Saturday, March 28, 2020

A Fear Of Flying They Call It


Image in Public Domain.



Being the easily impressionable student that I am, I decided to take on the collegiate tradition of studying abroad. It's a common cliche to hear alumni gush about how studying abroad changed their life, and will change yours, too. The salesmen sure know how to pitch, but I can't say I was completely sold.



I study Spanish, by the way. No, it didn't come out of a great passion for the language, or anything noble like that. In my freshman year of high school I had to select two electives. I chose Spanish and Wood Shop, since they seemed to be the easiest grades. Sure enough, they were. I intended to stay for only two years in Spanish, but stayed longer for the fiestas. Yes, I'm sleazy.

A few scholarships later, I found myself at the airport, ready to go. Well, not so ready. My proficiency in Spanish was crap. I'd only taken a cursory glance at the map, so I getting lost was inevitable. My destination was Santander, Spain. A city I'd never heard of before.

The luxurious plane trip did well to calm my nerves. I have always been pensive about flying, having heard the stories of cramped seats, crowded bathrooms, and crappy airplane food. I didn't worry too much about airsickness (since I'm not prone to vomiting), but I grasped my sick bag should Pazuzu suddenly feel the urge to possess me. I expected lifting off to be like riding on a roller coaster (did I forget mention I don't like those?) yet flying through the air hardly felt any different that riding in a car. Better even. My fears about airplanes were assuaged halfway between the in-flight movie and risotto. This was the Blackjack of Setzer Gabbani. Yet, alas, no flight lasts forever.

In the book of Exodus, Moses names his first son with Zipporah, "Gershon", while in exile from Egyptian royalty. In Hebrew, "Gershon" means "stranger in a strange land." In Spain, I thought my name was "Gershon", but in Spain, my name was "mud."

My problems started as soon as I landed in the Madrid airport. The place was a labyrinth and with no David Bowie to guide me, either. After studiously running around in circles for about two and a half hours, I finally found my plane...just about to take off! The flight crew had to stop the departure for me to get on. I scrambled into my seat, sweaty, delirious, and paranoid.

I took a taxi to my host mother's apartment, knowing my habit for getting lost. The Spanish was mostly basic, "Hola", "¿Que tal?", "Estoy bien", etc. I think those cheap formalities would've sufficed, but I overreached my hand and chewed off more than I could swallow. She gave me a slightly confused look. To this day, I wonder what it was that I said. A cat named Rita also lived there. Cats speak the same language in Spain.

I soon had to meet up with my classmates at "Ayuntamiento" which is Spanish for "town hall." I stepped into the streets nervously, my hands jammed into my pockets for fear of thieves. I tried desperately not to look a tourist, but that veneer faded as soon as I brought out my map of the city. I was lost for two hours. A fat lot of good the map did. At the end of my struggle, I gave in and searched out a taxi, but the cab driver nearly laughed me out the vehicle. It turns out that Ayuntamiento was only a few minutes away.

The next day was hardly any better. Classes began at 8:30, so I woke up at 6:00, knowing that there would be a long walk ahead of me. The school was somewhere on the other side of the city, and I had no idea what it looked like. I figured at the time that a university would be easy to spot. Well, you know what they say about assumptions.

The trek was tiring, to say the least. It often had me going uphill through the various neighborhoods and alleyways. I recalled watching The Flash on the plane. How I would've loved to have had Barry Allen's super-speed at the time. Though if I did, I might've missed out on many of the aesthetics. The shops and dwellings of Santander were melded to fit into the rising landscape. Laundry hung on clotheslines outside of the windows, while pigeons scurried on the grounds, pecking for bread crumbs. By the orange hues of sunrise, it all looked at times as if I had wandered into a painting. Though I doubt if a late student would get extra credit for cultural appreciation.

La Universidad de Cantabria was far smaller than I had anticipated, though I suppose that was for the best. If it had been any larger, I'd probably get lost there, too. The university, small though it was, would become something of a second home for me. The think with relish on the countless hours I would spend outside of the cafeteria, listening to quirky stories NPR, memorizing Spanish vocabulary, or eating what was left of my pig liver sandwich.

Perhaps it was the Sea of Cantabria that kept me (relatively) sane throughout all of that initial madness. My host mother had an apartment near the sea, so it sort of functioned as my North Star. I need only know where the sea is, and I'd (eventually) find my way home. It was a great, wide blue that glittered in the sunlight, its waves licking the shore.

I suppose there's something poetic in the sea, though I can't tell you exactly what it is.




10 Brazilian Videogames To Start 2020 In An Epic Way

I don't like to make lists but this one is a special exception. I created a list with 10 Brazilian games that I loved a lot to play in last years. As a Brazilian guy, nothing fairer than talking a little bit about the games created in my country. You can find any of them easily in Steam or the mainstream consoles. I tried to put a small description of each one with a trailer. You can search on Google to know more about them.

1.Horizon Chase Turbo (Aquiris)

Horizon Chase Turbo is a modern take on the 90s old-school racers that we loved the most such as Out Run or Top Gear. It's the first game in analogic Blu-ray launched in Brazilian Territory. Platforms: PlayStation 4, Nintendo Switch, Android, iOS, Xbox One



2.Chroma Squad (Behold Studios)

Chroma Squad is a tactical role-playing video game influenced by tokusatsu TV shows, particularly the Super Sentai and Power Rangers franchises. Platforms: PlayStation 4, Nintendo Switch, Xbox One, Android, Microsoft Windows, Linux, Macintosh operating systems, macOS.



