Darth Vader as their Commander - to be included in their overall fleet points limit.<br />
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<h2 style="text-align: left;">
<u>Deployment:</u></h2>
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When determining initiative refer to the Daring Assault scenario special rule.<br />
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This scenario is played on a 6x3 board size. Before placing obstacles remove the Station from the obstacle pool and replace it with another Large Asteroid token. Obstacles are then placed as normal, starting with the second player.<br />
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Once all obstacles have been placed the Rebel player may place the Station at any point along a short board edge of their choice, ensuring that some point touches the board edge, and it is at least distance 4 from either long board edge. The Station is then considered the "<b>Death Star Entry Zone</b>". It loses all standard abilities and no longer obscures attacks.<br />
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Once the "<b>Death Star Entry Zone</b>" has been placed Deployment continues as normal.<br />
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<u>Scenario Special Rules</u></h2>
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<b>Daring Assault:</b><br />
The Rebel player is considered to have the initiative, and may choose who is the first player, and who is the second player.<br />
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<b>One Last Chance:</b><br />
This scenario as an 8 turn game length, in place of the normal 6 turn limit.<br />
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<b>The shield is still up, all pilots pull up!</b><br />
No Rebel squadrons may enter within long range of the “<b>Death Star Entry Zone</b>” until turn 4. <br />
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<b>That blast came from the Death Star! That thing is operational! </b><br />
Starting in the 2nd turn, once per turn, the Death Star may fire. At the end of the Ship phase the Imperial player may target ONE Large or Medium sized ship in the play area that is not at close-medium range of any Imperial ship. <br />
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The Imperial Player must target one hull section from the any point on the “<b>Death Star Entry Zone</b>”. Once the target and the hull section have been determined, the Imperial Player may make a Death Star attack using 5 red, 5 blue, and 5 black dice, with no modifications to the dice rolls. <br />
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Attacks made by the Death Star follow all the normal rules for attacking ships, including line of sight and obscured targets, and while there is no limit on the range of this attack it is always considered being made at long range. Line of sight can be drawn from any point on the “<b>Death Star Entry Zone</b>”. Defense tokens may be used as normal. <br />
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<b>Desperate Engagement:</b><br />
When a Rebel squadron has been reduced to 1 hit point it may make a “<b>Desperate Engagement</b>” move in its activation phase, even if it is engaged. If a Rebel squadron making a “<b>Desperate Engagement</b>” move would overlap an Imperial ship at the end of its movement, it may attack with its bombardment armament, and add one dice of a colour already present in its dice pool. </div>
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After the attack has been resolved, remove this squadron from play as a casualty.<br />
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<u>Victory Conditions</u></h2>
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The Rebel Player wins if one squadron each of two of the below four squadron types ends its turn unengaged on the “<b>Death Star Entry Zone</b>”:<br />
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<b>B-Wing Squadron<br />A-Wing Squadron<br />X-Wing Squadron<br />YT-1300 Squadron</b><br />
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The Imperial player wins if all Rebel squadrons are destroyed, or the 8 turn limit has been reached.</div>
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SO there's our idea for the time being. If you have any suggestions feel free to add them in the comments below, but we're pretty comfortable this scenario represents the climactic battle on a smaller scale with the ships that will be available to us in Wave 2.<br />
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Will the Rebellion prevail? Will the Empire crush the attack?<br />
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Only time will tell - and we'll be sure to let you know once we've had a chance to play it!<br />
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Until next time, make good choices,<br />
Spicerack</div>
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Spicerackhttp://www.blogger.com/profile/14339472178326043311noreply@blogger.com216tag:blogger.com,1999:blog-740875544340165673.post-67101768495166065032015-04-29T03:47:00.000+10:002015-04-29T09:35:56.208+10:00There's too many of them! - X-Wings vs TIE Fighters in Star Wars: Armada<div dir="ltr" style="text-align: left;" trbidi="on">
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The humble fighter craft in Armada are a key part of any admiral's offensive, and defensive, capabilities. Only a madman would roll out onto the field without their support.....</div>
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<a name='more'></a>This article won't be very long (edit: complete lie), simply because the only two squadrons available right now are X-Wings and TIEs! Thankfully though, they are a hell of a lot of fun to play with.<br />
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<b>TIE-Fighters:</b><br />
You know what<b> </b>I hate more than a squadron of TIE Fighters? Ten squadrons of them. Or more....<br />
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An accurate description...</div>
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Anyway, here we are:</div>
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Not a bad package for 8 points. However, TIE Fighters are the ultimate glass cannon. The absolute worst thing you can do is to leave a 1-2 squadrons of your fighters out vs 3-4 of these guys (especially if Howlrunner is about...but don't worry about her for now). They will eat you alive. The movement of 4 is critical against X-Wings. What it means is that the Rebel fighters are very rarely going to be the ones moving to engage. All the Imperial player has to do is sit back out of range (movement 3 + range 1 for attacking for an X-Wing) and he is laughing. Roll up with Tarkin to give out squadron tokens, make sure to slap a hanger bay onto your Star Destroyer and you've got as many as 5 squadrons activating at once. Believe me when I say it can hurt a lot when four or more 8 point squadrons active and wipe out 2-3 of your own.<br />
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However.... they die pretty quickly. If a Nebulon-B Escort is hanging around, then I would put a lot of money on the Rebel player using his two blue dice anti-fighter armament as often as possible. Which in itself is exactly what an Imperial player wants you to do. For every shot you are taking at TIEs, that Star Destroyer isn't dying, and that is definitely bad. The worst part is that it is really a lose-lose situation. If you leave them to romp around your X-Wings, then you can pretty much guarantee that they will win out and start hitting you with Blue dice bombing runs.....no thanks. They may not have the <i>Bomber </i>keyword, but adding 2-3 more blue dice a turn will hurt. </div>
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The real ace of the game is Howlrunner (currently). Her ability to add a bonus anti-squadron dice to another squadron with Swarm is insane. Make sure to move her first though, as you don't want to make the mistake of not getting her within distance 1 of the engagement. Always remember though that if there is ANYTHING left alive after you have done your shenanigans, you can pretty much guarantee that she will be the one who is targeted. A great tactic to use is to move her in first and engage 1-2 squadrons that you want taken out, followed closely by three more tie squadrons. It is far better to selectively target squadrons then just go wildly into the fray (Unlike X-Wings). </div>
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Most of our games see the TIEs moving in and absolutely demolishing half of the X-Wings.... to be then completely wiped by a combined effort of retaliation and supporting Nebulon-B's. I am yet to work a way around not using anti-fighter attacks from my ships.....something to work on I guess!</div>
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<b>X-Wings:</b><br />
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Who doesn't love the Iconic nature of the X-Wing? It is the symbol of freedom! Well......let's not go into the minor details of a death star population massacre here. </div>
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Who remembers the first time they saw this?</div>
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....I do<br />
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In Armada, the X-Wing boasts five hull points, four blue anti-fighter armaments, and a single red dice vs ships. Let's not forget to mention the keyword <i>Bomber</i> as well. All for 13 points. Now, for a five point difference, some say that the TIE Fighters are much better. It's a valid point, but my advice is stop talking about things you don't know about. <b>You're wrong</b>. You ask an Imperial player how they find dealing with the added hull points? Oh no! Your two TIE Fighter squadrons that you used didn't manage to wipe 5 hull points - I'll shoot back now thanks. *Wipes a TIE Fighter off the board*. Has happened many times. </div>
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However, as I said above, it's not all that easy. You can't simply rely on the X-Wings extra hull to get by. They have to be supported by an Escort Nebulon-B. This is largely for two reasons. Firstly, for the Squadron activation of 2 (3 with a token). If you are moving first, try not to pull off a squadron activation until you are already engaged. If you can survive the first wave of TIEs coming in, then you will be able to hit back - hard. Activating 3 X-Wings means you could, in theory, wipe off 3 TIE Squadrons. Obviously this almost never happens though, but 1-2 is almost a given. The second reason for bringing the Nebulon is that whatever you don't wipe out completely can be taken out by the anti-squadron armament (the only ship in the game, currently, to sport 2 blue dice and actually give you a legitimate use for shooting at fighters). Think of it this way:</div>
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1. Roll 4 blue dice, get on average 2 damage. </div>
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2. Your next squadron should just leave that guy there (situational of course) and shoot at another Tie.</div>
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3. Take out the remaining 1 hull fighters with your two blue off of the Nebulon.</div>
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This has happened a few times before, and it usually results in a whole host of TIEs being wiped out. Remember though, that this is precisely the function that they are serving. Every-time you open up with anti-squadron, you aren't piling red dice into that Star Destroyer. </div>
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Here's a thing. I've stopped using Luke. Shock horror! I'm just not hugely sold on him right now. His ability is absolutely incredible if you have a free reign of the board, but I'm just not getting through those fighters fast enough for this to happen. When Wedge comes out however.......</div>
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In our 400 point games, I settle on 6 X-Wing squadrons. Mostly because I find that is enough to deal with around 10 TIEs, but it also means that I can squeeze in an additional Nebulon-B. </div>
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<b>Wave 1:</b><br />
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The upcoming fighter packs will bring far more diversity to the game. Spicerack is looking forward to some speed 5 Interceptor shenanigans, and I am looking forward to bringing some speed 2 bombers....the mighty B-Wings! Not to mention Wedge, whose ability is just plain awesome:<br />
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<b> </b><br />
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<b>Yeah! </b></div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com40tag:blogger.com,1999:blog-740875544340165673.post-23186794852752695622015-04-25T22:57:00.003+10:002015-04-25T22:58:06.704+10:00Star Wars: Armada<br />
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Tell me you have heard of this game? You better have, because it's damn good.<br />
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If you have at all been following our facebook page, you will know that we have recently gotten obsessed by Star Wars Armada. Well, Spicerack and I have......okay really just the two of us. The others are enjoying 40k and X-Wing. Here is my take on the game:<br />
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Get it.<br />
