Monday, December 30, 2013

Angels of Impunity Battle Log 1

Year Two Thousand and Thirteen, Day 29, Month 12
Location: Terra, near former Capital of Oceania (MD)
Opponent: Typhus list.
Result: Victory 5-1 VP

Lord Damion led forces against the Destroyer Hive Typhus himself. Bad Company were deployed in mass against the wave of Nurgle heretics and warmachines. Major causalities were sustained, but the key objectives were contested and controlled by the Veteran Sergeant of the Scout Squad Danos. Victory achieved!




This was the first game I played with the Angels, and I won in a very close game! If the game had continued on for one more turn, I would have lost. I hope to record my battles here and create a log for the Impunity. :)

Thursday, November 14, 2013

1,750 Angels of Impunity v2

HQ
Damion Aganon, Redeemer of the Thoughtless (Counts as Astorath the Grim)-220 
Reclusiarch-150
Infernus Pistol, Melta-bombs 
 
Troops
15 Death Company-355
2 Infernus Pistols, 1 Power Fist
10 Death Company-255
2 Infernus Pistols, 1 Power Fist
Drop Pod DT-45
Locator Beacon
10 Death Company-405
2 Hand Flamers, 1 Power Fist, Jump Packs
10 Death Company-230
2 Infernus Pistols
5 Scouts-90
Sniper Rifles, Camo-Cloaks 

I took out the Land Raider, cause I decided that I want one for my Grey Knights. Thoughts?

Sunday, November 10, 2013

1,750 Angels of Impunity List

Angels of Impunity (Counts as Blood Angels)
1,750 Points

HQ
Damion Aganon, Redeemer of the Thoughtless (Counts as Astorath the Grim)-220

Troops
14 Death Company-335
2 Infernus Pistols, 1 Power Fist
Land Raider Crusader DT-260
Multi-Melta

10 Death Company-255
2 Infernus Pistols, 1 Power Fist
Drop Pod DT-45
Locator Beacon

10 Death Company-405
2 Hand Flamers, 1 Power Fist, Jump Packs

10 Death Company-230
2 Infernus Pistols

Here is my Death Company Medley list. Man, this looks like a ton of fun. It will probably never truly win games, but I love it. Thoughts? 

Angels of Impunity Badge


Thursday, November 7, 2013

Angels of Impunity Background: A Living Document.

This Space Marine chapter was created in the Second Founding, and these marines come from the loins of Gulliman and his Ultramarines legion. This chapter was stationed millions of light years from the Macraggel, and because of this, the chapter has diverged significantly from the norms of their former legion.


Roboute Gulliman was an educated and well-known scholar of war. This, of course, led him to create the Codex Astartes, a document that has led to the founding of many formidable Space Marine chapters. The Angels of Impunity look to this document as a great source of inspiration, but they are primarily inspired by the desire for learning and teaching.


The Angels of Impunity, led by their Chapter Master Drusus O’Brien, felt that they should embody the same level of intelligence, despite many Marines of their chapter having little to know psychic ability. In their recruitment process, the chaplains look for the potentials with the highest potential intelligence. Along with tests of physical skill, the Angels are sure to rigorously assess the recruits thinking ability. In fact, some recruits with only purely physical strength are denied in favor of a recruit with mental intelligence. Once the recruits are admitted into the process to become a Space Marine, they do undergo an extremely high level of psycho-therapy. These novitiates are not only educated in the necessary knowledge to become a Space Marine, but they receive an even more extreme  education. Many of these Marines attain near savant level of mental functions, not even relating strictly to war. These Marines become thinkers, philosophers, and in the heat of combat, tactical and physical masterminds.


The Angels of Impunity were initially unaware of the great flaw that overtook many of their brethren as this enhanced psycho-indoctrination became the standard. This flaw manifests itself similarly to the Black Rage, legendary amongst the Blood Angels legion and chapters. The Angels of Impunity have a slightly different version of the Black Rage, thought to be brought on by the increased exposure to psycho-therapy. This has become known as the "Flaw of the Thoughtless." When an Angel falls subject to the "Thoughtless", his thought processes accelerate beyond even a normal Space Marine. Suddenly the details of the battlefield become innumerable and more prevalent. The Angel is no longer able to control and focus their thoughts; they become lost in the details and they attain a nearly divine state of being. The irony of this curse is their ability to utilize their entire mental faculties, but they lack the ability to communicate effectively with any other Marine.


Similarly to the Death Company of other Blood Angels chapters, these Marines are entered into their own separate divisions of the chapter. These Marines are sent into the heat of battle, for they are divinities of warfare. Their thoughts move so quickly, they are able to calculate the very precise elements of the battle. They can suddenly calculate the trajectory of the enemies fusillade of shots and respond with a single bullet driven into the enemy skulls. The speed of their opponents motions has no importance for an Angel of Impunity deep within the "Thoughtless;" they are able to predict and respond with incredible precision. It has been known for these Marines to catch bullets and throw them back at the opponent. Unfortunately, these Marines will not respond to orders. They are not communicative enough to be the mainstay of the Chapter’s force. They have often ignored orders to retreat; they are so deep in thought, no stern order can possibly convince them to remove themselves from the target. The Angels of Impunity are well known for their common tactic of deploying these Angels of Death in the midst of the enemy via Drop Pods or teleportation from aboard the Strike Cruser.


This chapter is otherwise set-up similarly to any other Marine Chapter, following the Codex. Veteran status, however, is determined primarily by tactical acumen. Physical prowess is important of course, but a strategic mind is most valuable. At any given moment, the Chapter Master should be the Marine with the most experience, knowledge and insight into the hardships of war. It is then up to the veterans of the chapter to take on the most difficult of challenges. Because of this, the Angels of Impunity value their veteran companies, even beyond the accolades given to the Ultramarines First Company. These esteemed warriors are not only heroes of the Imperium, but they are also mentors and teachers to the others. Because of this desire for teaching and accelerated progression of learning, the Scout companies are not very large compared to other chapters. Over time, the Chaplains have done their best to teach as effectively as possible, ensuring that the tactical companies are replenished when some Marines are lost to the Thoughtless.

The leadership of the Angels of Impunity differs slightly from other chapters. Chaplains are not often seen on the battlefield; Chaplains really serve as the primary advisors to the Chapter Master and his Captains. This, of course, does not mean they are not great warriors, but their experience and philosophies are so highly valued. Librarians are similarly valued, for their knowledge of the warp and its manifestations are an art esoteric for even the most well-read Space Marine. They are most certainly seen on the battlefield, coordinating well-timed placement of reinforcements and bolstering the abilities of the Angels. Finally, while Techmarines are generally looked down upon in other chapters, the Techmarines in the Angels of Impunity are viewed with great respect. They are masters of their art, able to process data at lightning speeds, thanks to the mechanical enhancements. These enhancements have proven to help these Marines avoid the fate of the Thoughtless, a detail not overlooked.