3.Celeste (MiniBoss)

Celeste is platform game in which players control a girl named Madeline in a beautiful, challenging and metaphorical struggle against anxiety and depression (I really love this one). Platforms: Linux, macOS, Microsoft Windows, Nintendo Switch, PlayStation 4, Xbox One



4.Rainy Day (Thais Weiller & Amora B.)

A short and reflective experience about depression on a rainy day. A game to be played right in your browser. Click here. Platform: Internet browsers.



5.Shiny (Garage 227)

Awesome art, robots and puzzles. I'll not say anything more, but Shiny was one of the most immersive experiences I had with a game in the last years. Check the trailer below and try to play. Platforms: PC, Xbox One and PS4.



6.Blazing Chrome (JoyMasher)

Blazing Chrome is a classic co-op run 'n gun with an original arcade feel. Players can choose between Mavra, the badass human resistance, soldier or Doyle, the groovy rebel robot, to kick some metal ass. Are you a Contra lover? You'll love this game. Platforms: PlayStation 4, Nintendo Switch, Xbox One, Microsoft Windows



7.Aritana and the Twin Masks (DUAIK)

second adventure of a universe that explores even more the forest's mysteries, based in the brazilian mythology and culture. With a new weapon, a bow and arrow, the adventure extends gameplay possibilities, bringing 3D movement, big sceneries in open landscapes to explore and powers that helps the player solve several puzzles. Explore a huge lost temple and find artifacts that can be mixed in many special potions and prepare yourself to save the tree of life. Platforms: Xbox One.



8.Sky Racket (Double Dash Studios)

Sky Racket is a mixture of the casual fun from Block Breakers and the awesome action from Shoot 'Em Ups, which makes it the first Shmup Breaker. Platforms: Microsoft Windows, Linux, macOS, IBM PC compatible.



9.Tamashii (Vikintor)

Tamashii it's a platform game that generates a sense of strangeness for its gameplay and layout. I can't express in words why I liked this game so much. I think it was his strangeness that made me find an experience interesting. The dark ambience soundtrack with the lovecraftian/gigerian creatures/scenarios are the high points of the game for me. About the developer: Vikintor is a Brazilian independent artist and game creator; his work it's mostly about Metaphysical punk, Transgressive Gnosticism and Philosophically subversive themes. Making small and medium-size games with the proposal to conceive experimental interactive medium of expression (text from author's site). Platform: Microsoft Windows.



10.Lenin - The Lion (Lornyon)

Lenin is an albino lion, the only one of his kind, and because of that he feels insecure and constantly discouraged. In fact. Worse, his mother does not understand why his son was born this way, and the whole village despises him and treats him cruelly. At school, he suffers bullying and can't concentrate on class. Now, hopeless about life, certain situations seem to awaken in Lenin something that is not of everyone's reality, but only of his. Something he will discover to be the part of something else. Platform: Microsoft Windows.



Bonus Stage: Mind Alone (Sioux)

Time for self-promotion! MIND ALONE is an experimental mobile game that uses puzzle mechanics to create a dark narrative about somebody trapped in their own mind. Each puzzle is a memory and the player needs to solve them to find hints about how it happened. I created this game in a partnership with Sioux, a Brazilian gaming publisher. Platforms: iOS and Android.


Hope you enjoy and happy new year.

#GoGamers

Ep 26: Big Fun With Little Figures Is Live!

Ep 26: Big Fun with Little Figures
I talk with Howard Whitehouse about Mad Dogs With Guns, his gangster game from Osprey Games. In a separate segment, I talk with Peter Berry of Baccus 6mm to talk about the seeming monopoly of 28mm figures and games in the glossy gaming magazines.

https://soundcloud.com/user-989538417/episode-26-big-fun-with-little-figures

The Veteran Wargamer is brought to you by Kings Hobbies and Games
http://www.Kingshobbiesandgames.com
https://www.facebook.com/Special-Artizan-Service-Miniatures-1791793644366746/

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Segment 1
Follow Howard on Facebook
https://www.facebook.com/Howard.Whitehouse.Writer/?ref=br_rs
https://www.facebook.com/Pulp-Action-Library-283960595046814/

Buy Mad Dogs With Guns:
Mad Dogs With Guns - Howard Whitehouse https://ospreypublishing.com/mad-dogs-with-guns
Pulp Action Library - http://www.pulpactionlibrary.com/

Other companies we mentioned:
Copplestone Castings http://www.copplestonecastings.co.uk/list.php?cat=7
Pulp Figures https://pulpfigures.com/products/category/11
Brigade Games http://brigadegames.3dcartstores.com/

Paddy Whacked - T.J. English https://www.amazon.com/Paddy-Whacked-Untold-American-Gangster/dp/0060590033
The Outfit - Gus Russo https://www.amazon.com/Outfit-Gus-Russo/dp/1582342792/
True Detective - Nathan Heller Series - Max Allen Collins https://www.amazon.com/True-Detective-Nathan-Heller-Novels/

Segment 2
Follow Baccus6mm on Facebook - https://www.facebook.com/Baccus6mm/
Joy of Six - https://www.facebook.com/TheJoyofSix/

Peter's Opinion piece - https://www.baccus6mm.com/news/20-09-2017/Historicalgaming-'Thetimestheyareachanging'/

Other companies we mentioned:
Warlord - https://us-store.warlordgames.com/
Perry Miniatures - https://www.perry-miniatures.com/
Games Workshop - https://www.games-workshop.com/en-US/Home
Wargames, Soldiers and Strategy - https://www.karwansaraypublishers.com/wss-mag

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Friday, March 20, 2020

In Defense Of Metal Gear For The NES

It's an old story, the MSX version of MG was fantastic but then apparently hopelessly ported to the NES in a short space of time and outside of the control and oversight of Kojima....