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If you enjoyed X-Wing, you will love this. Don't get caught up in the whole "I don't want another X-Wing game" etc. It plays completely differently. X-Wing is all about small skirmishes that can turn on the luck of dice or a miss-measured placement. This game can suffer from it as well, but it's far more strategic in my view. You have so many more pieces to worry about in this game than just shooting at your opponents ships (that helps though). The objective system really works to make sure that no faction has the upper hand in a balanced points game (we will get to that in a sec). Some of them may favour the Imperials, and some the Rebels. However, overall you won't be completely hindered by having to choose a bad case scenario. You should be ready for most things anyway.<br />
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One of the most hilarious things in this game is the "recommended" points limit. In the Core set it tells you the official points limits for the game:<br />
Core set: 180 points.<br />
Wave 1: 300 Points.<br />
Wave 2: 400 points. <br />
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Now, 180 points isn't that much in the grand scheme of things - but it is what you get in each core set. In reality though, I don't see anyone keeping to that points limit for very long.<br />
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.....Do you really only want one star destroyer on the board?<br />
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Thought so.<br />
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Being a ONLY Rebel player, it was easy for Spicerack and myself to split up two core sets with each other. We played one 180 point game.....but soon went to 300 points.....and now we don't even bother setting up for anything less than 400! The great thing is that we usually are playing doubles games. Casually of course, so we just split up the fleets accordingly and get going. Most games only take an hour and a half depending on how slow you play (for which I am notoriously hated for bordering slow play).<br />
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Here is how a game usually goes for our 300 point games:<br />
Turn 1: 5-10 minutes (no shooting)<br />
Turn 2: 10-15 minutes (the odd shot)<br />
Turn 3: 15-20 minutes (Engagement begins)<br />
Turn 4: 20-25 minutes (Squadrons and broadsides really kick in)<br />
Turn 5: 20-25 minutes (Struggling to figure out movement)<br />
Turn 6: 15-20 minutes (whoops, forgot that we had a turn limit)<br />
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Obviously it will be longer with bigger sized games.<br />
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........<br />
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Let me point out one thing though. Perhaps I am just rubbish at the game, but if you play outside of the recommended points limit, there is a serious warning. Imperial players have an advantage at the moment once you start to pile on the star destroyers. If you have 3 VSD opposite your 2 x Nebulon B's, 3 x Corvette's and a pile of X-Wings....you are more than likely going to get destroyed. I am yet to win a game in the bigger points limits, simply because I can't engage fast enough to start stacking damage. Wave 1 should bring a fix to this with a number of upgrades (for both sides of course). For which I can looking forward to immensely.<br />
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Anyway, if you can resist the call of the game whilst watching Return of the Jedi, then I applaud you...because we couldn't.<br />
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- Out.<br />
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<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com15tag:blogger.com,1999:blog-740875544340165673.post-31088476695111007192015-03-12T10:18:00.001+11:002015-03-12T13:43:15.053+11:00X-Wing: Wave VI Locked and Loaded! <div dir="ltr" style="text-align: left;" trbidi="on">
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So, Wave 6 for X-Wing has finally arrived and it is quite the game changer!<br />
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While Scum and Villainy ships themselves haven't been making any top tables, an upgrade card or two have had an absolutely massive impact on the way players craft their squads.</div>
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Yes, that card is Autothrusters. </div>
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For two points ships with an innate boost action now get a blank evade roll changed to an evade for free, if they're outside the attackers primary firing arc or at range 3. To be honest it feels as though this card was created for Soontir Fel - his ability to take Autothrusters AND another modification, such as stealth device or shield upgrade, return him to the top of the dogfighting podium. </div>
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<tr><td class="tr-caption" style="text-align: center;">Like he ever stopped being cool...</td></tr>
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So what does this mean for turrets? </div>
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Well, Han is in a spot of trouble unfortunately. Any 3 shot turret ship isn't in the best game state currently, due to a 3 - 4 evade dice ship with Autothrusters likely dodging 3 hits constantly, albeit with the help of a few tokens. Soontir can stay at range 3 of Han, continuously pepper him for 3 shots while his squad does more of the heavy lifting. If Soontir only drops one token per attack, he will likely dodge Gunner and Luke rerolls. </div>
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<tr><td class="tr-caption" style="text-align: center;">PS11 won't help you now!</td></tr>
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Dash is in a good position due to that extra attack, however with the return of interceptors to many imperial tables he will have a very hard time continuously staying out of range 1, most likely using his actions to boost and barrel roll rather than to focus or target lock. </div>
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Nien Nunb is now pure gold for his choice of crew, as a 4 Green straight on a big ship with a boost and then a barrel is a HUGE distance for a little ship to cover. Note that Interceptors don't have a 5 green straight, so a stressed Soontir won't be able to remain in range 1 of Dash if he makes the big move. <br />
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And the final heavy hitting turret! The DECIMATOR. I was honestly surprised to see this hitting so many top tables after Wave V was released, but I'm glad it did. With so many customisation options, almost every Decimator you saw across the table was different. They have "Expose" for that extra shot, Rebel Captive to stop a Phantom Cloaking after shooting, Ysanne Isard for damage prevention...</div>
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<tr><td class="tr-caption" style="text-align: center;">That moment when Soontir is hit with Vader twice in one phase...</td></tr>
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But now, more importantly, they have a Vader/Gunner combo to simply remove Soontir off the table. 2 automatic crits simply spells the end for Soontir (unless armed with a shield upgrade), and I'm sure many players would happily pay 4 shields or Hull to remove him from the table. I can see many Decimators running some sort of Elite Pilot Talent (probably Predator or VI), Rebel Captive for Phantoms, Gunner simply for output and Vader to remove a key ship from your opponents squad *ahem* Soontir *ahem*. I feel like Soontir can handle anything, but he will shudder when he comes across a Decimator. </div>
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A Soontir squad will have to try and keep Soontir out of the range of fire of the Decimator, while his squad tries to soften the Decimator. Once the squad gets a Decimator down to say, 6 hull left, Soontir will be able to come back in and really make the Decimator think about whether or not to spend 2 hull dealing a crit to Soontir. </div>
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I have 2 squads I would like to test: <br />
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#1<br />
Soontir<br />
- Push the Limit<br />
- Autothrusters<br />
- Stealth Device <br />
- Royal Guard TIE <br />
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Howlrunner<br />
- Veteran Instincts <br />
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Mauler Mithel<br />
- Swarm Tactics <br />
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Academy Pilot<br />
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Academy Pilot</div>
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97pts. <br />
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This squad is more of an all rounder squad - at 97pts I can likely hand initiative over to my opponent, forcing ships such as phantoms to move before me, while Soontir arc dodges and avoids the phantom to trap it or prevent it from shooting. Mauler is nice when you get up close, with 4 shots and a Howlrunner reroll at range 1. Howlrunner also has Veteran Instincts to strip Rebel captive off a phantom or Decimator should I see one across the table. <br />
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#2<br />
Soontir<br />
- Push the Limit<br />
- Autothrusters<br />
- Targeting Computer <br />
- Royal Guard TIE <br />
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Howlrunner<br />
- Veteran Instincts <br />
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Black Squadron Pilot<br />
- Calculation <br />
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Black Squadron Pilot<br />
- Calculation <br />
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Black Squadron Pilot<br />
- Calculation <br />
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The above squad is more tailored against Soontir's worst match up, the Decimator. Calculation allows me to spend a focus token to change 1 eyeball into a crit. Obviously I can spend focus as normal to deal more hits, but with Howlrunner allowing rerolls you will likely see single eyeball results. Dealing those crits early will greatly help a late game match up for Soontir against the Decimator. Being aggressive with the support squad also begs the Decimator to use Vader to finish off a TIE fighter, which is effectively a TIE fighter doing 2 damage anyway. </div>
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My biggest gripe with the above list is Soontir not having a stealth device - maths says that with a focus/evade he doesn't need it, but we all know that rolling triple blanks happens in X-Wing. It will force me to fly a lot more carefully however, which is always a good thing. <br />
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To summarise the above article, Autothrusters have an awesome impact on the game and do indeed push it back towards dogfighting. However, while I feel the game has definitely shifted back towards dogfighting, I personally think that Dash and the Decimator will still be seen, with the Decimator likely remaining a top table ship for the foreseeable future. <br />
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What have you guys been flying lately? Anyone found the golden Scum and Villainy squad yet? Also, let me know what you think of the lists, and which one I should take to an upcoming tournament! </div>
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TommyH</div>
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Anonymoushttp://www.blogger.com/profile/06688401692271314517noreply@blogger.com6tag:blogger.com,1999:blog-740875544340165673.post-37487379166771960352015-02-12T07:30:00.000+11:002015-02-12T07:30:00.869+11:00Join the Rebellion! (Or Don't, Y'know Cos They Suck)<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="font-family: inherit; text-align: left;">So last time we explored what it will what it will be like to wield the ultimate power of the Imperial Navy, bringing powerful but slow ships into battle and winning through sheer crippling force. However Armada is shaping up to be as diverse as it is magical (cue fanboyism), and below are a couple of ship builds that I think could cause some serious problems for even the most experienced of Imperial tacticians.</span></div>
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<span style="font-family: inherit;">Where the Imperial forces are limited to two capital ships the Rebellion has been given a more diverse range of craft to bring to battle. Let's begin with what's probably the... third?... most recognisable Rebel starship (not fighter craft) there is.</span><br />
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The Nebulon-B Escort Frigate is actually a bit of a symbol of irony in the Star Wars universe. Originally designed to be used by the Empire to combat Rebel snubfighters, far more of them ended up being used by the Rebellion than by the Empire... Even though the Empire paid for pretty much every single one manufactured... Blame the bureaucracy.<br />
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The Nebulon-B (which the insufferable Crazy424 refers to as "the medical frigate") is an interesting ship in Armada. With arguably better defensive tokens than any other ship currently released, and a forward shield value the equal of a Victory Class Star Destroyer, the Nebulon-B gives Rebel players access to a ship that can work as fighter-support, as a mid-range dueler, or even as a cheap and hilarious doom-ship (the last of course depends on the collision rules, but that bears further investigation). With 5 attack dice from two different hull sections the Nebulon-B isn't a ship to be easily dismissed or ignored - no Imperial admiral would be able to ignore a Nebulon opening fire at close range. However I believe the real utility for the Nebulon-B can be seen in its role as a support ship.<br />