The Angels maintain an interesting relationship with their founding chapter. While the Angels respect and hold Gulliman in high regard, the chapter has historically been displeased with the perceived arrogance of the Ultramarines. They feel as if they have betrayed the teaching of Gulliman, and they bring dishonor to the codex and what it means as a living document of peace and war. This is, of course, no fault of their father Primarch, but it is instead the issue of the current leadership within the Ultramarines chapter. The Angels actually find themselves closer to the Blood Angels chapter; both chapters have connected with each other multiple times to try to decipher and understand the meaning of their potentially disastrous flaws.

Tuesday, October 29, 2013

Switching the Colors

Rakdos Aggro just isn’t quite fast enough. With the inclusion of Burning-Tree Emissary in standard, there is just simply no reason not to play a Gruul Aggro. The BTEs make for excellent mana-fixing, particularly for any 1G creatures. There are two excellent choices in aggro at the moment for me, including Gyre Sage and Scavenging Ooze. In addition, they can fix for other creatures/planeswalkers. I find them quite useful for their purposes; Gyre Sage gives me more green sources and some potential late game attacking, while Ooze gives something to do with dead creatures, late game attacking, and life gain.

I am running a fairly aggressive mono-red deck, with splash for green. Green also gives me access to some artifact and enchantment removal, along with Plummet for any big flyers. It has proven to be fairly effective thus far in testing, and I hope to keep playing around with it to see if there are any improvements to be made. Firedrinker Satyr hasn’t killed me yet, and the 2P1D fact has proven extremely useful. We shall see what comes down the pipe for Born of the Gods.

40k Hobbying Conundrum

I should start with a brief admission. The most arduous times in my life in terms of indecisiveness have come in my thinking about 40k as a hobby. It does indicate at the very least that my life has been pretty easy thus far, and I have been able to figure out any stupid problems that have appeared previously. As usual though, my thoughts always become muddled when considering my 40k.

I love my Grey Knights. All it takes is a re-reading of the fluff behind the Chamber Militant of the Ordo Malleus, and I am right back in there. The Grey Knights will always be my favorite chapter. Sometimes though, I find myself interested in starting an alternate Marine army. It’s tough to justify the choice though from a reasonable perspective, particularly when I want to buy at least one Dreadknight, at least one Riptide, and some MissileSides for my GK/Tau combination.

I have always been attracted to the idea of a DIY chapter. The problem I run into consistently, however, is the inability to generate a consistent theme across the full spectrum of the game. The army can look really cool, but it may not work well in terms of the rules. I don’t even have any intention of playing a high powered tournament army; I just want something that plays in such a way that I can justify its look, fluff, and style of play. Thus far, Grey Knights prove to be the only chapter that I can do that with.

Blood Angels interest me a great deal as well. There are two different builds that really interest me as a whole: NippleWing or Death Company. Neither of these builds really seem all that stellar in terms of winning, but they would be extremely fun to play. NippleWing, in particular, seems quite cheap in terms of the monies. There is already someone at my store who has the NippleWing ready and done, and my originality OCD is kicking in. What does appeal to me is The Black Rage Apocalypse box set. The price and the awesome factor really make it quite the option.

We shall see what comes down the pipe. Death Company would really be cool, but we shall see. There is a beam of hope: The rate of expansions may provide some cool options down the way. For those who read this stream of consciousness, thank you.

Monday, October 21, 2013

Experiments with 40k Tournaments


These past few weeks have proven to be a number of personal and professional experiments. The personal experiment recently has been related to my attempts to make some major changes to the 40k scene at Arkham Games. The first of the major experiments was the use of Torrent of Fire. It is an excellent program, and Chip is a very helpful, motivated individual looking to change 40k. Unfortunately, the program proved to be difficult to use at the store. That’s OK, and it doesn’t make ToF any less powerful or game changing as a whole. It unfortunately did not pan out as planned. I have found some new programs to use, and it also helps change up the overall format of the tournament. These modifications, as an ever changing and improving formation, will hopefully make the tournaments run more smoothly at Arkham. 
 
Another major experiment came in the form of the Random Doubles tournament. In the end, this tournament format proved to achieve none of my intended objectives. I had hoped to achieve a few specific results. The first of which was to create a variety of new pairings, opponents, and tables being used at the tournament. This worked in the first round, but, due to the format that had been suggested, the second round proved to be a lot of repeats. In fact, one table just changed partners. This did not really vary the players as much as I had hoped. The second objective was the hopeful arrangement of persons with a fairly diverse score range and potential for victory. Essentially, I had hoped to see some new faces at the top of the pyramid. This did not happen either. It was the same faces that took top spots. Finally, I had hoped to breed some new friendships and fun games, and this objective was partially attained. I think the majority of folks had fun games, but I think there were some that just did not. In fact, the aftermath proved more toxic than in the past few tournaments. I’m not sure why this particular tournament bred so much hate, but it did. What can I do about it? 
 
It seems reasonable to consider other routes of tournaments, and the previous formats seemed to be much better for everyone. A very small change will be made to tournaments in the emphasis on Victory Points instead of Win-Loss path. This is easier to pair and program with the software I have available. This is in some ways a change for the sake of ease, but it also gives folks a greater chance at victory, instead of losing one game and being out of the running.
I will share more thoughts on this idea at a later time.

Sunday, October 20, 2013

A Legacy Deck?

I recently participated in the Theros Game Day yesterday. I brought a Rakdos Aggro deck, and I ran into some really tough match-ups. I ended the day 2-2 with the 8th place spot and picked up the promo Nighthowler:

Pretty cool huh? I was actually considering a Golgari Aggro deck, using a few of these bad boys.

I have also been considering Legacy as a potential format. I have been looking at some Legacy Burn decks to try out. These decks are pretty cheap and they look really fun. I'd be ok with running them, even if I didn't win consistently at all. I'd just like to have something to throw down with. My Modern deck is in the works very slowly, but it would be a matter of ordering some cheap cards.

Random note: Arkham Games tourney in early December.