But you know what... I have played the MSX version, I've played through it, I've tried to complete it, but imho, for all the supposed inadequacies of the NES version, I actually prefer it.

I prefer the fact that you have to infiltrate the base at the beginning, that is fantastic! People love MGS3 for that reason and I think it is a great touch. In the MSX version.... meh.... you start out in the base already.... not very sneaky.

And as to the fact you don't fight Metal Gear? SO WHAT? Why should you? I actually thought it stupid in MGS that you actually fought Metal Gear, it is meant to be a mobile device that fires nukes.... not something designed for combat with a single man. It stands to reason that it makes more sense to destroy the computer that controls the thing and also the man who is operating it.... which is exactly what you do in MG Nes.... Imagine someone having a fight against an ICBM machine, that would be dumb, it wouldn't be an opponent... it would not be geared up to fight you, and you would be able to take it out easily.... so that's why it doesn't matter that you don't fight Metal Gear.

And above all.....

The MUSIC in the NES version is absolutely superior! The MSX music is painful, dull and something to mute as soon as you can. The NES music is fantastic! It is exciting, it is tense, it is an amazing score and whoever produced it should be proud of themselves.

I could write more on this, but I need to prepare to offer Holy Mass, which isn't in 5 mins, but in 30 mins by the way. Priests should prepare for Holy Mass properly.


Thursday, March 19, 2020

HOTT 52 - Weeks 7 Thru 9 - Hordes, Heroes And Scenarios, Oh My!

The latter half of February has been a hectic one for me! GaryCon prep, podcasting, running several games... and still playing HOTT! I just haven't had much time to blog about it.

Later on in this post, I'll get into how I use HOTT (and by extension, DBA) to fight published scenarios from sources such as Neil Thomas's "One Hour Wargames" or Charles Grant's "Scenarios for Wargames."

First, the battles and pictures! 

Week 7 - the Week of the Hordes
I have played with Hordes, but for some reason, I never took advantage of the "replacing hordes" option. I decided to see how it would play out with my Orcs bringing hordes to the fight!

Humans (Militia/Regular)     
Spear-General x1
Spear x3
Shooter x2
Riders x4
Blades x2

Orcs (Militia/Regular) - defending
Warband-General x1
Warband x2
Shooter x3
Riders x2
Hordes x4
Spear x2



The terrain would be a bit challenging for the attacking humans! That impassable hill split up the forces. The human commander opted to stack the lighter forces to the left, to see how things would play out. The orcs had put their hordes to their left  and the human commander set his blades and spears opposite.

 

To the left flank of the humans, the shooters were quickly cut down by orc archers and by the warbands. The human riders swung around the marsh to attack in the good going but they were pushed back!

On the left flank of the orcs, the hordes marched ahead, with goblin wargs on their flank. Orc spears held reserve to prevent any breakouts. The lines collided and hordes were cut down en-masse by dour blades and spears!



But guess who rolls a 6 for PIPs? The hordes keep coming! Fun!

 

Not wanting to get surrounded, the human riders opted to a strategic retreat and join up with the forces on the other side of the hill. Distance and the hill makes this an expensive retreat, PIP-wise, but forming a column helps! The orcs, seeing the peril, move to reform their own line.

 

The lines form again and smash into each other! With recoils and the warband's penchant for pursuit, the Orc General unit finds himself surrounded! The spears cut down the warband and the Warchief is lost - the Orcs flee the field!

Humans win 6 to 11G.

The hordes made this fun! The orcs rolled a number of 5s and 6s for PIPs, making it easy to bring them back. The orcs started out doing very well with turning back the attack by the riders and shooters, but then the momentum shifted. The humans rolled some great rolls once they reformed the line, and the pursuing Orc General-Warband put himself in a bad position.

Week 8 - the Week of the Hero

This week, I decided to try out a Hero element to see how it played. I put the Hero on the human's side, and I decided to oppose it by putting a Behemoth on the Orcs side.

Humans (Militia/Regular) - defending   
Spear-General x1
Spear x3
Shooter x2
Riders x2
Blades x2
Hero x1
Orcs (Regular/Militia)
Blade-General x1
Blade x3
Spear x4
Warband x2
Behemoth x1



The humans line up to defend their fort from a force of orcs approaching. The human major details an element of riders to to swing wide as a harassing force. The humans are heartened by the appearance of a local hero and war veteran, Sir Larry, who has come to assist with the defence!



As the lines approach each other, the trolls and Sir Larry eye each other warily.

 

Smash! The lines come together and trade blows! Meanwhile, the riders come sneaking behind, forcing the Orc Warchief to detail a unit to keep an eye on them.

 

The hero and troll trade blows and insults, but neither side lands a telling blow. The orc line begins to crumble, forcing the Warchief to plug the hole. Unfortunately, due to recoils, he finds himself alone and overlapped. A 5v1 roll seals the Warchief's fate as once again, the humans win with a General kill!

Humans win 2-6G.

I was not very impressed with the Hero! He and the troll just pushed each other back and forth the entire combat. Perhaps it would have been more interesting if the Orcs had a Mage to threaten the Hero with bespelling! I'm sure that as I use them more, fun things will happen!