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<span style="font-family: inherit;"><br /></span><span style="font-family: inherit;">The above build is designed to support your powerful snubfighter squadrons. Raymus Antilles allows you to activate up to THREE squadrons when revealing the Squadron command - this can make the difference between engaging a pesky TIE squadron and allowing your bombers a free run at that enemy Star Destroyer and losing those two attack dice that you NEEDED to win the game. Enhanced Armament means this Nebulon-B isn't just there to back up your squadrons - you have a significantly powerful set of attack options with up to 6 dice being thrown around every turn. The Yavaris title means that should you activate all 3 of your selected squadrons they can each attack twice if they don’t move - ideal for clearing large ship screens once the battle has joined in earnest. You might get caught in the thick of it, but that would also give you a good opportunity to make use of the two dice anti-fighter armament the Nebulon-B Escort sports.</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">But let's move on to a ship that isn't so familiar to your 'casual' Star Wars fan.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxKAiJeXxecbBHDKvGZZ9aejPs2e1IUz9C2sziSsMoRpTi9T30CXs4EINJ1eJFDFVxcrlX_4QVtEPycsjfftEDoVP5bFpxV-LbPGYnHpgxZm9nAHr4K61YvJIxG5I5scXXzvQEp8hQCxK6/s1600/IMG_2586.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxKAiJeXxecbBHDKvGZZ9aejPs2e1IUz9C2sziSsMoRpTi9T30CXs4EINJ1eJFDFVxcrlX_4QVtEPycsjfftEDoVP5bFpxV-LbPGYnHpgxZm9nAHr4K61YvJIxG5I5scXXzvQEp8hQCxK6/s1600/IMG_2586.jpg" height="320" width="186" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu-VNunXM4QzZN02oFBGqCkvygxAb6SBiNeeEY4mgb6Wbtz-PDj0jqyoh3Hgo99J-mZh0nuFsqQu6s06sMU8DV8b1CBHS4aorYVI12v4Bm2GnMmgnMGqJlYffeo47SwYbh-7dwBEhSiw5z/s1600/IMG_2587.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiu-VNunXM4QzZN02oFBGqCkvygxAb6SBiNeeEY4mgb6Wbtz-PDj0jqyoh3Hgo99J-mZh0nuFsqQu6s06sMU8DV8b1CBHS4aorYVI12v4Bm2GnMmgnMGqJlYffeo47SwYbh-7dwBEhSiw5z/s1600/IMG_2587.jpg" height="320" width="186" /></a></div>
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<span style="font-family: inherit;">Seen for the first time in the PC title Star Wars: Empire at War (fantastic game by the way) the Assault Frigate Mark II is a powerful option for the Rebel admiral who wants the chance to go toe-to-toe with a Star Destroyer. With engineering, squadron (in the case of the B option), and command values (as well as an upgrade bar) equal to the Victory Class Star Destroyer, the Assault Frigate has everything it takes to face off against the might of the Imperial fleet. Defensively it is capable of taking as much damage, however it loses offensive power to be significantly quicker than the Victory. FFG have given you a range of ways to play this ship, however again I believe the power of the Assault Frigate is in trading blows with Imperial ships while being able to bring the superior Rebel fighter craft into the fray.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvANsnFmJAcdI36lo2S5gs4rmSgBNBXT3sDQdWdFwlpKdlQFmqcyigDQOTk5YCESFNUxVZpONL66N_FFgN9Qp28ORp6YeYVSEUSZgeRMFmuQqdRcNSn6rjoZhNSpQrdxOaJNyPzc3oeFoT/s1600/IMG_2589.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvANsnFmJAcdI36lo2S5gs4rmSgBNBXT3sDQdWdFwlpKdlQFmqcyigDQOTk5YCESFNUxVZpONL66N_FFgN9Qp28ORp6YeYVSEUSZgeRMFmuQqdRcNSn6rjoZhNSpQrdxOaJNyPzc3oeFoT/s1600/IMG_2589.jpg" height="200" width="129" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsBvoKdSr9tDC8v8-IzzW-KDxfPfPJDK2MOl1o768FFEUr2NEKPRRPc07IPW-56EOWovv6cM1Z2L1L_snSOHKNeuNaAx-uJXCVSy1cii3O5ENUQd0_duvmGZ2c_AKe_iywz1jYIiHk5SM7/s1600/IMG_2592.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsBvoKdSr9tDC8v8-IzzW-KDxfPfPJDK2MOl1o768FFEUr2NEKPRRPc07IPW-56EOWovv6cM1Z2L1L_snSOHKNeuNaAx-uJXCVSy1cii3O5ENUQd0_duvmGZ2c_AKe_iywz1jYIiHk5SM7/s1600/IMG_2592.jpg" height="200" width="129" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK0pBxU-e6akgfp-0BP9lr9JGRi0hmfuDMkMLkqSgFRJGxnIwzHZQOLL5C7BHrKvgJa8wZ1EUYWP0GIEEBc2Lm4i0OX9bpHz5sVsGWKbovLsTkmnaRbbvcWZP4p5jcFKNCUiJjNTKZ4p7d/s1600/IMG_2590.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK0pBxU-e6akgfp-0BP9lr9JGRi0hmfuDMkMLkqSgFRJGxnIwzHZQOLL5C7BHrKvgJa8wZ1EUYWP0GIEEBc2Lm4i0OX9bpHz5sVsGWKbovLsTkmnaRbbvcWZP4p5jcFKNCUiJjNTKZ4p7d/s1600/IMG_2590.jpg" height="200" width="129" /></a></div>
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<span style="font-family: inherit;">It’s reasonably expensive but the Assault Frigate Mark II B gives you the opportunity to play the range game with Imperial ships - a game you’re more prone to win. Giving the Frigate Gallant Haven means your fighter craft are well supported moving into combat - and that they stand a good chance against Imperial swarms as they’re reducing any damage taken by 1. Adar Tallon allows you to double activate a single squadron - basically one squadron can move then shoot (or the other way around) rather than just one of the two. With Enhanced Armament you also have 5 attack dice on each side section and you’ll be using your maneuverability to stay side-on as long as possible. Keep in mind FFG have yet to reveal any of the 'shield' upgrade cards... Chances are once they do this build has the chance to become more durable than any Victory you may go up against.</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">We'll end this post with an icon.</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmIhR3GtzZzV0C68qQzsfKp8Fy6Fl9kllAmBzCI8BH_0qVjivbcZ8Ks_-iFTnStGSX7zaJsVxsnOqaT_1Q5wYjhgbs5O-xRYipEaGBcrpNaUYCCz8oegCHHrxfk189roQ2YbQJkiAYBkDz/s1600/IMG_2568.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmIhR3GtzZzV0C68qQzsfKp8Fy6Fl9kllAmBzCI8BH_0qVjivbcZ8Ks_-iFTnStGSX7zaJsVxsnOqaT_1Q5wYjhgbs5O-xRYipEaGBcrpNaUYCCz8oegCHHrxfk189roQ2YbQJkiAYBkDz/s1600/IMG_2568.jpg" height="320" width="186" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjycAdRQaJIi9XDdFJttqFBGcnOWt8gpqFRg1wOkWLp6thpS6AY7gIIa_wH9ESqb4F0I3anBql5Bgz4luoqEFj1ocbikB0lTFvn3-k78FJTEKworsH7n2IfInn2QuHGAI7xVXQQREMSHMb7/s1600/IMG_2569+(1).jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjycAdRQaJIi9XDdFJttqFBGcnOWt8gpqFRg1wOkWLp6thpS6AY7gIIa_wH9ESqb4F0I3anBql5Bgz4luoqEFj1ocbikB0lTFvn3-k78FJTEKworsH7n2IfInn2QuHGAI7xVXQQREMSHMb7/s1600/IMG_2569+(1).jpg" height="320" width="186" /></a></div>
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As the first ship seen in the Star Wars universe the CR90 Corellian Corvette holds special significance to many fans. Elegant and powerful, this ship has not been let down by FFG's rules design team, and comes in as the least expensive ship among what is currently announced. For just 39 points you get a fast and reasonably durable ship which can throw 5 dice around at medium range and change tactics at the drop of a hat. But the beauty of this ship, more than any of the others available, is that it can fill ANY role.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmIhR3GtzZzV0C68qQzsfKp8Fy6Fl9kllAmBzCI8BH_0qVjivbcZ8Ks_-iFTnStGSX7zaJsVxsnOqaT_1Q5wYjhgbs5O-xRYipEaGBcrpNaUYCCz8oegCHHrxfk189roQ2YbQJkiAYBkDz/s1600/IMG_2568.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgmIhR3GtzZzV0C68qQzsfKp8Fy6Fl9kllAmBzCI8BH_0qVjivbcZ8Ks_-iFTnStGSX7zaJsVxsnOqaT_1Q5wYjhgbs5O-xRYipEaGBcrpNaUYCCz8oegCHHrxfk189roQ2YbQJkiAYBkDz/s1600/IMG_2568.jpg" height="320" width="186" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIkIlubc2Uu2AtY9wLoALw3j4eAz_IWlgPtcbHNrp-K3ygnPsJziUJFsBGLbLiXCzgaAb2b0Q715Ut2CMBcBeyjSOs38WX0BddGa4n4PD4gP_4Ztm2HozvCx18IKFitOURq88ezfLfqNKz/s1600/IMG_2574.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIkIlubc2Uu2AtY9wLoALw3j4eAz_IWlgPtcbHNrp-K3ygnPsJziUJFsBGLbLiXCzgaAb2b0Q715Ut2CMBcBeyjSOs38WX0BddGa4n4PD4gP_4Ztm2HozvCx18IKFitOURq88ezfLfqNKz/s1600/IMG_2574.jpg" height="200" width="129" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDLfgrbcC3Z1lmZ9yYE-M-IW0Hz-D2Qyc9Zr6aSx2guClQd90xxkjzLZSv8Mpn_paoWiBmbZo2xN4J4cYyeqz6d5qAzCgmefxgfyvu0eLqvDOMIJvV3uiG88IlUdg5M0a8tyxxosj8dnio/s1600/IMG_2596.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDLfgrbcC3Z1lmZ9yYE-M-IW0Hz-D2Qyc9Zr6aSx2guClQd90xxkjzLZSv8Mpn_paoWiBmbZo2xN4J4cYyeqz6d5qAzCgmefxgfyvu0eLqvDOMIJvV3uiG88IlUdg5M0a8tyxxosj8dnio/s1600/IMG_2596.jpg" height="200" width="129" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaKxYZObwSqI-kC1qsm0rhjpuj2d8RRjEpfXZGBPdno9kDZEb5jaKS0Hfg5VLo02s6oic1O5najReFlSHujccSJFwZeaPIl2lMNvcd-V9-aJoAeDKUDPIDKS5hWaQ0uDa6L0jN3TQDsMFg/s1600/IMG_2562.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaKxYZObwSqI-kC1qsm0rhjpuj2d8RRjEpfXZGBPdno9kDZEb5jaKS0Hfg5VLo02s6oic1O5najReFlSHujccSJFwZeaPIl2lMNvcd-V9-aJoAeDKUDPIDKS5hWaQ0uDa6L0jN3TQDsMFg/s1600/IMG_2562.jpg" height="200" width="129" /></a></div>
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<span style="font-family: inherit;">This build allows you to skirt the outside of the battle and work in conjunction with one of the big ships, say an Assault Frigate. Leia’s ability is to be able to change the top command on a friendly dial within range 1-5 to whatever your dial is - as the corvette has a command of 1 it means you can respond turn-by-turn with an Assault Frigate following your lead if you really need to, rather than having to wait 3 turns for your commands to come into effect. Jaina’s Light means you will completely ignore obstacles and can take advantage of their protection, whilst still whittling away at the enemy from afar. Engine Techs give you the opportunity to clear the enemy guns and start chipping off shields at the rear. There is a cannon slot you can take advantage of, but that’s discretionary of course, as well as a shield slot to make you even more of a dick to kill.</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"> One of the things that captured my imagination with the Corvette however was its cost - or rather the lack of. Now I have no intention of starting a Rebel fleet, however for those of you that are, I give you my monster:</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">CR90A Corvette 44 (77)</span><br />
<span style="font-family: inherit;">Mon Mothma 30</span><br />
<span style="font-family: inherit;">Tantive IV 3</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">CR90 Corvette B 39 (41)</span><br />
<span style="font-family: inherit;">Jaina’s Light 2</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">CR90 Corvette B 39 (45)</span><br />
<span style="font-family: inherit;">Dodonna’s Pride 6</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">CR90 Corvette B 39 (45)</span><br />
<span style="font-family: inherit;">X17 Turbolasers 6</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">CR90 Corvette B 39 (45)</span><br />
<span style="font-family: inherit;">X17 Turbolasers 6</span><br />
<span style="font-family: inherit;"><br /></span><span style="font-family: inherit;">CR90 Corvette B 39 (45)</span><br />
<span style="font-family: inherit;">X17 Turbolasers 6</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">This. Is. Ridiculous. 30 attack dice if you plan properly. Maximum use of your defense tokens. A fleet of the most maneuverable and reactive ships available. I'm not even going to go any further because all it will do is make me cry. I pray I never see this build in action (for reference the upgrades are below).</span><br />
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<span style="font-family: inherit;">If you have any ship builds you're thinking of and want to share them please let us know in the comments below!</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">Until next time, when I see what else I can come up with, make good choices!</span><span style="font-family: inherit;"><br /></span><span style="font-family: inherit;"><br /></span><br />
<span style="font-family: inherit;">Spicerack.</span></div>
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Spicerackhttp://www.blogger.com/profile/14339472178326043311noreply@blogger.com6tag:blogger.com,1999:blog-740875544340165673.post-22511054927041671482015-02-11T09:00:00.000+11:002015-02-11T09:00:09.152+11:00X-Wing Store Championship Results!<div dir="ltr" style="text-align: left;" trbidi="on">
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The results (and lists) from the GG Town Hall Store Championship hosted by our very own TommyH can be found through the link below:<div>
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<a href="http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=170">http://lists.starwarsclubhouse.com/get_tourney_details?tourney_id=170</a> </div>
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Check them out - there's some good diversity and some very interesting combos!</div>
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Until next time, make good choices,</div>
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Spicerack</div>
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Spicerackhttp://www.blogger.com/profile/14339472178326043311noreply@blogger.com3tag:blogger.com,1999:blog-740875544340165673.post-39924227156606596702015-02-08T20:40:00.001+11:002015-02-09T09:59:13.003+11:00Red Squadron at our Store Championship<div dir="ltr" style="text-align: left;" trbidi="on">