Wednesday, October 2, 2013

Options and Choices

For once in my entire career of playing Magic: The Gathering, I have many different options in terms of a potential standard deck post rotation. I have been collecting a variety of cards in red, black, and green. This, thankfully, gives me a crazy variety of decks to play. Some of the ideas are:
  • Golgari Aggro
  • Gruul Aggro
  • Rakdos Aggro
  • Jund Aggro
  • RDW
  • Mono-Green
  • Mono-Black
There is a good chance I could create a couple midrange decks, but frankly, I really don’t like playing midrange. Some of the midrange decks are fairly fast in terms of mana generation, but I just don’t necessarily like playing the game in such a way. It seems very similar to a control deck, with the win condition based on an earlier collection of creatures. Magic, for me, is the most fun played at high speeds, with an unrelenting brutality. It is not even the Theros block that gives me such freedom, but it is instead based on the removal of Innistrad from Standard play. There were so many cards from Innistrad that operated at such a high power level. These cards made a number of other RtR block releases completely pointless. Now that they are gone, suddenly RtR block can see some play at a high level. This is my own perception of course, but it definitely makes me excited to try and build a strong Standard deck. I don’t necessarily care to make Standard a constant endeavor with all of the other engagements I have, but I’d do my best to compete.

Friday, September 27, 2013

Peace of Mind

I have finally come to rest about a certain problem that I have been having; League of Legends is an unbalanced, toxic game that I can simply not take seriously. I won’t play the game unless I am playing with friends, and I just don’t care about ranked play. I have too many serious obligations in my life to even give a couple brain cells worth of caring about League ranked play. As a competitive game, Riot Games has created a nice fa├žade of true “intense” competition, which, in reality, doesn’t achieve a positive experience for any player looking to improve and succeed by themselves. Their balancing team is absolutely horrible, and the funds, which should be in the game balance department, go to stupid things like Forecast Janna.
Rant Over.
I recently purchased two awesome PS3 games: Diablo 3 and Kingdom Hearts 1.5. Funnily enough, both of these games are reboots, platform shifts that create a fantastic redesign in game play and graphics. Diablo 3 has been improved for multiplayer play, and the game has really translated well into console. There is also no online cash shop, which really makes the game perfect for a party experience. Kingdom Hearts 1.5 has a new redesign for the first Kingdom Hearts and the DS game Chain of Memories. I have gone through a new play-through of Kingdom Hearts, and I am loving it. Both games are extremely fun, and I have been totally satisfied with my purchases.
Forget League; DOTA 2 is better :P

Sunday, September 22, 2013

Theros: Block of Awesomeness

As I continue to see cards from the newest set of Magic: The Gathering, I am once again pulled into the set through theme alone. Innistrad was an amazing set; it definitely takes the cake as my favorite set to ever come out. The gothic horror theme was perfect all the way through; the power level of the set, however, was simply too high. Miracles were a complete mistake, and the cards from the set completely tore apart the meta-game. This set, however, looks to strike that balance through a number of its mechanics. Devotion makes the gods a reasonable investment with a high cost to effectively utilize. Monstrous allows a number of the cards to become crazy good, but the mana cost is incredibly high. I’m looking forward to this slower, creature based set. Finally, I will be able to play a number of cards from the Return to Ravnica block that were otherwise too dang slow. In addition, the aggro player in me is totally fine with the meta-game shifting away from control and spell-based decks.
 The pre-release surely did not let me down. I definitely loved playing a limited format with this set, and I found a lot of very good cards overall for standard and other formats. Once again, I found myself nicely in the money concerning pulls, and I traded for some really nifty stuff. With another rotation hitting my collection, and therefore my wallet, rather hard, I find playing standard to be a little bit tedious. Frankly, I don't have the time nor the desire to throw a ton of money down on Magic, so I will make do with whatever cards I can come across. I look forward to other events from this set.

Thursday, September 19, 2013

Moneyhammer: Is it a Problem In Competitive Play?

On one of the better known (and personally disliked) 40k blogs, a very long draconian post emerged there concerning the state of 40k and its competitive scene. The post established that the game had devolved into a money war, with the newest codices simply destroying the previously published books out of the water. Therefore, anyone who wanted to make the newest and most powerful army was forced to buy new supplements and models. This, of course, led into a discussion about the overall pricing of GW models and their business model, which, I won’t deny, is extremely flawed in many ways.
This post led me to think about a really important question about the game: Do I have to purchase a new army monthly in order to be competitive? My answer is simply no. In the end, wise money spending does help make 40k a much more manageable hobby monetarily. Using other websites, such as Ebay and Amazon, can help reduce the cost overall. Even in my case, I do all of my shopping with my FLGS in order to support the store. This means that I spend less on the game overall, but I still make purchases as needed or by desire.
Aside from monetary problems, the question also brings up the competitive aspect of 40k. Frankly, I think that it is possible to build a competitive army with every single codex available. Allies, Fortifications, psychic powers, and other rules allow every codex the opportunity to create a powerful combination of units. While a certain regional meta-game will make certain codices less powerful, the FLGS has its own meta-game that is worth considering. 6th edition truly has a large amount of competitive builds, but each of these builds has a fairly defined and clear weakness to it. Wave Serpents in Eldar may prove to be the tough match at the moment, but the Space Marine codex may be the balancing factor in this game of Rock-Paper-Scissors. Regardless, it is foolish to play with a mindset that each codex necessitates a whole new army. Warhammer is not like Magic: The Gathering which is best cards or defeat.
To be honest, the post isn’t really worth this post. It is vitriolic at best, and frankly, the post is so negative, it isn’t really even founded in any solid fact. In the end, I felt I need to rebut this stupidity in my own tiny corner of the blogosphere.

Monday, September 16, 2013

Winds of Chaos at Arkham Games in Lavale, MD

Arkham Games “Winds of Chaos” Tournament
Points: 1,000 Per Individual
Date: October 12th 2013
Pairings begin at 1:00pm
Round time: 2 Hours (~15 deployment and prep time)


I haz a Mezzige!

Mission:
Escort your messenger across the board safely while
intercepting your opponent’s messenger.

Objective:
Score more victory points than your opponent while escorting your messenger into your enemy’s deployment zone.

Before the start of the game each player must nominate a single non vehicle, non monstrous creature, infantry model from their Troop sections of the FoC to represent their messenger. This model must be escorted into the enemy deployment zone by the end of turn 6. The messenger and his unit must be deployed in your deployment zone. The unit with the messenger cannot infiltrate, scout or deep strike and he can not be held in reserve. The unit can be deployed in a vehicle with transport capacity but that vehicle cannot scout, infiltrate, outflank or deep strike. If you successfully escort your messenger into your enemy’s deployment zone you will receive an additional 500 victory points.

Deployment:
Use Dawn of War found on page 119 of the rulebook.

Length of Game:
This game last 6 turns, or until time is called. Do not begin another game turn unless both players can finish their player turn.

Special rules:
Night Fighting (page 124)
Reserves (page 124)
Mysterious Objectives (page 125)

Massacre:
1126 to 2500 victory points more than your opponent
Major Victory:
751 to 1125 victory points more than your opponent.
Minor Victory:
376 to 750 victory points more than your opponent.
Draw:
Your total is within 375 victory points of your opponent.