Week 9 - the Week of the Scenario

I've been playing Orcs/Goblins vs. the Humans for 8 weeks now, and the Humans have won each and every time! I thought it was time for a change...

I've written about this book, One Hour Wargames by Neil Thomas. It's one of my favorite wargame books, not only for the simple rules, but for the THIRTY scenarios that Neil lays out in the second half of the book.

Scenarios are one of the ways I love to do solo gaming. Set up the situation and let me at it. Between this book and "Scenarios for Wargames" by Charles Grant, I have many situations to play from!

I rolled randomly on my d30 and came up with Scenario 29 - Shambolic Command. This is a fun scenario! The basic jist is that Blue must defend a hill, but is such an inept commander that they can only order a limited number of troops at any one time. 3/4ths of the force are on the hills, with a reserve on the far end of the board. Red's job, with a smaller force, is to take the hill!

Since the Orcs have been getting beaten up quite a bit, I assigned them to Red as the attackers. Blue would try to hold the hill.

The scenario is written so that Blue is numerically superior, so that meant that the Humans would get a 24 AP army, and the Orcs get only a 16 AP army. To implement the "shambolic command", I decided that the Humans would only get 1 or 2 PIPs per turn (1-3, 4-6). I'll go into more details about how I interpreted the scenario for HOTT after the battle report.

Humans (Regular/Militia)  - defending   
Hill defense
Knight-General x1
Knight x3
Spear x4
Reserve
Riders x2
Blades x2
Orcs (Regular/Militia)
Spear-General x1
Spear x2
Shooters x2
Knight x2
Hordes x2




 

The layout is per the scenario. I didn't have one hill, so I laid out a series of hills as a ridge for the Humans to guard. The Orcs arrive and slowly march up the ridge. The Human commander positioned himself on his right to prevent the Orc Hordes from flanking. Those 1 to 2 PIPs made the Humans crawl into position. The Orcs prepared to charge!

 

The initial charge was repulsed, with the Humans holding the high ground. (That +1 for being up-hill made a difference!) The Orc Hordes were defeated, but more swarmed towards the hill! On the Human's left flank, the Orc Knights decimated the Shooters and Knight element. The reserves could only look on, with little leadership (PIPs) available. The Human commander had his hands full just trying to keep the battle line organized!

 

The Orc Knights easily dispatched the Human Riders who flung themselves into a desperate counter-attack. The defending Human line stepped back, preparing themselves for another Orc attack that had been reinvigorated by the arrival of more Hordes!

  

The Orcs begin to roll down the Humans' left flank. Then, seeing an opportunity, the Human Spears swarmed around the Orc's Warchief element and destroyed it! Unfortunately, the Humans had lost too many of their own, the bodies littering the hillside. Thus heartened, the Orcs continued grimly on, although they would feel the effects of the loss of the iron fist of their Chief!

  

The Human commander pulled his few troops into a small line on the last hill, as a remaining Human Rider element was wiped out by the Orc Knights. The remaining reserve Human Blades could only watch helplessly as the Human commander became the only element left on the hill...



... and then he was pushed off as well. The Humans fled the ridge, surrendering it to the victorious Orc force!

This was quite a fun battle! It lasted 32 bounds, but the time passed quickly. I really enjoyed how this felt as it played out. The limitation of what the Human commander could do with only 1 to 2 PIPs was a huge factor. The Hordes also made a big contribution, being able to come back and fill in the gaps, adding their influence by overlaps and preventing (mostly) flanking/closing the door maneuvers. 

The loss of the Orc Warchief hampered the Orcs as well, or this would have ended a lot sooner, I think. It meant that, for the most part, my PIPs were halved as each move would take +1 PIP. The orcs were lucky I was rolling a lot of 5s and 6s.

Using HOTT with wargame scenarios from books The One Hour Wargame scenarios are written in a generic enough fashion that they can be used by other rules, but they are obviously tuned for Neil Thomas's rules from earlier in the book. To that end, I had to make several allowances to use this particular scenario with HOTT, as well as adjusting some of the rules of HOTT, here's what I did.

- No HOTT stronghold for the defender.

- No HOTT terrain generation - I used the terrain from the scenario as it calls for.

- This scenario called for 6 Blue units and 4 Red units. Using that ratio, I had Blue/Humans with a 24 AP army and Orc/Reds with a 16 AP army. I have random tables of army lists for both values, so I rolled for which armies to use.

For future scenarios, I haven't considered how to include the more fantasy-based units like Mages, Heroes, Clerics, Gods or Dragons yet, as NT's scenarios are decidedly based on non-magical encounters. I might try it in the future, just to see how it works.

- The scenario victory conditions are usually based on objective and time, as versus HOTT's victory conditions based on number of elements eliminated. This specific scenario called for complete control of the hills by 15 turns.

The OHW rules are based on the assumption of a battle of attrition - once units come into contact, they do not break apart until one side is destroyed! Also, the scenario called that only TWO Blue/Human units could move/fight. I think that the turn limit depends on that aspect of the battle.

I decided to ignore the turn limit as well as the limitation of how many units could fight.  I ruled to have victory happen if either the Blue/Human side was convincingly forced off the hill OR if the Red/Orc side lost 11 AP (approx 2/3ds of 16).

- Reinforcements or Unit arrivals - I stick to the schedule as laid out in the scenario. I allow Hordes to be replaced.

- I implemented the "shambolic command" restriction of Blue only moving/fighting 2 units a turn via PIP limitations - Blue/humans could only get 1 to 2 PIPs a turn. I had all units in contact fight.