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Saturday's X-Wing Store Championship was an absolute blast! We maxed out at 40 players (we can only fit that many at the moment) to make it a full on competitive event..... too bad I did so rubbish!<br />
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<a name='more'></a>So, typically I like to run lists that aren't exactly "meta"... except for when I ran wave serpents...*cough*. Anyway, I decided to adapt my old nationals list and bring it along to our store championships. My old list had two x-wings and a Z-95, but this time I decided to take some advice from a few mates and bring along Red Squadron! Well, that's not exactly true, it wasn't until half way through the day that I realised all of the pilots were from there:<br />
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Luke:<br />
Shield Upgrade<br />
R2D2<br />
Veteran Instincts<br />
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Wedge:<br />
R5P9<br />
Predator<br />
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Garven<br />
Veteran Instincts<br />
R2D6<br />
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Essentially speaking, Luke just does what he does best - survive and win through attrition. Wedge and Garven fly around killing most of the stuff, plus being able to regenerate a shield with Garven's borrowed focus token is an awesome combo.<br />
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Except....<br />
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I came 3rd last! I won my first game but it just went downhill after that. The second game was against 8 headhunters, and I managed a draw. Followed by two losses... and then another draw and a loss. I'm not entirely sure if there has ever been two draws on a players run sheet in the whole history of X-Wing!<br />
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Anyway, I really enjoyed playing the list, and even though I did horrendously, I had a great time.<br />
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- out. </div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com5tag:blogger.com,1999:blog-740875544340165673.post-90412498987053918572015-02-05T07:00:00.000+11:002015-02-05T07:00:01.075+11:00Star Destroyers! Oh, and We're Back!<div dir="ltr" style="text-align: left;" trbidi="on">
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So....<br />
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It's been a while since we've been around (that's a bit of an understatement) but with a new year and FINALLY some free time, we'll hopefully be back on track with regular content soon!<br />
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Crazy, TommyH and I have working hard to make this Saturday's X-Wing Store Championships as big as we can, (while also somehow fitting in some Conquest, 40k, LotR, our actual day jobs, and me getting married) and with 30 players confirmed as paid things are shaping up to be pretty amazing.<br />
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However while all Crazy and TommyH mentally prepare for the weekend, I find my own attention wandering to something more... Epic...<br />
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Late last year our wonderful new favorite games developer, Fantasy Flight Games, announced the release of what will possibly be my favorite tabletop game of all time: Star Wars(TM): Armada.<br />
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For those of you who don't know, Armada is a game of capital ship battles, giving players the opportunity to field fleets of Star Destroyers and Corvettes, blasting away at each other with banks of turbolasers whilst swarms of snubfighters duel in the crossfire.<br />
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You might think I'm talking it up, but if you have half an imagination check it out and tell me it won't be the most amazing thing you've ever played:<br />
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<a href="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=270">http://www.fantasyflightgames.com/edge_minisite.asp?eidm=270</a><br />
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With all the spoilers FFG has been releasing it's now possible to start making reasonable attempts a building fleets, so over the next week or two I'll be writing up a few quick articles on possible combos that might see some play once the war for the galaxy begins!<br />
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Let's kick things off with that most iconic of Star Wars ships (and the class of capital ship I have a personal obsession over) the Star Destroyer!<br />
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FFG has announced that there will be two available variations of the Star Destroyer craft from launch: the Victory Class and the Gladiator Class.<br />
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The Victory is a formidable ship, giving Imperial players access to the most heavily armed and armoured of all the available Wave 1 ships. With 6 attack dice in its front arc, and 3 on the sides the Victory has the potential to lay down utterly devastating firepower under the right circumstances - enough to take out one of the lighter Rebel craft in a single round of shooting! The Victory also functions well as a squadron support craft, with a Squadron value of 3 the Victory can ensure it is constantly screened from those pesky Rebel fighter craft. It must be kept in mind however that this sort of power comes with a cost, and the Victory II-Class is the most expensive ship announced. Additionally it's not quick - with careful planning it's not inconceivable that a Rebel Corvette could quickly slip by the blazing guns and start pouring fire into the vulnerable rear section.<br />
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This is where the Gladiator Class comes into its own. For a more nimble (relatively speaking) craft, the Gladiator is still quite heavily armed. With 4 attack dice of various combinations on 3/4 hull sections the Gladiator has the potential to be a real nuisance if it can close the distance and unleash its close-range armament. The Gladiator also affords Imperial admirals the opportunity to react more quickly to battlefield conditions - command and squadron values of 2 make the Gladiator an ideal utility craft able to support its own fast-moving fighter screen and capable of changing tactics on the fly (again, relatively compared to the Victory).<br />
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So with all of the above, and recognising that some points value must be kept for fighter craft here's a pair of ship builds taking advantage of what I think are some of the most powerful elements of each ship. Please do keep in mind these are suggestions, as there's a good third of the upgrade cards yet to be revealed.<br />
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The Victory and Gladiator here can work in concert. The Victory is comfortable moving slowly across the field, maximising its opportunity to pour as much fire onto enemy ships as possible. If it does manage to pin an enemy ship at medium range the Victory can bring as many as 8 attack dice to bear in a single attack from the front section, or 6 attack dice from the sides using both the Dominator ability and Enhanced Armament. Overload pulse gives a great opportunity to weaken an enemies defensive capabilities for a second attack from either a different ship section or a broadside from the Gladiator.<br />
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While the Victory makes its way insidiously forwards, the Gladiator can behave very differently. It can use its 3 speed maneuvers to close the distance with the enemy and use the Demolisher title to open fire before the enemy ship moves away. Engine Techs work very interestingly with this combination. The Gladiator can fire, perform its maneuver, perform the Engine Tech maneuver and fire again. The concussion missiles allow the Gladiator to add two extra damage results to each hull section adjacent to the target, which could prove deadly against a ship with collapsed shields.<br />
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When used in combination with any of the currently announced Warlords and you can add greater offensive or defensive utility as you require.<br />
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With high command values Grand Moff Tarkin can furnish you with a suite of tokens to use when you most need them.<br />
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Admiral Screed guarantees that you'll trigger the each of the critical abilities of the Victory and the Gladiator once per activation.<br />
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Admiral Moti can give you the durability to outlast your opponent and weather a barrage of fire to close with the enemy and return the favor.<br />
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As I mentioned previously there are still upgrade cards to come, and with those cards will come new builds and new combinations. If you have your own combination please share it below!<br />
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I'll be back with another post in another couple of days with a couple of my initial impressions of the Rebel craft for Wave 1.<br />
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Until then, make good choices.<br />
<br />
Spicerack<br />
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Spicerackhttp://www.blogger.com/profile/14339472178326043311noreply@blogger.com13tag:blogger.com,1999:blog-740875544340165673.post-25284536714503137712014-11-29T17:32:00.003+11:002014-11-29T17:32:46.207+11:00Star Wars VII trailer and FFG<div class="separator" style="clear: both; text-align: center;">
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The nerd world has just exploded! If for whatever reason you have not seen the Star Wars Episode VII teaser trailer yet, then go and do it now! <br />
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I'm here to talk about X-Wing though. The game from Fantasy Flight Games has been taking Australia by storm, and the release of this trailer has sent a shock wave through the gaming community. Eyes that were previously stuck on GW or Magic are no lingering on the clampack YT-1300 sitting on the store shelves, and for good reason! </div>
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On a quick not, I want to add that we will be hosting our third X-Wing tournament this coming Saturday here in Sydney, Australia. Our first event attracted 16 players, and at our second we got 19. This third one is looking to be pretty big! </div>
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Fantasy Flight hasn't given much of an official release as to whether or not they will have their license renewed for episode VII, but I don't think that's a huge concern. There is no way that Disney would leave a licensing avenue out of the miniature gaming world. The CEO mentioned that "all is fine" (but wouldn't confirm anything officially - obviously). Furthermore, he did also say that they wanted to get all of their current plans for ships released before episode VII hits cinemas next year. So what will happen to the game? No one is sure yet, but the trailer did give us some clues.</div>
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Firstly, that there is still a Rebellion vs Empire feud going on. I'm not going to claim that I am an expanded universe expert, but I am pretty sure that 30 years later there is supposed to be a new republic going on. Not overly sure what that would mean for the game though? I was slightly concerned that they would have to re-haul the entire X-Wing system to make room for the new republic stuff (i.e no rebels). This does mean that they can at least keep the whole Rebellion theme going on!</div>
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Hilariously, when you watch the 2014 report by the FFG CEO, he makes the remark that they sometimes go to Disney with concept ideas for ships and get quite a big push back - meaning that they are likely to be sensitive to episode VII material......I just hope that they weren't the plans for an Imperial epic ship! I know the Rebellion has been spoiled by have TWO epic ships (I have both) so it would be great for the Imperials to get one before the new movie hits. Christmas special maybe?</div>
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Has anyone got any thoughts about the new movie? CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com3tag:blogger.com,1999:blog-740875544340165673.post-64836579653069629202014-11-18T10:00:00.000+11:002014-11-18T10:00:03.015+11:0040k Conquest: Just built a Chaos deck.<div class="separator" style="clear: both; text-align: center;">
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<br />
<div class="MsoNormal">
40k Conquest has been a huge hit around here, and we are all
looking forward to the warpacks! I’ve been playing Eldar/Dark Eldar the
majority of the time, but have recently switched the Chaos. Here is why.</div>
<a name='more'></a><br />
<div class="MsoNormal">
Chaos are awesome! It’s a complete shift away from the
control style of Eldar. Brute force is the chaos way! I pretty much play a
demon deck with a handful of Ork cards thrown in there (Ork Kannons/Squig
Bomb/Burna Boys/Snotling attack). The orks are a great ally for Chaos. The
kannon can be hilarious, especially when you just apply the combat damage to
the screamer that is about to sacrifice itself next anyway! They are also great
for clearing those pesky 1 life cards that are holding planets down the line.