Battle point modifiers:
+1 If your opponent has no units in your deployment zone. (Shared)
+1 If you shake hands with the enemy team and wish them luck in their next two games
+1 If you kill an enemy messenger.
+1 If your messenger is alive at the end of the game.


Kaptur da Flag!

Mission:
The Warboss has planted a flag in the center of the table. It is your job to make sure it stays his.

Objective:
Place an objective marker in the exact center of the board. At the end of the game the player with
the most scoring units within six inches of the objective marker wins.

Deployment:
Use Hammer and Anvil as per page 119 of the main rulebook.

Length of Game:
The game lasts 6 turns or until time is called. Do not begin another game turn unless both players can finish their player turn.

Special Rules:
Night Fighting (page 124)
Reserves (page 124)
Mysterious Objectives (page 125)

Massacre:
Have 5 more scoring units within six inches of the objective than your opponent.
Major Victory:
Have 3 more scoring units within six inches of the objective than your opponent.
Minor Victory:
Have 1 more scoring unit within six inches of the objective than your opponent.
Draw:
Both players have the same amount of scoring units within six inches of the center.

Battle point modifiers:
+1 If your most expensive HQ choice is within six inches of the objective.
+1 if you have none of your units in your deployment zone at the end of the game.
+1 If you kill 2 units selected from the Troops section of the FoC
+1 If you control more terrain than your opponent.
(To control you need a scoring unit within 3”of a piece of terrain)


Armies That Go Bump in the Night!

Mission:
Achieve your mission objective.

Objective:
You have stumbled upon an enemy army and the Warboss hasn’t told you what to do yet.
At the start of the game before Warlord Traits, roll on the following chart to determine both players objective:
1-2 Kill Points, 3-4 table quarters, 5-6 terrain features. Kill points: The player with the most kill points wins. Table Quarters: The player who controls the most table quarters
wins. Terrain Features: The player that controls the most terrain features wins. To control a terrain feature you must have a scoring unit within 3 inches of the edge of the
feature. To control a table quarter you must have more scoring units in that quarter than
your opponent.

Deployment:
Use Vanguard Strike found on page 119 of the rulebook.
Length of game:
The game lasts 6 turns or until time is called, so that each player completes the same number of turns. Do not begin another game turn unless both players can finish their player turn.

Special Rules:
Night Fighting (page 124)
Reserves (page 124)
Mysterious Objectives (page 125)

Massacre: Score 5 or more kill points than your opponent. Hold 3 or more table quarters
than your opponent. Control 3 or more terrain features than your opponent.
Major Victory: Score 3 more kill points than your opponent. Hold 2 more table quarters
than your opponent. Control 2 or more terrain features than your opponent
Minor Victory: Score 1 more kill point than your opponent. Hold 1 more table quarter
than your opponent. Control 2 or more terrain features than your opponent.
Draw: Score the same number of kill points. Hold the same number of table quarters.
Hold the same number of terrain features.

Battle point modifiers:
+1 If you kill an enemy Warlord
+1 If you’ve destroyed all of your opponents scoring units (Shared)
+1 If your opponent has no units in your deployment zone. (Shared)
+1 If you high five your partner at the end of the game.

Preparation
Bring all relevant materials to the tournament. This includes Codex(s), 40k Main Rulebook, Army List, and FAQs and ERRATAs. Some copies will be made available by the tournament organizer.
Don't forget to bring measuring tape, dice, templates, and other tools you need in order to make the games go smoothly.
Be sure that you understand 6ed rules well enough to explain to your opponent if they have any questions.
Keep in mind the limited space within the store and pack appropriately.
Lunch will be arranged prior to the tournament. Dinner break will occur between the 2nd and 3rd round.
Bring your game face, but unsportsmanlike conduct will be penalized.

Tournament Rules
All GW FAQs and ERRATAs will be used.
Allies, Fortifications, and Warlord Traits will be used following the 40k Main Rulebook. Fortifications must be owned by the player. If the Fortification is purchased in the list, it will count towards the painting score.
Random Terrain and Random Objectives will be used.
All Rulings will be based on the Main Rulebook, Codex, and FAQs/Erratas. The Tournament Organizer will strive to create the most fair and correct ruling. The ruling will be kept consistent throughout the tournament.

Round 1 Pairings will be handled at the event.

This event is a Random Doubles Tournament. This is a format that is slightly unorthodox, but it is very simple to understand. At the beginning of the tournament, each individual is randomly paired with another player. They are then teammates through the 1st round. Teams play against other randomly paired teams, and they complete the missions to the best of their ability. The primary mission objective is shared between the two teammates. If Bill and Ted score a Major Victory, then they each earn 17 Battle Points. However, the secondary objectives are kept individually, save for a few shared secondary objectives. So if Bill scored on two secondary objectives, then he earns 19 points, where Ted only earns the normal 17.

Battle Points are distributed as such:
Massacre: 20-0
Major Victory: 17-3
Minor Victory: 13-7
Draw: 10-10

Battle Points are kept on an individual basis, and they are the determinate for victory at the end of the tournament (1st, 2nd, 3rd).

With the Round 2 pairings, the top individual player is teamed up with the bottom individual player. This pairing mechanism occurs through all of the participants until teams are paired. Then Swiss Style pairings will determine Round 2 opponents. There is a chance that this will create matchups that involve people you have already played with or against in the tournament; this is part of the event.

This process is done again for Round 3. Once the rounds are complete, the top 3 Battle Point scores earn 1st, 2nd, and 3rd respectively. Due to the nature of this tournament, there will be no points for sportsmanship or painting. There will be a vote for a Best Painted award.

Monday, September 9, 2013

The New SHINY

 http://www.karoath.com/graphics/boltgun2.jpg

Space Marines are here once again! With the new codex, there are lots of folks talking it up. Many people are suddenly reinvigorated with 40K, and a number of people (myself included) are spying a new army in the future. That being said, I MUST resist the shiny! I struggled with the "choosing a chapter" some time ago, and I must stick to my guns! In the end, I LOVE the Grey Knights, and I have since my beginnings with 40k. When their codex was released, I fell in love again, particularly with the beautiful plastic kits. Besides, I have a newer more feminine project down the pipes :P.

I do appreciate one major addition/modification with this codex: Chapter Tactics. In the 4th edition codex, there were a number of rules and added benefits that players could choose to add to their armies. 5th edition codex, however, locked these variable rules into special characters that didn't always fit the theme of the DIY chapter (which was my intended goal). An example from my own thinking: I was thinking about a chapter called the Mountain Kings. Their fluff revolved around building large fotresses built into the sides of mountains, caring for the Imperial citizens below. In order to follow this kind of fluff, I had to take Lysander. Well, Lysander has the Fist of Dorn as a weapon, clearly an homage to the Imperial Fists. With this book, I can now take the Chapter Tactic: Imperial Fists, giving that part of the Fluff ( and helping with story as an Imperial Fist successor chapter), but I can use a Grand Master instead. Options like that really give me a greater range of freedom with the codex in terms of a DIY chapter.