Overall, I was pleased with the results! I'm looking forward to doing more scenarios with HOTT.


DE: Dark Eldar List Building Advice

Alright boys, school's in session again!

Warning: Long-ass post ahead.  Get ready to read, or not, up to you.

Alright everyone, this is the long-awaited guide for how to build Kabal and Cult lists with the new book.  This is my personal advice for building lists and I know the book is still super young, but please bear with me.  I have over a decade of competitive Dark Eldar play and have been doing this game for a long time.  I've played through the bi-polar 3rd edition book, enjoyed the awesomeness that was Phil Kelly's 5th, to the god damn terrible flavorless books of 6th and 7th.  Now I'm back after playing extensively with the 8th Ed. Index and now the time has finally come:  The 8th Ed. Codex is here.  What can I say?  I've been enjoying the hell out of the book so far.  Of course, there are some misses just like every other book, but there are also a few things that are absolutely great.  I want to tell you what those great things are.

Brainstorming is one thing, but having played 5 games already, I'm feeling damn good with what we have now compared to the garbage we had before.  For the most part, I can only speak from my experience so far using Kabals, pure Kabals, and minor using Cults.  The last game that I had was using some minor Wych support again (dual Raiders), but there's also some opportunity over the weekend to bring in my Eldar for some more rigorous games.  This Dark Eldar pain train has no brakes and I don't see myself stopping any time soon.  I'm back and excited for the first time in a long time.

Without further bullshit, let's get down to it.  This is how I think we should design a successful list.  Keep in mind again, I'm primarily a Kabal player but I dabble heavily in Cults.  Check my old school 5th Ed. articles if you don't believe me!

All in all, there are 6 key steps:
  1. Define theme and list goals
  2. Build a unit bucket to accomplish those goals
  3. Build a skeleton list
  4. Balance your list's firepower
  5. Perform a firepower analysis
  6. Min-max your list and adjust

Here is my recipe for success:

The FIRST thing you should do is come up with a theme and set yourself up with some list goals.  Do you enjoy shooting a lot and heavy firepower from range?  Do you like more melee and assault units?  Do you like a lot of resilience and having great attrition and durability?  Check out this earlier post of mine for ideas for how to pick a theme.  If you come to this blog a lot, it's probably because you like shooting shit to death and assaulting once in a while.

Also part of this exercise is to come up with list goals.  These goals are what you aim to accomplish with your army that is similar, but more specific than your theme.  If you chose speed and firepower for example, what units would you take to get this done?  What Obsessions are you going to focus on?  What are some of your must-have and must-includes?  Sometimes, these must-haves don't have to be completely competitive in nature.  People have pet units all the time, as in units that are not really competitive but they take them in every game because their girlfriend painted it for them, or maybe they like the fluff, or whatever else.  These are just some of your own personal must-takes.

I'll provide you with my example for list goals:
  • Must be "pure" Kabal
  • Must have Cunning and Agents of Vect
  • Must have amazing Alpha and follow-up (1-2 punch)

Side note - Aesthetics are important:
Remember this above all else:  Build the army you enjoy aesthetically (this includes theme).  I can't stress this enough.  I've taught GW Academy for years and one of the first things I teach to anyone jumping into the hobby is to pick the army you enjoy visually and thematically.  You will be building these units, painting these units, listhammering with these units, and playing with these units for a long time.  You will bond much faster with the army if it's the same one you wanted from the get-go.  You invest a lot into this hobby and quite honestly, money is the last thing I think about.  It's the time and energy that really stands out, and that is what will drive your need to improve your game.

Still with me?  Good.

The SECOND thing I suggest you guys do is to build a competitive unit bucket.  No, seriously, get out a piece of paper and write down all the units that have the most impact on your game.  It doesn't matter what it is, but it should look something like this:

Archon, Blaster = 89
5x Warriors, Blaster = 47
5x Trueborn, 4x Blasters = 123
Venom = 65
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
Razorwing, 2x Dinsintegrators  = 135
Ravager, 3x Dinsintegrators = 125
...etc

These units should have their costs laid out according to the bare minimum for what you will never leave home without.  Everything else is considered EXTRA points and therefore LUXURY.  You only add points when you have your skeleton list in place.  You don't build a house with all the bells and whistles first.  You must lay the foundation with what you know for sure works and go from there.  I will always, especially to new players, recommend they write their unit costs and abilities on pen and paper over something like BattleScribe.  BS is great and I'm not a dinosaur:  I only advocate the pen and paper route because it helps build familiarity and knowledge with your units so you're not reliant on your applications.  Think about it like driving to a new place to work:  Do it enough times and it will stick; the same could be said about unit stats and point costs.  Yes, I wrote all those above off the top of my head.

Side-note: Warriors, 5 or 10?
Always take 10 unless you need the cargo space in a Command Raider (space for your HQs), intend on taking Venoms, or you don't have enough points.  Obviously, if you take a Venom you're kinda forced into a 5-man getup, but otherwise always take 10 because it unlocks the heavy weapon choice.  The only time I would not recommend taking the heavy weapon is if you need a Battalion happen with 1 more Troop choice for example.  Since you can fit 2 5-man units into a single Raider, you can spend the points to pile into the same transport.

Die, filthy Mon-keigh.

The THIRD thing you should do is build a skeleton list.  What I mean by this is to put down the list that will make your list work at a bare minimum.  For starters, I will always recommend following a Battalion layout because our Troops are actually good, and we'll want to have Archons in our list for those sick 6" bubble re-rolls.