However, the real hilarity comes from the Chaos warlord. Who pretty much turns
snotlings into Khymeras, and burna boys into mean killing machines. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
The other thing I love is sacrificing cultists to deploy
demons for the cheap. One game I managed to have enough up my sleeve to slam
down a helldrake for one resource......haha. Speaking of which, Helldrakes are
horrendously good. I’m sure up in the top tier’s of play they are probably frowned
upon, but I love them. Spicerack (who is playing guard/orks) can pretty much
guess what I have up my sleeve just by the amount of resources I have, or
whatever sequence of cards I start to put down.....he knows me too well!</div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
One thing on Chaos though, Bloodletters are just plain
ridiculous. The area effect 3 is hilarious (turns into 4 with the warlord
present.....). I’m honestly surprised that not more people play with them. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Anyway, I’m not the greatest of card players, and I have
been schooled by some of the other guys who play it religiously. </div>
<div class="MsoNormal">
<br /></div>
<div class="MsoNormal">
Great games though.</div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com2tag:blogger.com,1999:blog-740875544340165673.post-46727774487143048402014-11-17T16:36:00.001+11:002014-11-17T16:49:07.158+11:00The Hobbit: need a new combat character. <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGET2yBrikABZFm1BjHdmLpDgWPIuaz8CREPCYiIJg165yX61OOjEK1EJ2yYSCspMHPjghc1zKnsLfYgLFtvlOex7srwQ7_BhkJF8i5Jzv7-zTCylU2yszU2LdQMuDS5nuxsZmZCU62IM/s1600/LOTR-1-lord-of-the-rings-6888014-900-605.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGET2yBrikABZFm1BjHdmLpDgWPIuaz8CREPCYiIJg165yX61OOjEK1EJ2yYSCspMHPjghc1zKnsLfYgLFtvlOex7srwQ7_BhkJF8i5Jzv7-zTCylU2yszU2LdQMuDS5nuxsZmZCU62IM/s1600/LOTR-1-lord-of-the-rings-6888014-900-605.jpg" height="215" width="320" /></a></div>
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WOW, time warp to the extreme. It’s been over two weeks
since I last got a post up! Anyway, back in action. Let’s talk The Hobbit.</div>
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</div>
<a name='more'></a><br />
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So, on Saturday we hosted our 4<sup>th</sup> The Hobbit
tournament, and it was a blast! The Hobbit is such a great system. Balanced,
and a hell of a lot of fun to play. We had an odd number of players so I played
the bye rounds with a borrowed Arnor army. It got me thinking about what to add
to my current force.</div>
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So, my current list relies upon a very basic, but effective
hammer and anvil tactic. Essentially speaking, I have high defence dwarves out
the front of my army being supported by wood elves with spears. This means that
I end up with a wall of Defence 7, Fight 5 combats....awesome! The hammer is
made up of 5 Sons of Eorl, who are badass enough to break pretty much any
infantry line. They are also horrendously fast moving. Now, playing with Arnor
taught me two things. First, that having A LOT of 1 might models is extremely
effective, and second, Arathorn is a serious badass (3 might/3 attacks)!</div>
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<br /></div>
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Cheap might points are essential in this game. So I think I
may add in two rangers of the north to give me some cheap Might points on the
wings. Plus it means I can heroic march to places without draining from my
combat heroes. Not sure where I will find 50 points, but It will be somewhere. </div>
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Currently my main combat character is Balin, and to be fair,
he can be seriously tough. Defence 8, can re-roll a fight dice, and gets +1 to
wound....but while that is awesome, I want more! So, I was thinking of either
getting Arathorn in there, the elf twins, or Celeborn. I really like the elf
twins, especially since they roll around on foot with 3 attacks EACH. Not to
mention if one of them dies, they become str5....3 might each...NICE. However,
they are expensive. Celeborn is an absolute badass. His ability to immobilise
you as he charges is incredibly scary when you are on the receiving end....so
if I can get his armoured model, then I will definitely try it out. </div>
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<br /></div>
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Of course, more than likely I will wait until the third wave
of Hobbit models come out. There might be a hidden gem of an elf character lying
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<br /></div>
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We will see.</div>
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<![endif]--><br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-78855701148641916732014-11-04T19:54:00.002+11:002014-11-04T19:56:12.991+11:00Warhammer Fantasy: Will there be changes to mounstrous mounts? <div class="separator" style="clear: both; text-align: center;">
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<br /></div>
So the End of Times is upon us as has been for the past few months. There has been a multitude of awesome models, rules changes and influences that will really shake up how you play a game of Warhammer Fantasy in the near future.<br />
<br />
<a name='more'></a>One thing in particular that comes to attention are the rules for the new ridden monsters, such as Glottkin and Karl Franz Ascendent - while both of these models feature a ridden monster, they no longer have a split profile. For example, the new Karl Franz Ascendent model has a 3+/4++ and 9 wounds, with the strength/toughness/movement characteristics of your typical ridden griffon all under the same statline. This makes Karl particularly frightening as you can't just snipe his mount out from underneath him with a few well placed cannons.<br />
<br />
So will this be the direction of the future? Has GW realised that cannons are just a little bit TOO good at taking out monsters, and wants to let the big boys come out again?<br />
<br />
If so, I will be thrilled. A shared profile of wounds and wardsave amongst rider and mount means factions will be able to finally bring out a few hundred points of awesome and not be worried about having it thrashed in their opponents first shooting phase - you might finally even see some monsters in the competitive scene! To put it into perspective, a cannonball that hits and wounds does 3 - 4 to an enemy monster. Karl Franz with his shared profile Griffon would take roughly 6, accurately placed cannonballs to bring down as opposed to one or two - you would be better trying to counter such a character with static combat resolution or your own combat machine. A few things that become immensely scary are elf dragons and the Stone Horn from the Ogre Kingdoms (yeah... the monster that, with a combined wounds profile, would have 11 in the bank and only take 1/2 the wounds from artillery pieces - yikes!).<br />
<br />
So what would these proposed changes mean to you guys? Would you all immediately bring out your biggest, baddest monster? Let us know!<br />
<br />
Keep shaking things up GW - it's going great!<br />
<br />
Alles gute,<br />
TommyH<br />
<br />
<br />Anonymoushttp://www.blogger.com/profile/06688401692271314517noreply@blogger.com2tag:blogger.com,1999:blog-740875544340165673.post-80134591500270123382014-10-29T09:24:00.000+11:002014-10-29T10:17:28.461+11:00Speedwing - The fast way to play X-Wing.<div class="separator" style="clear: both; text-align: center;">
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<br />
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Alright, so you may have read a few months back that we had
the idea to create a short and fast version of X-Wing for single night play.
Well here is how it went!</div>
<a name='more'></a><br />
<div class="MsoNormal" style="text-align: justify;">
To say the least, it was a raging success. Essentially,
Speedwing is a two hour tournament that can be held and organised by pretty
much any store. The boys down at Good Games Town Hall have been awesome in
implementing the system. The details:</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
50 points squadrons.</div>
<div class="MsoNormal" style="text-align: justify;">
40 minutes per game.</div>
<div class="MsoNormal" style="text-align: justify;">
$5-10 entry.</div>
<div class="MsoNormal" style="text-align: justify;">
3 x games.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
It’s that simple. You can always scale it up to four games if you want, but usually no one is overly interested in being super competitive on points. The prizes are usually 4-5 different things of equal value, and coming first gives you first pick. On an average night, you will usually find
10-15 players for the fortnightly event down at Good Games Town Hall (where we
religiously play at). It is great to see so many gamers jumping in on it. Some
people don’t like the 50 points limit, as it has ended up in everyone pretty
much running a single beefed up ship. However, this makes things REALLY
interesting. It becomes a serious one on one dog fight. However, in saying
that, the cheap swarm builds have been doing great as well.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
I have been running a super Corran with the following:</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Corran, R2D2, Engine Booster, Fire Control Systems, Push the
Limit and Flechette torps.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Basically I just roll around the board getting myself into a
position to double tap somebody with Corran’s ability, and then boost away to
regenerate shields with the R2D2....who is THE MAN. Everyone has settled into
their own unique builds, and really the only thing that is repeated by players
is Whisper. At the last one we had FOUR Whispers rolling around the board.
Which was great to see them playing off against each other. </div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Anyway, It is a great way to learn how to fly your ships.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Give it a go.</div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com1tag:blogger.com,1999:blog-740875544340165673.post-34541668766599592702014-10-28T09:09:00.000+11:002014-10-28T09:09:01.933+11:00Dealing with The End Times<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVhPhAR0C_QIRchjCBhDeUTLCzdWz5ek_sLG_sWccdJQBN8P0rvXsx5s1frap_4AW54FzV_6oJtqNEaH-A8wlb1ns-wLdQMPYp4YR_3Zz351MgifavT7HrySu0I7XD_3M3IYvSZjLOMso/s1600/1409902163875.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVhPhAR0C_QIRchjCBhDeUTLCzdWz5ek_sLG_sWccdJQBN8P0rvXsx5s1frap_4AW54FzV_6oJtqNEaH-A8wlb1ns-wLdQMPYp4YR_3Zz351MgifavT7HrySu0I7XD_3M3IYvSZjLOMso/s1600/1409902163875.jpg" height="205" width="320" /></a></div>
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GW dropping their latest FAQ for fantasy has led to a rapid
change in the gaming scene. Being able to now take up to 50% lord and 50%
heroes means that there are now some seriously hilarious combos available.