I think the codex will also provide Marines players with some help adjusting to the Xenos dominated metagame. Space Marines have really powerful rules aiding them: allying to themselves, new wargear, Centurions and even the AA tanks can lend a hand. I'm looking forward to whatever may come with the Space Marines. 


Thursday, September 5, 2013

Toxicity

Besides being a well known song created by System of a Down, it has been the recent buzz word for some of my readings and snooping through various internet chatter.

MOBAs

As I continue to play various games in the MOBA genre, this negativity has been particularly evident. While I acknowledge the frustrations of under-performing teammates, there is truly no need to go to such lengths to insult and belittle the individual. I have been primarily on the receiving end of this harassment, and frankly it ruins the game.

There are supposed tools to help relieve this issue. Specifically in League of Legends, I found a blurb that said that over 280,000 players had "their behavior changed" by their Tribunal system. After doing some quick math and some generous estimates, that's really only about 5% of the player base that has been "revitalized." I'm not particularly impressed with this data, and frankly, I think the toxicity is still overwhelmingly high. Through a number of factors, including Free to Play, separate downloadable client, and low graphical requirements, it attracts an ungodly amount of players, which increases the chance for a terrible teammate. I may have to start going back to silencing all other teammates that I encounter after immediately entering the game. DOTA 2 has been moderately better for a reduced amount of negativity, which I definitely appreciate.

40K

While the NOVA has just passed and many gamers have come and gone enjoying every moment of it, there are still some in the pits of hell that continue to foster an unnatural hatred for 40K and any legitimate attempts to enjoy the game. To me, this prattle is not worth anybody's time. At the point that I find myself not enjoying the game for whatever reasons, I will make that decision to move on. I don't understand the prickly (that's putting it nicely) attitude that these individuals throw at gents who like 40K. It bothers me that this exists, but I can't stop it really. As far as I'm concerned, I am part of an excellent gaming group at Arkham Games. I have hosted half a dozen or more events at the store, and I look to continue that trend.

Now What?
Overall, I think that the negativity really stems from the media outlet that I am receiving these inputs. In short, the internet is filled with the hate of a thousand raging nerds, and I need to leave it at the bottom of the ocean where it belongs.

Friday, August 30, 2013

Grey Knights/Tau 1750

Here is the list I took last night in a game against my friend's Steel Legion Imperial Guard.

Grey Knight Primary Detachment

Coteaz-100

Vindicare Assassin-145

5 Grey Knights-120
Psycannon, Daemon Hammer on Justicar
Psyback-50

5 Grey Knights-120
Psycannon, Daemon Hammer on Justicar
Psyback-50

10 Grey Knights-235
2 Psycannons, MC Daemon Hammer on Justicar
Rhino-40

3 Psyflemen Dreadnoughts-135 each

Tau Allies

Tau Commander-120
Puretide Engram Neurochip, Twin-Linked Fusion Blaster

3 Crisis Suits-156
Fusion Blaster, Plasma Rifle

6 Fire Warriors-54

Hammerhead Gunship-145
Submunition Rounds, Disruption Pods

The list performed fairly well. Each unit performed the task it was designed to do, and I was pleased with the results. The game ended with a gamed-out victory for me (In the interest of time). I solidly had two objectives, earned First Blood, Slay the Warlord, and could have earned Linebreaker.

The only real major change I would make is to reduce the number of suits in the Crisis Suit Unit. 3 Fusion Blasters serve well enough to pop any vehicle, particular when Deep Striking into Rear Armor and Tank Hunters from the chip. I would use the extra points to throw Psybolt Ammo on the 10 man Grey Knight Squad, and purchase some Searchlights/Dozer blades for the Rhinos.

Some Concerns Regarding FAQs and Their Rulings

I have been taking a look at various FAQs for major tournaments, and I have some beef with their decisions. A number of the rulings go contradictory to the overall GW published FAQ. Unless I am gravely mistaken, there is no ruling concerning Njal and his ability to hit flyers with his Lord of Tempests rule. Because of this, the non-specific (in fact, stupidly broad ruling) concerning Flyers and auto-hit weapons seem pretty clear to me; Njal can’t hit flyers with his ability. Well, the NOVA did not rule that way, and it frustrates me a tad. There is a very cynical line of reasoning that I have for it, but I’ll share the more reasonable concern.
    From my own gaming philosophy, I believe that the developers have some basic goals and intentions when they create games. They intend certain characters, rules, wargear or whatever to have a certain basic purpose within the game. The competitive 40k scene is just about the only game that I find myself wanting to modify for improvement. I am totally ok with tournaments creating their own mission packets and generate new and exciting ways to play this game. I think, however, that rules FAQs are one of the few ways Games Workshop makes a contribution to the competitive rules based elements of the game. In my opinion, all tournament organizers should respect their rulings; they are, in the case, the expert of the rules. To create rules contradictory to the GW FAQ seems problematic at best to me. For any rules that are unclear or truly unanswered, they are totally open to each tournament’s ruling.
    When I narrow my thinking to my own local gaming community, which is the primary location for my competitive 40k scene, I think we have to establish most of our rules disputes based on the rules as written. This is simply to have a overall set of concepts and judgements that define our rules negotiations. In addition to this, we have a number of players that visit Arkham Games for 40k tournaments only, so it is important that we have a designated set of rules based off the rules as written. “House rules” go against my personal philosophy of gaming, and I feel fairly strongly about that.
    I apologize for the slight rant, but I think I am not alone in this line of logic. What do my readers think?