The one thing to keep in mind here is redundancy.  You want to make sure that you're not taking 1-ofs everywhere unless you're experimenting or going for a very specific goal with a very specific combo.  Only when you can't make something redundant due to points restrictions do you hold back.  This is why most competitive lists tend to look spammy, but this truly is the most effective way to build lists that are durable and threatening.  Single targets are easy to isolate in terms of targets and you want to increase your threat level by giving your opponent a larger array of dangerous targets.  The more you make them think of the game, the higher your chance of winning.  This is because the more things there are to think about, the higher the chances they will make a mistake and therefore, make a poor decision that will benefit you.

A sample skeleton Battalion:

HQ:
Archon, Blaster = 89
Archon, Blaster = 89

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

There you have it.  This is all I'm going to take to reach Battalion requirements so you can unlock that sick +3 additional CP.  You want CP to be a factor in your game, but it should not be a requirement.  You should not enter list building with a mindset that you're going to shoot for 9 or 12 CP or something like that.  You run the risk of taking a lot of ineffective units that do not jive with your theme and/or doesn't provide your army with the kick that it needs to be effective.  How do we determine what's effective and what's not?  Well, for one, look at what other people take and write about (such as this blog) and above all, experiment yourself in your local meta.  I don't know what's best for your friends or enemies, but I can sure tell you what I personally find to be great.  If we want to put some data behind this, we'll have to do a firepower analysis, which I'll talk about in a bit.

Side note - Raider vs. Venom:
There's a lot of discussions about which one is the better choice.  Frankly, this depends a lot on your meta first and foremost, but it also depends on whether or not you need the cargo space.  With the new book, the Raider got a massive points drop so it's more comparable to the Venom (who also got a points drop).  If you do some quick addition, a 5x Warrior squad with a Blaster in a Venom is 112 points vs. 132 from a Raider with a Dark Lance carrying the same units.  The only big difference there is not durability, it's actually about the armament and purpose.  The Dark Lance is an anti-tank weapon whereas the Venom is better at killing infantry.  However, a Raider has the ability to take Splinter Racks and Disintegrators as well so I would say that it's generally more flexible.  Keep in mind that unlike the Raider, the Venom does not degrade in potency once it takes damage.

Slayin' ain't ez.  For Dark Eldar, it is.

Now that you have a skeleton list established, the FOURTH thing I would do is to balance your firepower.  What do I mean by this?  I mean you should always build for balanced lists.  Don't go too heavy in any one direction (anti-tank vs. anti-infantry), try and balance it out so you can fight a multitude of different foes.  I like to think of this balance as the PUG-ready list.  This meaning that you can show up at any local game store and throw down the gauntlet for who wants to take a beating at 2K points.  You should then feel confident that no matter what the other dude puts on the table, you should feel like you have a decent chance to win if you're playing right.  I'm not even going to talk about potential mismatches where you show up and want to play with like a 7/10 power level list and the other dude has 9 bubble-wrapped Ravagers or some other shit next to his Adepticon Tryhard trophy.  No, we want to build lists that are nice and balanced against similar-minded opponents.  That's where the true challenge of the game is at.

So what does this list expansion look like?  Something like this:

2000 // 8 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
7x Warriors, Blaster = 59
Raider, Dark Lance = 85
144

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Blaster, PGL = 92

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

What I did here was:  Look at my skeleton list and build on what was missing.  I calculated the points there and added in competitive units from my unit bucket that covers my list's weaknesses.  I wanted to add more killing power through ranged attacks so I added Ravagers and Razorwings.  I'm on a Dissie kick right now because of their killing potential (and I recommend them too!), but I also caution that we should balance that around with some Dark Lances.  Lances are better against heavier targets, but you can always supplement that shooting with a high volume number of Dissies.  Again, this is a meta call:  If your meta is saturated with IG Tank spammers running dirt-cheap Brigades, show up with a list with 20+ Dark Lances and feel no pity.  You shouldn't anyway!

Add the core elements from the unit bucket first before adding on anything else!  All the PGLs, Agonizers, and even extra 2 Warriors that started from a unit of 5 in a Command Raider is LUXURY.  It is not part of what you consider a core part of army construction and should be purchased only when you have spare points.  A mistake that I see people do after so many years in the hobby is going upgrade heavy on a single unit.  DO NOT do this!  Buy everything barebones for it to be fully functional (as in, does it fulfill the role you bought it for), then add on the upgrades only after you've done this with everything else in your list.

Pro-tip: Always buy PGLs on your BS2+ Archons and Succubus first.  All you need is for them to hit and you're golden.  Why not hit with the best chance you have?

Side note: Dissies vs. Dark Lances:
I like data and mathhammer for determining which targets you will frequently encounter and which weapons you should take to deal with them.  Generally, the Dissies are much better now for the cost than they were before, but you will still need Dark Lances to punch through that T7/T8 and to deliver those killing blows with burst damage (6 on a D6 for example).  Check out the calculator that I linked to analyze what targets saturate your meta and prepare for it accordingly.

Take no prisoners.

The FIFTH thing I do at this point is to double-check my math and weigh in your firepower.  You do this by performing a firepower analysis of what you have on the alpha with respect to the range band.  You do this by listing out all your weapons (including ranges if you want), their Strength/AP/Damage if you don't know them by heart, and the BS that they're shot with.  You don't need to write absolutely everything, you only need to write what you think is the most relevant.  It should look something like this:

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
41 Splinter Rifles at BS3+

For me, I've been playing this damn army enough to know all the stats of these by heart, but if you want to get more elaborate you should follow my formula above.  Write out all the stats, on paper (it will help you remember) with how many, from what range, at what BS, and what their stats are.  This will also help you during deployment so you know what you can realistically dish out from your total THREAT range, which for shooty armies, is your move + your weapon's range.  Don't forget that most of our shit is open-top and our guys inside should factor into that equation as well.