However, was it the right move?</div>
<div class="MsoNormal">
</div>
<a name='more'></a><br /><br />
<div class="MsoNormal" style="text-align: justify;">
Well, for some it was the greatest thing to happen since the
invention of the six sided dice. We all secretly knew the increase was coming
to the main rulebook. GW would never have released a 1,000 point model that is
only usable in 4k points games........Plus, it now means you can use your
dragon in smaller games now. Or any of those huge characters that are 500+
points.</div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
For me, it means I can bring out my Star Dragon! I got about
half way through painting up my High Elf Prince on the dragon before I realised
I would probably never get to field him (remember we usually play much smaller
games – usually between 1,200-1,800. Now all kitted out I can have the dragon
in a 1k game! This doesn’t mean I will win though, as a stray cannon shot can
end those plans pretty fast.....I will do it anyway. </div>
<div class="MsoNormal" style="text-align: justify;">
<br /></div>
<div class="MsoNormal" style="text-align: justify;">
Our first tournament with the new rules will be later on in
this month. It will be 1,800 points with pretty much everything except Storm of
Magic allowed. Usually we have banned special characters, but this time we
decided to go all out and see what happens. I’m not overly sold on the whole “everyone
can raise” undead, but I felt the same way about demonology in 40k and it didn’t
turn out so bad (something just doesn’t sit right with me about everyone being
able to summon units). <span style="mso-spacerun: yes;"> </span>I wonder if
anyone will rock up with a High Elf army and a hoard of skellies? </div>
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<br /></div>
<div class="MsoNormal" style="text-align: justify;">
We will see....</div>
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<![endif]--><br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-60007763218629415172014-10-21T08:57:00.002+11:002014-10-21T08:57:32.295+11:00The Hobbit: Team Tournament Results<div class="separator" style="clear: both; text-align: center;">
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<br />
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Well we are back from the weekend tournament, and to put a
long story short....we got SLAMMED.</div>
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</div>
<a name='more'></a><br />
<div class="MsoNormal">
The boys and I knew we were in trouble when we turned up and
were the only team to not have a full painted army. This meant we had to try
and win through battle and sports alone.....which we didn’t do too badly at. In
the end we can 4<sup>th</sup>. </div>
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<br /></div>
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Our first game was against the Victorian team that had come
up. We knew they would be a hard match-up, so we decided to grudge them off the
go so we could submarine if need be. I played off against their Team captain
who was using Gondor. Aragorn is an insane combat beast who I really
underestimated. The free might point per turn is worth every single point,
especially if he is still mounted on his horse. In the end It was a minor
victory to him, but it was enough to push through their team out in front. We
all lost our games in the first round....</div>
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<br /></div>
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My second game was against elves.....with Galadriel and
Celebron leading the way. Again, I seriously underestimated Celebron. That guy
is a machine....the fact that he can Immobilise you and then charge is crazy
good. Another good trick with him was to immobilise a model and then charge
other ones while using the fixed one as a flank protector. It was the strangest
of all my games because after an hour and a half we had each only killed six
models......so it ended in a draw. Spirecrack and TommyH won their games
though.</div>
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<br /></div>
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My third game was probably the best game of The Hobbit I
have ever played. It was against Andrew with his Mordor army. He had a troll chieftain
which scared the hell out of me.....but by some pure strike of continous luck,
I managed to hold him up with 30 point Eowyn (Heroic Strike......Heroic
Strike....). I knew to win the game I needed to focus on killing off his
regular orcs, which, in the end, won me the game. I eventually broke his army
and his low courage did the rest of the work for me. The first thing to run was
the Troll chieftain! Andrew was a great sport though and took it all on the
chin with a laugh.</div>
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<br /></div>
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My last game was against Andrea and his crew of local
players. These guys were our best hope of beating the Victorian team, so we
were a bit disappointed when we drew them knowing we would have to play hard
out! There was some small joke talk about all three of us just throwing the
games to boost them into first place, but obviously we would never do that.
Andrea had an army of 47 dwarves! With a minimum of Defence 6! Hilariously, I
killed 31 of them before the game ended, and only lost 9 in return. Still
though, the mission was Reconnoitre and he won by sneaking off 13 models before
the game finished. </div>
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<br /></div>
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Overall, I think we did pretty well for a team that didn’t
have any paint score. It was a great day, and it has reminded us all about how
good a system The Hobbit really is. </div>
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<![endif]--><br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-9950012446815793372014-10-15T19:54:00.002+11:002014-10-15T19:54:20.511+11:00The Hobbit team tournament this weekend!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDtjQ85WYckyi-9vW6ukIib6eCvNzyaU1ZCD4yv3jg65Ihk0nxBEkNXVzogTLMwSdGpyCCnkDfUZ5JGWtN17Gw8dagGkduvD62KbzEcd4eZAkhUPtZfKmmfBmnAKtE2H4hoZPEelpw96w/s1600/the-hobbit-battle-of-five-armies-103463-640x320.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDtjQ85WYckyi-9vW6ukIib6eCvNzyaU1ZCD4yv3jg65Ihk0nxBEkNXVzogTLMwSdGpyCCnkDfUZ5JGWtN17Gw8dagGkduvD62KbzEcd4eZAkhUPtZfKmmfBmnAKtE2H4hoZPEelpw96w/s1600/the-hobbit-battle-of-five-armies-103463-640x320.jpg" height="160" width="320" /></a></div>
This weekend the boys and I are teaming up at Sydney's first Team The Hobbit tournament. Here is the breakdown:<br />
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<a name='more'></a><br /><br />
Long story short, we have gone for the "put the worst player" as captain card......which is me. My job isn't necessarily to win, but to just deny as many points to my opponent as I can while TommyH and Spicerack power through their opponents. We used a similar tactic at a 40k team tournament a while back, and it seemed to work well.<br />
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None of our armies are fully painted, and we haven't had a decent game of The hobbit in a while. However, one of the reasons why we still love it is that the rules are so simple. So! What am I taking? Well, I am bringing my normal entourage of Dwarves to tank damage up front, Elves with spears for FV5 badness and Rohan for fast hitting power. Usually this list does pretty well, and it scares a lot of players.....but sometimes I just play horrendously and lose.<br />
<br />
The other boys are bringing their usual evil armies. We have absolutely no theme (points were up for grab for anyone who made an effort in theming their teams to Middle Earth), will get rubbish paint scores......but we will try not to come last. Battle will be our saving grace. It should be a decent turn out, with even a team coming up from our Victorian brothers (close nit group of LOTR players here in Aus). All together there should be six teams of three. 18 players is a GREAT turn out for The Hobbit.<br />
<br />
Anyway, wish us luck!<br />
<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-65685200854206190542014-10-10T09:04:00.000+11:002014-10-10T09:04:04.734+11:0040k Conquest review<div class="separator" style="clear: both; text-align: center;">
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Conquest is here! The latest 40k related released from
Fantasy Flight Games has landed into stores and has begun to suck up our sweet
gaming money. Let me start out by saying that the game is GREAT. Here is why:</div>
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<a name='more'></a><br />
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There is no doubt that the 40k fluff is one of the coolest
parts of our hobby, and this game really captures it – in my opinion.
Essentially speaking, it is a card game, but in many ways it is much more
strategic than the actual table top game. Let’s first start out with value.</div>
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<br /></div>
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The starter box here in Australia costs $56 (Good Games Town
Hall), and includes decks for ALL SIX races....and when I mean decks, I mean a
fully playable competitive deck. Each box comes with two player dials (which
are essential for play), and enough tokens for two players. Now, this game is
just designed for multiple players pitching in to buy a number of boxes. There
are five of us here splitting three boxes....which works out to be $33 each and
we get three sets of the decks, plus all the stuff we need to play. Now, why
not just split a box between two people? Surely that’s cheaper? Well.....yes it
is. However, in the starter decks some cards only come once. Now this isn’t
debilitating by any means, but if you want to add some real flavour to your
deck, and have one that plays differently to other people, you will need a few
copies of each card. </div>
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<br /></div>
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The game itself is great. Granted like any other game it
takes at least an hour to get the rules through your head, but once this is
over it is great fun. Me, being the Dark Eldar fan of the group.......went for
Dark Eldar. Surprise! TommyH took Space Marines, Spicerack has taken Imperial
Guard and Ruby has taken Orks. Tau is going to our good mate Optimus Prime
Time, and Chaos is going to one of our X-Wing mates. What about Eldar? Well no
one has taken them, so myself and OPT will be allying them in. </div>
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<br /></div>
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Dark Eldar essentially play by spamming Khymera tokens and
playing a great load of tricks on the other player. For instance, there is a
great card called “Raid” which means you steal resources from your opponent,
and It is Dark Eldar specific. I think this fits in extremely well with the
Dark Eldar style of play, as do most of their other cards. Wait, token
spamming? No Spamming! No no.....it’s okay, the game (like everything of FFG’s)
is extremely balanced. Sure I have a heap of tokens that do a huge amount of
damage if left un checked......but they die the second anything with an area of
effect attack happens (basically some units can area effect damage a group of
cards – usually any form of squad has this ability). </div>
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<br /></div>
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Talking about themes, all of the races have a unique play
style. FFG has done a great job in capturing how the races in 40k should play.
I would urge anyone who has a favourite army to just stick with it in Conquest.
You won’t be let down.</div>
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Okay sure it is a card game, but you really don’t notice it.