Wednesday, August 28, 2013

My Musings Before the Avalanche of Grad School

After quite a long hiatus from Warhammer 40k/Fantasy due to my summer coursework, I have come back with a vengeance. At least in the “research” part of the game, I have been increasing my 40k awareness. So far, I have reached a couple of conclusions concerning the game at the moment.
Holy cow, Eldar have come back with a vengeance. I remember a very similar occurrence during the 4th/5th edition codex. Eldar simply overtook many other opponents through extreme mobility, cheaper units, and the overall assault power of Harlequins. In addition to the return of Eldar, mechanized armies have also come back to dominate the tournament scene. Granted, this is primarily due to the Wave Serpent and its undercosted wargear, but it proves that mech is not dead.
With the advent of both Eldar and Tau, allies are even more powerful and perhaps entirely necessary to build a competitive list. Looking at the variety of units and combinations that people have been bringing to competitive events, you need an equally diverse set of tools to handle each list. Thankfully, the allies system allows for all players to bring any tools they may need. For me personally, I know that I will need some allies in my Grey Knights army to handle enemy lists, particularly an Eldar opponent. Thankfully, I have my Tau army, which provides quite an excellent ally for this purpose.
Grey Knights, as a codex, excel in bringing mobile s4-6 anti-infantry shots along with s7-8 shots for vehicle destruction. They have, however, some glaring issues: no reliable AP1-2 shooting and no reliable AV 14 destruction outlets. Rending from the psycannons can certainly destroy a AV 14 vehicle, but it will take a large amount of shots to do so. Tau, however, bring both of these useful tools to my arsenal, without much overhead cost for a mandatory HQ and Troop choice. It will take some testing and thought, but I think that I can make it happen.
Daemons struck me as crazy army when I first read the book. I felt as if the assault potential from 5 FMCs along with screamers and other fast units could become the assault army to win. People have been having some success with Daemons at competitive events, but it seems these lists use the Daemons Princes primarily as psykers to lock down units that can defeat the Princes, and then they fly into any easily killed units. Playing this list more, however, shows that this list is still susceptible to the “all eggs in one basket” syndrome. It’s an elite army that can fall apart due to a bad string of dice. I feel as if I need to incorporate some other elements of the codex into the build to defeat more balanced armies.
These are my thoughts so far. Once I have a GK/Tau army created, I will post it up for review.

Sunday, June 16, 2013

Updates and New Tau

I apologize for the length of time that I haven't posted. I have been knee-deep in work from my summer class and my part-time job.

I recently purchased the newest Tau codex, and I ran the exact same list from the old codex with the addition of 6 more Fire Warriors. The codex works practically the exact same. There are some differences in point values, number of shots, and varied rules modifications to bring the codex into 6e land.

If you liked the Tau in the old codex, the new codex offers a wide variety of new options and improves many of the units themselves. I really want to put a Riptide on the field, but that requires money :p. I have been teaching a friend the ropes on 6e with his Tyranids, so I have been getting a sense of how they work in 6e. They definitely got an improvement overall, but I think that there are just too many units that have no real effective purpose in 6e.

I hope to get more posts in here soon, but that process has been very slow. Bear with me!

Sunday, May 26, 2013

Back to the Past

Recently, I found a number of old certificates, pictures, newspaper articles and other fun documents from the past. It was quite an experience to go back and ponder experiences from the past. It was quite a trip.

Thursday, May 23, 2013

New Apartment!

So, I have now moved into a swanky new pad! It has been quite an experience trying to find all of the necessary stuff to live out TRULY on your own. I have learned a great number of lessons these past few days, but overall, I definitely appreciate the freedom and sanctity of living in an apartment away from campus policy and regulations.

I have also begun my coursework for the MAT program, primarily my observations in the local schools. It has been quite an experience so far, and I have truly learned a lot about the public schools. It was quite an experience returning to a middle school, which I haven't done in years!

I have some thoughts and posts to put up concerning an upcoming 40k tournament titled The Winds of Chaos. I'll post those up here soon. Life is taking a new turn, and I am looking forward to the future!

Wednesday, May 15, 2013

My Style of LoL Champion

I know of a number of friends that play League, and they talk about their style of champion. Not even that they identify with a particular role such as Jungler or a Mid, but they know the types of skills they like to see in their champions. Some people really like champions with an escape or some sort of strong initiate; some people really like champions with a strong source of crowd control.

I can't seem to find my own preferred style of League champion. So far, I enjoy very tanky champions. I appreciate a champion that can Rambo into a team fight and make a difference through damage and heavy crowd control. Some examples of champions like these consist of Rammus, Tryndamere, and Udyr. My biggest problem is finding champions that have these types of traits, but they are still worth playing in a higher level of play. It seems that they are far too team dependent, which as I posted earlier is a problem in solo-que ranked. I'm not sure what to think of it, but I hope I can figure something out.

Tuesday, May 14, 2013

Daemons Too Stronk

I have been playing a few games, and I have been thinking about the new 40k Daemons codex. It has been one of the most fun armies that I have ever played. The sheer power of four Flying Monstrous Creatures flying at the enemy is quite a sight. I think the list I have been playing has been pretty powerful, but there are some elements that I need to alter. Here are my thoughts so far:
  • I still can't decide on an appropriate troop choice for the army. Bloodletters seem to do really against Marines, but they aren't necessarily fast or durable. I feel like I may need to try Daemonettes for their speed or the Plaguebearers for their durability. 
  • Fiends are not quite as good as they used to be. They are now 3 wounds each, but they are only S4, which is an issue. They get a dickload of attacks, but it doesn't make up for their weak body. 
  • Flamers are still very useful, but not quite as broken. Very nice for taking out backfield infantry. 
  • I don't think Daemons need allies at all. I think they are best served going by themselves. 
  • The Warpstorm chart really isn't that bad. There are a few choices that can really suck, but overall, I don't mind it. I still haven't tried any of the gift charts other than taking a portalglyph. 
Please share with me any thoughts you may have on Daemons. 

Monday, May 13, 2013

The New Frontier

This Saturday, I will have officially completed my undergraduate studies, and I will graduate Magna Cum Laude with a Bachelor's of Arts in English. That graduation takes place on May 18th.

My graduate program begins on May 20th, giving me only a few days to relax and enjoy the completion of a major step in my life. It has been a lot of work so far, but I feel that I will be able to meet this new task head on!

Sunday, May 12, 2013

See you later Facebook

I have done the unthinkable; I deleted my Facebook account.

Frankly, I don't much miss it. It was becoming a nuisance to me. It served to really only detract me from my work, enrage me with mindless nonsense, and to create unnecessary conflict.

So, along with some professional reasons, I decided to forgo the whole thing, and I deactivated the account. This blog will remain open for business, and I intend to post on it more regularly, seeing as I don't have Facebook as a writing outlet.

I may go back to the Facebook in the future, but for now, I am enjoying the absence of it.

Crawling Out of the Abyss

So, this past weekend, I have been attempting to play some serious League of Legends. I have played about a dozen or so ranked games.

It leaves me with only a scrap of my soul left.

The game doesn't really reward a player for skilled play. It really only rewards those lucky enough to not have a completely idiotic team. Don't get me wrong; I have made my fair amount of mistakes. I didn't play super hot every game, but I was at least trying to play intelligently.

Riot, you are gonna need to SERIOUSLY rethink your solo-que ranking system. It really doesn't give anyone anything, minus a headache and a raging hatred for humanity. Clearly, it doesn't suit anyone who isn't willing to dedicate a boatload of time to the game or willing to spend money for the champs that really shine. Anyone who has played enough League knows that getting that 6800 champion takes a LONG ASS TIME.