This exercise right here is also a damage/gear check.  Just like a raid boss in an MMORPG, you should have something that tells you if you're putting out enough damage for the points.  If you're at 2K points and not within half of what I'm throwing out here, you know that you're at a huge disadvantage if I'm going first (Alpha).  This can also tell you if you're CP whoring and your list is actually "ineffective" at putting down shots down range.  From all the games I've played in 8th, I can tell you that the damage and lethality of the game is a lot higher than it was in the previous editions.  Everything tends to die really quick and there's a much larger emphasis on getting those potential backbreaking blows in the first couple of turns.  This is why the firepower analysis with respect to range bands is important:  You need to know what you can do on your first turn from as far away as you can (because you're wearing T-shirts flying around in paper planes), and what you can do as a follow-up strike when you get near your opponents.

The example here is that by looking at the firepower analysis above, I know that:
I can open at 36" range (14"+36" for 50" threat from my vehicles, with my Razorwings being pretty much unlimited range) with 9 Dark Lances at BS3+ if no one moved, less if I moved due to -1 to Hit for guys inside moving vehicles, 15 Dissies, 3 Razorwing missiles.  I know that if I move all my Raiders up into max range, and my opponent also moves up, potentially next round I can bring 12 additional Blasters into play in addition to X amount of Splinter shots.

This right here is how you should think about playing out your game.  I'm not saying go full rainman on your opponent and trip out midgame, I'm saying that you should be aware of all your weapons ranges so you can better prepare for the next turn and maximize your damage potential.

Pro-tip:  If you're up against a list with higher "alpha damage" than you, it's best to deploy defensively and seek shelter and line of sight blockers.  Alpha damage is someone's killing potential in that first volley of the game.  You want to be highly aware as a Dark Eldar player if you're at a disadvantage here.  You literally afford to eat shit like the other races.  Likewise, you should also be aware when you have the firepower advantage.  This means you can afford to be more aggressive (for that 1-2 punch) if you're the one with the alpha advantage.

Cult of Strife is just.. beauty and pain incarnate.

The SIXTH AND FINAL thing I do now is:  Count up the CPs AFTER the army is complete and see what more I can squeeze out of them.  This is the min-maxing portion and where I spend 70% of my list construction time.  This is because a lot of this comes from experience building lists as a primary aspect of my hobby, but also because a lot of this comes from post-battle reports where I sit back and think really hard about what changes I want to make.

For example, I ran a very similar list during my first game with the new book and that's with a Venom.  However, after playtesting, I found the Venom to be kinda lonely and didn't really serve too much of a service except for the Blaster guy inside.  I thought this through and came to the conclusion that I would rather have another Archon to unlock a Spearhead Detachment to bring my total CP up to 8 from 7, at a cost of a few Poison shots for sure, but I gain a better BS2+ Blaster, another PGL, and another 6" bubble.  The costs were very similar: 112 vs. 92, so the 20 extra points for me was even more worthwhile because I gained a CP at a net "loss" of a few Poison shots.  This is also when I go back and tweak those "luxury" upgrades to different units or replace them with things I feel works better against my opponents.

Welp, I think that's it.  Just keep in mind that this is not meant to be a definitive guide to the Dark Eldar book in the new edition, but it was more like a brain-dump of how I go about building lists that so far, has been working great for me.  Of course, feel free to let me know what you guys think, and I welcome you all to learning the game with me in the next couple of weeks!

Ep 29: Gobblin’ Wargames Is Live!

Ep 29: Gobblin' Wargames
We talk with Chris Arnold about our history of making games and challenges game designers face.

https://soundcloud.com/user-989538417/episode-29-gobblin-wargames

Join the conversation at https://theveteranwargamer.blogspot.com, email theveteranwargamer@gmail.com, Twitter @veteranwargamer

Try Audible for your free audiobook credit by going to http://audibletrial.com/tvwg

WSS Rules Challenge:
https://www.karwansaraypublishers.com/wssblog/wss-rules-challenge

Music courtesy bensound.com. Recorded with zencastr.com. Edited with Audacity. Make your town beautiful; get a haircut.

Monday, March 16, 2020

Sunday, March 15, 2020

Super Adventures With The Xbox Game Pass, Part 3

This week on Super Adventures, I'm still writing about the games I played last November when I bought a month of Xbox Game Pass Ultimate. I'm up to part 3 now because it turns out you can play a lot of games in one month if you really rush. You probably shouldn't write about them though, because you likely won't have played them enough to come to grips with the gameplay or get a proper impression of the content.

But I'm doing it anyway because I want to show some games off and I'm hoping someone reading these will discover something new they end up playing and loving, even if I didn't love it myself.

You can find part 1 here: Part 1.
And part 2 is here: Part 2.

The final part is coming tomorrow!

Read on »

Thursday, March 5, 2020

A Pushcart At The Curb By John Dos Passos

A Pushcart at the Curb by John Dos Passos

My Identity


I've clarified it on individual terms, but have so far avoided a secondary (or would that be tertiary?) public statement.  And that's probably hurt me in social media because a lot of times people assume the worst.  Especially in this day and age when it seems like half the population are abusers, scumbags, terrorists, intolerant religious zealots, sociopaths, hardened criminals, political extremists, and so on and so forth.