Don’t fall into the trap that some people are just calling it “the magic” of
40k. It is really a great game. Plus, it being sold at a rapid pace must mean
something? Right? </div>
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<br /></div>
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Give it a go.</div>
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<br /></div>
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- Out. </div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com6tag:blogger.com,1999:blog-740875544340165673.post-54570653173218362222014-10-07T09:59:00.000+11:002014-10-07T09:59:00.388+11:00X-Wing Rebel Aces - Keyen Farlander is the man!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN0E2zR8pGoRwVrkCNK54b8vHvLo8_gQhuwcdv1h3cdCA092LTO2PVQeEoyIKJMXdglQZXl0rRh44tARCcq7dCp2v7JT2eXP2_tWs4H8Yxl29V0TAnXz0Kd9vYehn_jOWfMaUY_fbx1TA/s1600/index.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjN0E2zR8pGoRwVrkCNK54b8vHvLo8_gQhuwcdv1h3cdCA092LTO2PVQeEoyIKJMXdglQZXl0rRh44tARCcq7dCp2v7JT2eXP2_tWs4H8Yxl29V0TAnXz0Kd9vYehn_jOWfMaUY_fbx1TA/s1600/index.jpg" /></a></div>
Rebel Aces was released last week, and what a set it is.<br />
<br />
<a name='more'></a>There is no doubt that the big card of this release is Keyen Farlander. Being able to use stress as a focus token when attacking is insane....so how do we take advantage of this? By running the following:<br />
<br />
Keyen:<br />
Heavy Laser Cannon<br />
Push The Limit<br />
<br />
Wedge<br />
<br />
Jan Ors (HWK)<br />
Kyle Katarn<br />
Blaster Turret<br />
<br />
<br />
Bang on 100 points. Basically, Jan is the lynch pin in opening the door to do some serious damage. At range three, you can bump up Keyen to have five shots......in fact, you can have Keyen firing five shots at any range. Push the limit gives him the ability to get that much needed stress token. Always target lock with the second action....always. You may opt to take a focus token as the other action just to have something on the defensive. Just remember to always use the stress token instead of focus.<br />
<br />
The great thing about this list is that you have the option of boosting Wedge. Now, no one can argue that Wedge isn't brutal. I usually play him very aggressively in this list. You can shoot him in range 1 of something, and then have the option of giving him the extra shot. It can really go a long way for your opponent to know that they can either face 5 shots with a target lock and focus.........OR five shots from Wedge...scary. He by himself can take out one ship a turn at range one. His -1 to your dodge is brutal.<br />
<br />
The synergy keeps flowing into Jan's load out. Basically, once you start taking on stress to give Wedge/Keyen their additional shots, you can use Kyle to gain free focus token when you perform a green move the turn after. You will need it to fire your turret anyway, so it works well. Plus, having another 3 shots at PS8 won't hurt!<br />
<br />
This list is both fragile and deadly. In my first game with it, I dropped two enemy ships before we had even reached below PS8....insane. The amount of shots Keyen can put out at long range means you really can't hide anywhere but out of range.<br />
<br />
Give it a go guys, see what you think.<br />
<br />
- Out.<br />
<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com1tag:blogger.com,1999:blog-740875544340165673.post-31000126023471139542014-10-06T09:32:00.001+11:002014-10-07T15:40:33.899+11:00FIrst look at Dark Eldar, round 3!<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtmQF7kBCFz6EhBvpkPSbcvwVS-UvnDzo7hqW0rp0c72j2N3F7hfevcawsbdm7McdkjHBPL_aADdLTQWJfNpbWjEiiZ6HOcfVoOac7na0blBnDnynVCArXIKq56AfZOQ9b6N32NUp9V7M/s1600/Dark_eldar_on_raids_by_beckjann.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtmQF7kBCFz6EhBvpkPSbcvwVS-UvnDzo7hqW0rp0c72j2N3F7hfevcawsbdm7McdkjHBPL_aADdLTQWJfNpbWjEiiZ6HOcfVoOac7na0blBnDnynVCArXIKq56AfZOQ9b6N32NUp9V7M/s1600/Dark_eldar_on_raids_by_beckjann.jpg" height="202" width="320" /></a></div>
Round three!<br />
<br />
<a name='more'></a>Alright, so now I have just been looking at the special items page.....The animus vitae is now pretty damn good. Upgrading everyone to the next pain token level is almost a must. I feel this combos extremely well with Doom (obviously). Being str4 seems balanced enough to make you consider when to use it. You have a single shot that will likely always hit (high BS characters), but may not always wound....so it's a hit and miss item.<br />
<br />
The Archangel of Pain is great. It works effectively the same as psychic shriek. Except you get a bonus -2 to your leadership! Awesome. It being a bubble effect means It will be hilarious in a portalling unit. However, the big problem is that it won't impact anything with ATSKNF....which means it will be useless against half the armies you might play at an event. Worth considering though since if it does go off against something like Tau....then you are laughing.<br />
<br />
The Armour of Misery is a MUST for combat units. That -2 to enemy leadership is so debilitating for some armies that it will be a great combo for allied shriek seers. Plus, unlike the archangel of pain, it DOES impact upon all units. <br />
<br />
The Dijn blade is back in style....absolutely nothing has changed in what you get for it, BUT you now just roll a single D6 to see if you lose a wound (on a 1 you fail). Not bad! You are still debilitated by Eldar str3, but no matter, the weight of attacks will even out the odds. HOWEVER, watch out as you can kill your own Shadowfield from failing it....<br />
<br />
The helm is well.....really only required if you are playing some crazy Eldar Shriek army. Giving all psykers within 12" the ability to perils on any double is cool and all, but it's not that debilitating for them. I would only take it in a social game against someone who I knew was going to bring a lot of Psykers.<br />
<br />
The pistol......is cool. The ability to regain wounds isn't bad, and being 5 points makes it a reasonable choice. I think it can't really hurt to take it on your combat archon. You might regain a single wound (MIGHT....it's AP5) before heading into the fight. Overall I good choice I think.<br />
<br />
Still looking through it....more to come.<br />
<br />
- out.<br />
<br />
<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com11tag:blogger.com,1999:blog-740875544340165673.post-62550060205978737802014-10-06T03:00:00.000+11:002014-10-06T03:00:06.218+11:00First look at the DE codex, round 2.<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtmQF7kBCFz6EhBvpkPSbcvwVS-UvnDzo7hqW0rp0c72j2N3F7hfevcawsbdm7McdkjHBPL_aADdLTQWJfNpbWjEiiZ6HOcfVoOac7na0blBnDnynVCArXIKq56AfZOQ9b6N32NUp9V7M/s1600/Dark_eldar_on_raids_by_beckjann.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtmQF7kBCFz6EhBvpkPSbcvwVS-UvnDzo7hqW0rp0c72j2N3F7hfevcawsbdm7McdkjHBPL_aADdLTQWJfNpbWjEiiZ6HOcfVoOac7na0blBnDnynVCArXIKq56AfZOQ9b6N32NUp9V7M/s1600/Dark_eldar_on_raids_by_beckjann.jpg" height="202" width="320" /></a></div>
Alright my next round of thoughts:<br />
<br />
<a name='more'></a>Reavers.....well at first I thought to myself that I would never be seeing them used again.....until I saw their points drop. Okay, so we have lost the D3 hits when we turbo boost, but it's not all bad. Something else I haven't seen talked about is the increase in unit size from ten to twelve. Not huge? Well actually it is. It means that early game panic checks won't occur until you kill at least four. Plus it always helps to have a lot more attacks. It also means you can have FOUR blasters/heat lances in the unit now....which is AWESOME. PLUS, the new power from pain rules benefits these guys the most. In all honesty, I would always reserve these guys, or at least keep them far at the back - unless I needed them of course. Wait until they boost up to have FNP, and then just launch them forward. A unit of twelve isn't hugely expensive, in fact you are looking at about 250 points for a beefed up unit of twelve.<br />
<br />
Scourges......are pretty damn awesome. Absolutely nothing has changed.........except getting a 6 point drop per model! You really can't leave home without some of these guys now. They really pump out a lot of damage for their relative points cost. Plus you can outfit them however you want. Two ways I can see them being used....Firstly as fast moving Blaster platform to just take out vehicles. Alternatively, highly maneuverable Splinter Cannons. They are comparably tougher than trueborn too.<br />
<br />
The court of the Archon is interesting to say the least. The points drops are appreciated, but I am still not sure about this choice. I do like Sslyth's though. They were overpriced, in my opinion, before. However, now they may see some use. T5 with a sharcarbine is pretty good, and considering now that Splinter Racks is now for ALL splinter weapon, it is definitely something worth considering. I wouldn't take 10 of them in a raider, but 3-4 in a raider, with a medusa thrown in isn't too bad a choice. However, I guarantee it will be the first target from your enemy once they realise how many re rolling splinter shots you are getting....The other thing to consider is a Portalling squad of medusa's....No scatter is hugely beneficial for putting a bunch of ap3 templates into play - except vs Tau of course....but you are screwed vs Tau anyway!<br />
<br />
I think if you look past the changes to the codexes "cool" factor, you can really see that the designers were going for a fast paced type of force.CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com3tag:blogger.com,1999:blog-740875544340165673.post-11176291126360007982014-10-05T17:35:00.000+11:002014-10-05T17:35:15.421+11:00First look at the Dark Eldar Codex.<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn6qLZk1s9SRHxEiLr6afh_l2yQJnvOjkBpRhD5sIjiuL2R7qMY468h8PsRpN317SOHQCz08ox6edASwehXtv0OqUWiRZKWaIvmFnu0QHXcneIGV7DzQD2-nWYorwMusF74zQyKkPtbws/s1600/Dark_eldar_on_raids_by_beckjann.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhn6qLZk1s9SRHxEiLr6afh_l2yQJnvOjkBpRhD5sIjiuL2R7qMY468h8PsRpN317SOHQCz08ox6edASwehXtv0OqUWiRZKWaIvmFnu0QHXcneIGV7DzQD2-nWYorwMusF74zQyKkPtbws/s1600/Dark_eldar_on_raids_by_beckjann.jpg" height="202" width="320" /></a></div>
So, it's not the end of the world! As with most codex releases, there is a HUGE blow out of it "being rubbish" before we even get the book. Well, while we have lost a lot of cool things, the book isn't half bad.<br />
<br />
<a name='more'></a>First of all......let me explain that I won't be approaching this from a tournament competitive view. This will be about regular social gaming. Here is a quick rundown of the main things that have popped out at me:<br />
<br />
The first thing I went to was the items section. There are some changes that I think almost everyone should know about. Firstly, that Shadow fields do not go away until the end of that phase. This can only be a boost, okay sure we still lose it.....but now at least we can still tank 2+ invul saves at the front, before retreating to the back (instead of dying to the next lasgun shot.....). Clone fields becoming a standard 4+ isn't as cool as it used to be....but it isn't bad.<br />
<br />
Huskblades being AP3 now is a huge hit in my book.....still brilliant, but it's lost a fair amount of weight vs an agoniser. <br />
<br />