I'm frankly disinterested and dissatisfied with League at the moment. Maybe once Riot can eliminate the horrible part of the community, I can go back to Ranked and attempt to play the game as it was intended. Until then, I stick to my random normals games with friends.

Monday, April 29, 2013

Where did Faeit go?

Recently, I was made aware of Faeit being closed down, supposedly by Games Workshop. I can't imagine why on Earth they decided to close it down now. It has been in operation for quite some time now. This new event reveals a couple of terrible things about GW.

1. Either their tech department is garbage, or they knew exactly that Faeit was in operation.
2. The above begs the question: Why do it now? Had Faeit become far too accurate? I don't understand why GW is so adamant about closing down any rumors. It is excellent for marketing. Wizards is quite open about their plans for their future endeavors. It creates excitement and planning for the customers. Why so secretive?

Gdub, I shake my head at you.

Dragon's Maze: Pre-Release Experience

This past Saturday, I participated in the Dragon's Maze Pre-Release hosted by Arkham Games. I chose Golgari as my guild, and my ally was Grull creating the best shard ever!

I ended the tournament 3-2, but I received over $40 in cards over the night! I definitely would not complain about this. It was a fairly fun tournament. I felt that the whole "running the maze" idea was cool, but it was not implemented well at all. Really, it required the guilds to have at least one 5-0 or 4-1 to have any hope of completion. I felt this wasn't terribly fair.

I'm thinking that limited formats will be much improved with the inclusion of Dragon's Maze cards. They compliment the other two sets very well, and it gives the format some much need variety. I felt that both Return to Ravnica and Gatecrash were too limited in scope. You drafted only one or two guilds, or you will be last. Now, Dragon's Maze can really enhance the game. I think I may find myself playing more limited with Dragon's Maze, definitely come summer.

I still want to keep playing Jund in Standard. It may eventually move into a different style of deck, but I am LOVING three colors in Standard. Getting the lands really made the deck work. I used to prefer two colors, but with Shocks and Buddies, there is no reason not to play three colors.

Still trying to get myself moving on my Gdub hobbying, but class takes precedence.

Monday, April 22, 2013

The Objectivity Concerning Value in Games

Many games involve some mathematics. Some of the equations are very simple. Other equations require a higher level of aptitude with statistics or algebra to truly understand their effectiveness. Warhammer 40k, Magic: The Gathering and even games like Settlers of Catan require some understanding of chance and probability.

I was discussing the major reason why net-decking in Magic: The Gathering is somewhat unavoidable with a friend last night. The reason is quite simple; there is invariably a BEST card in the slot for your intended purpose. The example I gave was Dreg Mangler. In an Aggro style deck with Jund Colors, Dreg Mangler is invariably going to be the best 3 CMC card with B and G in the cost. It just simply is the best. Any player who wants to succeed in the competitive environment, they must collect the best cards for the job.

In other games, like Warhammer 40k, there are a variety of units and models that can achieve success in a particular part of the game. Looking at just some various imperial armies, there are Missile Launchers, Meltaguns, Autocannons with Psybolt Ammo, and the Battlecannon as providers of large scale strength 8 shooting. They each provide a slightly different kind of strength 8, but there is still some variety. It simply depends on what the built list wants to incorporate. Even still though, the lists often do want a specific type, for it is the best possible fit.

With this extreme objectivity, it becomes tough for some players (myself included) to actually reach a winning combination or cards, models, or characters that doesn't reach simple mimicry. Believe me when I say, it does grind on me when I simply can't incorporate certain rules that I find really compelling or cool based solely on those criteria. It is even more bothersome when I do pick something I find cool, and then it has a horrible stigma attached to it because of its over-inflated value.

In the end though, I think that often the games are not the problem. For certain games, the crowd becomes the major problem. People take a game too far, and they ruin it for others. This phenomenon can't be avoided, so I intend to play the game as I see fit. 

40k Daemons: First Game Impressions

On Saturday, I played a game of Warhammer 40k with my good friend Chris. I had run Daemons in the Apocalypse game near the end of March, but I wanted to try them out in a 1v1 scenario. We rolled for deployment and objectives; The results were Dawn of War and The Relic.

I took my box of Daemon models that I had and quickly threw a list together. The list turned out a little like this:
Bloodthirster
Lord of Change
- Master Level 3, Exalted Reward (took a PortalGlyph)
20 Bloodletters
- Bloodreaver, Lesser Gift (AP 2 Sword)
10 Plaguebearers
6 Fiends
8 Flamers
2 Daemons Princes
- Both MoK, Wings and Armor

My buddy Chris took his Iron Warriors Chaos Space Marines. The list went something like this:
Daemon Prince
-MoK, Wings, Armor
Chaos Lord
- Axe of Blind Fury, Terminator Armor
5 Terminators
-Various Loadouts
Hellbrute with Multi-Melta, Powerfist
Hellbrute with Missile Launcher, Reaper Autocannon
2 Squads of 10 CSM
- Fearless Icon, Melta, Champion with Power Sword, Meltabombs
-Rhinos
Vindicator
2 Maulerfiends

The game started pretty slow. I flew my FMCs forward, and I marched the ground Daemons across the field. The Warpstorm gave me the Slaanesh attack, knocking out a few of my Bloodletters. Nothing more happened.

Chris responded with the Daemon Prince and the Maulerfiends charging into some of my units. The combats dragged on, and I was deep into assault. The Terminators charged my Bloodthirster, had to challenge him, lost combat and got run down 0.0.

The game continued with a lot of combat, and I Smashed EVERYTHING. Daemon Princes, Bloodthirster and the Lord of Change wrecked combat everywhere. They would kill their opposition, and then they would fly over to the important combats and help to clean up. At the end of my turn 4, Chris conceded with only Rhinos left.