For a quick refresher, here is my original blog post, from over a year ago, where I came out as za'akier, a green-skinned, tentacled humanoid... biologically human*, but still extraterrestrial regarding identity.  And that's what it all comes down to.  How I see myself is different than how others probably view me.  And that's ok... expected, even.

I'm an outsider.  That's one of the reasons why I gravitate towards the writing of H.P. Lovecraft, and why I find a kinship with him and other writers in the Lovecraft Circle, other creators using the Cthulhu Mythos to push something forward, an agenda that goes beyond time and space.

But that's a blog post for another time, I think.

Right now, I want to reassure those who already know and support me, and those I haven't gotten the chance to meet (lot of angry people on reddit), that I'm not against anyone based on skin color, ethnicity, sexual preferences (unless you're a pedophile), identity, gender, politics, creed, etc.

My opening up to the internet about being za'akier wasn't about tearing anyone down or mocking those who are different, marginalized, etc.  On the contrary, I was identifying as an outsider, specifically the kind of alien identification previously mentioned.

To me, the term "trans" means more to me than a penis, vagina, beard, shaved legs, or any of the superficial trappings of biological sex and what we conceptualize as gender.  Transformation is rooted in how we see ourselves, and the cognitive dissonance that might evolve between our own self-perspective and that of the world at large.

To those who've hurt me, whether intentional or not, this past year, I forgive you.  But let's get over our differences sooner than later, yeah?

It's Christmas today.  If I could have one wish for the entire world, it would be for everyone to breathe deeply, try to relax, be themselves (leave the "hivemind" at the door), and get along with as many people as humanly possible.

Merry Christma'as!

VS

* There's some interesting information on "otherkin" which may or may not muddy the waters.  I'm not saying that I'm part of that group, and I'm not saying I'm not.  It's complicated.

Gobliins 2 - Pass Me The Mayo

By Ilmari

Last time the goblins had just infiltrated the castle grounds and found a friendly dwarf who had promised to help them, if they just brought him an imprint of a lock in a chest.


Target: the chest with the fish

Courtyard was full of sleeping guards. Except for a tube of mayonnaise I could pick up, there wasn't that much I could immediately do, since interacting with any of the guards would result in goblins getting bitten or hammered. One disturbed guard would even throw a knife, which would hit another guard, who would open his mouth, where I could see something red. Could I take this something red? Indeed, I could take it - or more precisely, I could take bubble gum from the guard's mouth, while it was open. Using the gum on the lock, I received the imprint I needed.


The forge

I gave the imprint to the dwarf, but he still needed some metal to make a key for the chest. I did not find any metal at the forge, but I did get a most important tool - a stool. I immediately had an opportunity to use it. You see in the picture above a guard holding the meat? Well, while the other goblin poured some mayo to his mouth, the other goblin could stand on the stool and snatch a piece of meat.

Where to get some metal? I could use the piece of meat to catch false teeth from one guard, but those were not made of metal. After wandering aimlessly for quite a while (a few hours too many), I decided to see if the producers had programmed some kind of response to a goblin dropping on a tube of mayo.


They had (BTW, this seems a very unfair puzzle, since
there's no indication that you could do something like this)

With the guard's face covered in mayo, the other goblin had a chance to pick up his sword. I took the sword to the dwarf, who still wanted my help for using the bellows. This was a relatively simple puzzle - I just had to get to the other side of a guard with some use of a stool and careful timing and then jump on the bellows. With key finally made, I could open the mysterious chest, which contained two wetsuits.


Eyeless dinosaur - one of the dead ends of evolution

Despite having visited it many times before, I've left the third screen unmentioned, because all the puzzles in it form a thematic unity. The room had a clear goal - to open up the closed well, so that the goblins could dive into an underwater area. Biggest problems in that regard were the lid and the guard holding that lid in its place, and they were both resolved with the same solution.

First, I had to scare the guard a bit. A goblin could enter the dinosaur and phrase some threats to the guard, who was startled for a while. During his time of confusion, the other goblin used the trusty stool and tied the other end of the rope to the back of the guard (I can see where this is going…). Then the guard was scared again, this time by a goblin wearing some false teeth. Now, the guard slipped in his steps and was left hanging.


Like this

If only the guard would have fallen a bit lower, so that the lid of the well would have risen. Luckily there was a helpful tool I could pinch from another screen.


The anvil from the forge


And the result

Since I've again completed a section, I'll stop here. I'm starting to feel more and more ambiguous about the game, and the unpredictable use of mayo was especially a letdown. Still, there have been enough interesting puzzles and situations, so that I am looking forward to what's coming next!

Inventory: stool, elixir

Session time: 6 hours
Total time: 15 hours

Wednesday, March 4, 2020

Download The Unfinished Swan For PS4

Download The Unfinished Swan For PS4

CUSA00796 | PRELUDE | 

Enter the surreal world of The Unfinished Swan and explore a mysterious, hidden kingdom. Your journey will be led by a runaway swan who guides you through strange levels filled with bizarre creatures. Discover the land through innovative new game mechanics such as splatting paint on a white surface to uncover your surroundings. Each level will bring new twists, challenges, and puzzles until you eventually come face-to-face with the eccentric King that built this realm.

 DOWNLOAD

 DIRECT LINK DOWNLOAD:

 CLICK TO DOWNLOAD 


 GAME SIZE: 1.36 GB
Password: After 10$ payment is done