Let me just say one thing....I am not a huge fan of the new pain token system....6+ FNP on turn 2 is rubbish no matter how you try and sell it. A lot of DE players will tell you that the only thing standing between them and a horrible hit when their vehicle blows up is that FNP safety net. It's a two sided coin. All untis benefiting from it is cool, but I know think that getting those bonuses from Urien will be a key tactic....speaking of which, Urien is back in style. I will most likely be running him as my main man from now on. The 12" bubble of pain is a MUST, even for social gaming.<br />
<br />
I am a big fan of the new combat drugs giving toughness. Okay it's only 1/6 chance, but it can make a hellion or reaver unit much more resilient. <br />
<br />
<br />
One thing I do love is the new Aethersails just being a flat out move of 24"...AWESOME. I can really see the new tactics for Dark Eldar being to stay as far back as possible (and I mean as far back as possible), pool up pain buffs and then just rocket forward in the last few turns. It is entirely conceivable to just take some seriously tanky units (Talos/Mandrakes....yes mandrakes - 2+ cover ftw) and just reserve everything else.<br />
<br />
Anyway, once I have more a flick through the codex I will report in. CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com3tag:blogger.com,1999:blog-740875544340165673.post-68380151852237931032014-09-30T09:35:00.000+10:002014-09-30T09:35:07.276+10:00Talking about the Dark Eldar release #1<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2Kh3pHG9q-OWpDs8faZruLi2j8-XIGWS_12MUb5wKYZC-4Xk-uhMVvHUfyLqe6kmwKRp0h6y7yapwl09Fxkxvvt4ni5bPFmXqwSZGOdu05c995U7zls_i3bKO8B0MLSoVvWPtGQagrJA/s1600/Dark_Eldar_2_0_by_1mpact.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" closure_lm_701690="null" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2Kh3pHG9q-OWpDs8faZruLi2j8-XIGWS_12MUb5wKYZC-4Xk-uhMVvHUfyLqe6kmwKRp0h6y7yapwl09Fxkxvvt4ni5bPFmXqwSZGOdu05c995U7zls_i3bKO8B0MLSoVvWPtGQagrJA/s1600/Dark_Eldar_2_0_by_1mpact.jpg" fua="true" /></a></div>
<div class="MsoNormal" style="margin: 0cm 0cm 10pt;">
<span style="font-family: Calibri;">Wow, what a week it has been with Dark Eldar news! I’ve been away on holidays for the past two weeks (hence the silence), but I am back in action as of today. Let’s talk Dark Eldar again....</span><br />
<a name='more'></a></div>
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<span style="font-family: Calibri;">The rumours, if you haven’t been seeing them, point towards Dark Eldar getting the usual 7<sup>th</sup> edition revamp. The loss of special characters without models, and a general standardising of play style. Obviously it is far too early to call how they will play, but I’ll make some reviews below (from the rumours).</span></div>
<div class="MsoNormal" style="margin: 0cm 0cm 10pt;">
<span style="font-family: Calibri;">The first thing I want to talk about is the loss of special characters. I’ll be interested to see how the ones who remain turn out. My bet is that they lose a lot of their flavour, but gain overall in value. There won’t be anymore Baron shenanigans it seems, which I am sure will ruin a lot of player’s lists. The Duke going is what hurts me the most, as I think he was super cool, but who are we to know if they will make a triumphant return at a later date? I don’t want to sound like I’m crying too hard though, as realistically In normal games I used stock standard Archons. </span></div>
<div class="MsoNormal" style="margin: 0cm 0cm 10pt;">
<span style="font-family: Calibri;">Flickerfields supposedly going from the options in Raiders and Ravagers will be interesting. The rumours point towards Night Shields now giving stealth, which is great in some ways, but worse off in others. Using cover has been the hinge upon Dark Eldar victories since the codex first came out, and I am sure Night shields will become across the board compulsory for every vehicle (well....it already was). </span></div>
<div class="MsoNormal" style="margin: 0cm 0cm 10pt;">
<span style="font-family: Calibri;">The bomber.....first let me say that this is by far the best looking model I have seen in a 40k release since Eldar came out last year. A few weeks back I called it that the bomber would be gone....but I am so glad I was wrong! The rules from the battle report seem alright. I wouldn’t put much faith in the whole “it wiped out a whole squad” line, as that seems to always be the case for White Dwarf reports. I can see this model becoming a huge hit for painters, and I wouldn’t at all be surprised to see a few of them at Armies on Parade this year. </span></div>
<div class="MsoNormal" style="margin: 0cm 0cm 10pt;">
<span style="font-family: Calibri;">Rumours are going around now (from someone that has supposedly seen the book) that Talos can now be taken in units! Fantastic, I was writing about this a few weeks back and I am glad It turned out to be true. I really hope they make a comeback onto the field by gaining some form of additional movement, or at least a half decent Feel No Pain save. </span></div>
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<span style="font-family: Calibri;">I haven’t heard anything about my beloved Grotesques yet.....but I’m not surprised, I seem to be one of the few players that actually used them in the current book, so I can understand there being little hype about them! Big missed opportunity for a new kit though.</span></div>
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<span style="font-family: Calibri;">Only a few more days to go, so let’s hope the rumours keep flowing in!</span></div>
CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-62461696850942534292014-09-18T03:00:00.000+10:002014-09-18T03:00:03.693+10:00Wracks and Dark Eldar Leaks<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1HzP5ofGXKsS43sGGJ6lb8_H4FgovPkBj0TRHT6I0zTyMuOErAZfpU5bQvCqkOYzR2Gt3SQxu7e4PlIdrKUggpdzRAZZpZtR6LfVt73blEXFzGulVluCmN3s0DlRFSSAJqmSzsSMdJus/s1600/Dark_eldar_on_raids_by_beckjann.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1HzP5ofGXKsS43sGGJ6lb8_H4FgovPkBj0TRHT6I0zTyMuOErAZfpU5bQvCqkOYzR2Gt3SQxu7e4PlIdrKUggpdzRAZZpZtR6LfVt73blEXFzGulVluCmN3s0DlRFSSAJqmSzsSMdJus/s1600/Dark_eldar_on_raids_by_beckjann.jpg" height="202" width="320" /></a></div>
<div style="text-align: justify;">
Hells yeah! The Covens are back in style. Obviously we can all tell that little work has gone into the Wracks.....but they didn't really need an update anyway. </div>
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<a name='more'></a>The absolute coolest thing about this release (so far) is the ability to pimp out the raiders with Wrack Crew members! Like below:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLUNYH0gb1z8MaIzeojVFlXVUtNqPiVbWppUOqkSvFO9juJg9Ib77VHtATi5cr9RoEnxwd8v66Xom3NH-IYWWzEBHBdUDXd4pUJjq_iURpthYyOlgBMtaB36ikk_PVmJ76KAA0WW8V7Yg/s1600/XceXHwI.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhLUNYH0gb1z8MaIzeojVFlXVUtNqPiVbWppUOqkSvFO9juJg9Ib77VHtATi5cr9RoEnxwd8v66Xom3NH-IYWWzEBHBdUDXd4pUJjq_iURpthYyOlgBMtaB36ikk_PVmJ76KAA0WW8V7Yg/s1600/XceXHwI.jpg" height="212" width="320" /></a></div>
So awesome!<br />
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I think a lot of people will be switching to having the Wracks as crew. Spicerack brought up the idea that they may be a type of upgrade for the vehicle....but I am not so sure what the effect would be. Anyway, I will likely end up upgrading my raiders to be like the above. </div>
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I think Coven armies have a lot of potential. Wracks were already being used across the board as cheap Venom squads, as well as tough objective holders. Well.....tough by Dark Eldar standards. I am eager to find out how they will play in the game as a complete force. Or if they will have any specific army traits for taking all coven units. I think the Orks and Space Wolves have set a pretty decent precedent when it comes to taking preset army list units. Perhaps 3+ Wrack units, 1+ Grotesques and 1+ Talos will get you an additional pain token for each unit? That's another thing.....I really hope Pain Tokens stay the same. I think Combat drugs could use an update, but having FNP is such a crucial part of playing Dark Eldar. I would hate it if they made it the tier 2, or 3, token benefit. Of course it would be awesome if the FNP became better with more tokens. Imagine having 3+ FNP with three tokens? It sounds broken, but how many units have you known to have three tokens? </div>
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Speaking of other Coven units, I am hoping the Talos gets some sort of points reduction, either in its base cost, or in it's optional upgrades. Personally, I like them, and had great success running one in a tournament a few months back. Unfortunately I think in larger games they are utterly useless, so something definitely needs to change there! Same goes for the Cronos. </div>
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Anyway, I am PUMPED for this release.<br />
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Come on more leaks!<br />
<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com4tag:blogger.com,1999:blog-740875544340165673.post-26663832402599208032014-09-17T20:28:00.004+10:002014-09-17T20:28:59.692+10:00How to Play 40k Conquest - Video<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1xHOV6X_YkbDptDkH4FNBGQsbDIR7HROzF85hwgFVmiR1C6laYzJ9OWDD6aGm1kUC2jBznH3S6rGPAp6h3ppJJcRyBBgWjpOjeCligZ3aVGYABXVrbg7PO1pd6ojk_xIvHXCtDzQjE0k/s1600/WHK01-box-left.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1xHOV6X_YkbDptDkH4FNBGQsbDIR7HROzF85hwgFVmiR1C6laYzJ9OWDD6aGm1kUC2jBznH3S6rGPAp6h3ppJJcRyBBgWjpOjeCligZ3aVGYABXVrbg7PO1pd6ojk_xIvHXCtDzQjE0k/s1600/WHK01-box-left.png" height="320" width="278" /></a></div>
ALRIGHT, well this is what we really have been waiting for.....a proper video explaining how this game plays:<br />
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<a href="https://www.youtube.com/watch?list=PLBS8yOLcZ_ec9gqj4LEp-vlLMnKMFv5Yi&v=Ne19uj5kl-s">https://www.youtube.com/watch?list=PLBS8yOLcZ_ec9gqj4LEp-vlLMnKMFv5Yi&v=Ne19uj5kl-s</a><br />
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We are still a few weeks out from this, but most of us are pretty psyched!<br />
<br />CrAzY424http://www.blogger.com/profile/04046206772087768569noreply@blogger.com0tag:blogger.com,1999:blog-740875544340165673.post-59956307336886515052014-09-15T08:45:00.001+10:002014-09-15T08:45:58.425+10:00Dark Eldar CONFIRMED!!!<div class="separator" style="clear: both;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo9kNQ-AJd39HBw3enwIiQVKWvCkK7iuneCHoFYSrU7o_FXS9yWrdYsRoA5QVbOmIhXLeH_dm7PlPypmQhyphenhyphenV7pjQzfuZdBq66jsSYUHNpUOlMoKIvQE2oQAqXoEBlVE9gKSvCSvoje8tw/s640/blogger-image--46902001.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgo9kNQ-AJd39HBw3enwIiQVKWvCkK7iuneCHoFYSrU7o_FXS9yWrdYsRoA5QVbOmIhXLeH_dm7PlPypmQhyphenhyphenV7pjQzfuZdBq66jsSYUHNpUOlMoKIvQE2oQAqXoEBlVE9gKSvCSvoje8tw/s640/blogger-image--46902001.jpg"></a></div><div class="separator" style="clear: both;"><br></div><div class="separator" style="clear: both;">Via przecieki-leaks </div><div class="separator" style="clear: both;"><br></div><div class="separator" style="clear: both;">After SUCH a long time being rumour of the month, we finally have visual conformation that the denziens of the Dark City are coming!!!</div><div class="separator" style="clear: both;"><br></div><div class="separator" style="clear: both;">Alles gute, </div><div class="separator" style="clear: both;">TommyH </div>Anonymoushttp://www.blogger.com/profile/06688401692271314517noreply@blogger.com0