First Impressions
- I am very stupid for not having used the Portalglyph as soon as possible. I kept forgetting about the wargear. It would have helped me to take the Relic (which I could have taken next turn had Chris not conceded). I can't speak to it's effectiveness because of this.
- Lord of Change with Mastery Level 3 is excellent. For 25 points, it is very worthwhile to take. In the future, I believe I should grab one Change power. For this game, I grabbed 3 Divination powers. These powers were very useful for buffing my army, but it left the Lord of Change unable to really deal any damage.
-The Bloodthirster is A BEAST. It killed nearly triple its points. 4 S10 Smash attacks on the charge make it quite effective in close combats against vehicles or ICs. WS 10 along with I9 is a crazy stat-line.
- Fiends lost some of their appeal in this codex. They are still capable of being very fast and hitting very hard. I think this game may not have showcased their true potential.
- Flamers are not really all that bad. They can put some serious damage on infantry units, but they definitely lost some of their strength due to being only AP 4.
- I need to try and find a solution to Bloodletters versus Dreadnoughts. It is very tough to find beyond giving them a Greater Reward and hoping for some sort of effective upgrade.
- Daemon Princes can also do some major work in Close Combat. Not close to Bloodthirsters, but they are still pretty crazy.
- The Warpstorm table is somewhat hit or miss. There are a number of pretty excellent results on the chart, but most of them are just mediocre shooting attacks. Rolling a 4 for -1 invulnerable save is HORRENDOUS, as is blowing up characters and army-wide instability.
- Instability is also hit or miss. Some combats, it gave me a strong fighting chance, but in other combats, it really messed me up.
- Both of these comments lead into this primary response: The randomness of the army. If you are willing to take a few gambles, Daemons are the army for you. They are still close combat masters, and their FMCs rule the skies.

I had a lot of fun with the Daemons, and I definitely want to get my models built and painted. First, I need to graduate college :P

Saturday, April 20, 2013

First Blood and Control?

After the tournament, there was some major discussion about the importance of First Blood as a secondary objective in The Emperor's Will. Some argued that it ended up being a game of taking First Blood, and then the leading player would camp their objective hard. The players thought perhaps the game should be altered to prevent that strategy.

My opinion of this has not changed; I think First Blood is certainly a wonky objective. Without a doubt, it is an objective that favors the player that goes first. However, I do not see a justification that makes this particular mission worthy of avoiding First Blood. Every mission has First Blood; it is a cornerstone secondary objective in 6th edition. Frankly, aiming for First Blood and camping is perfectly legitimate.

If a better secondary objective comes up, I would consider using it. For the time being, First Blood will have to do.

Tuesday, April 16, 2013

4/13/13 Double Fools Results!

Here are some results from the 40k Doubles Tournament held at Arkham this past Saturday.

1st- Wardaddy Greenbucks 3-0 28VP

2nd- #YOLOMcswagdaddy 2-1 40VP

3rd- Legio Ferum 2-1 34 VP

4th- Nukem 2-1 29 VP

5th- NecroKnights 2-1 26VP

6th- Morale Check 2-1 20VP

7th- Team Twilight 1-2 25VP

8th- 0-2 Drop 1-2 19VP

9th- Domino Effect 0-3 16VP

10th- Armageddon 0-3 11VP

Monday, April 8, 2013

Apocalypse! 3/30/13

On March 30th, I played in an 8vs8 large scale Apocalypse game. Each member of the team brought 2,500 to 3,000 points. The teams were split into Good and Evil (with some flip-floppers), and we each had neutral objectives to reach. My good buddy Josh ran the event as a Game Manager. He included many fun and interesting rules to accompany the objectives; the rules were very Orky featuring miniature grot bombs and a pie cannon. It was a great game overall, and I had a ton of fun. There were a couple things that need some improvement, but I have faith in Josh to make it even better! Pictures soon to come.

Monday, March 25, 2013

Revitalized

League of Legends was becoming a very difficult game to enjoy. The community is horrible, and the game just was not clicking for me. That changed with the new ping system Riot implemented into the game.

Now the pings will give more specifics concerning their nature. There is a MIA ping, an OMW ping, a SOS ping, and a general ping. They are all distinct in nature, and they are rather easy to use on the map.

Well, that's pretty cool, but why did it revitalize the game for me? Frankly, I can now mute every other player, still communicate effectively with them, and enjoy myself while playing the game. It may be a slightly intolerant method of playing the game, but it really did make my games a whole lot easier to play.

Kudos to Riot; they really do care about their customer base.

Forever in Jund

A metaphor I am rather fond of in the plateau of success. For most people, there is a rapid acceleration upwards in terms of learning, understanding, and improving at a certain skill or task. However, this acceleration slows down, and it eventually levels out into the plateau.

I have finally found myself over that plateau and finally on a steady incline of progress and overall satisfaction with Magic: The Gathering. It has taken me quite some time to get over the net-decks, smelly assholes, and the whiners, but I feel that I can now play the game as I see fit with no qualms.

This new found satisfaction has led me to find the color combination that really suits my playstyle: Jund (Red/Green/Black). I love all of the cards it allows me to play, and I think it has some awesome stuff in standard right now. Currently, I am playing a Jund Aggro strategy, but it has been evolving slowly as I play it. It's a very fun deck, and I am glad to be playing it.

Secret Deck Tech in Gatecrash: Simic Elves. Do it.  

Monday, March 11, 2013

A Tiny Rant

So, I have been pondering some of the major issues I find myself confronted with. Today, I want to talk about something that I have found to be a personal issue. This issue is likely based on the fact that I don't like the concept much. In two words, I find this aspect of college to really grate against my soul:

Greek Life

Granted, I am not a part of any Greek organization, but I find myself constantly put off by the concepts of Greek life. The whole Brotherhood/Sisterhood is a crock of shit. I know plenty of men and women, who frankly do nothing more than stab each other in the back. They don't really care for ALL of their brothers and sisters; they just like the ones that they are friends with. This to me defeats the major purpose of Greek Life.

Secondly, the price seems completely outrageous. I would never in a million years want to pay $400 (IDK the standard rate, but this is the figure I heard from someone about some Greek life; frankly, I don't give a shit) for a t-shirt, some networking, and mandatory bullshit. Why in the hell would I do that? $400 pays for nearly 20% of rent for an apartment. It pays for at least 2 weeks worth of food. NO. Forget that noise.

Perhaps it's just me being a weirdo, but I find Greek life a very image and shallow means to identify oneself with a group. I REALLY don't care for an organization that insists that I attend meetings or do some charitable event, just for a social aspect. Oh, so you have to be a living breathing male to get into this frat? Cool! NOT. Nota Bene: Honors Societies are different, mainly because there is some rigorous aspect to the application process.

I felt like ranting about this, and I figured that my blog would be a good place for it. Cheers.

Friday, March 1, 2013

An Interesting Debate

Earlier today I found this interesting discussion concerning two of the major players in the MOBA genre of games.

I will say that I have not ever played DOTA 2, but I did play some DOTA in its original incarnation as a WC3 mod.

Overall, I find myself falling out of favor with League. I can't bring myself to really truly care about the game enough because it creates a teamwork environment that is inherently not about teamwork. It's about who fed and who became fed and destroyed the enemy team. The same is true in games like Call of Duty. One team has a guy that went 30-2 because he got enough kills to pick up an extreme amount of kill-streak perks, and he carried the team. The other team, however, has a guy that went 2-20, ramboing into anything that could possibly kill him.

People tell me all the time that pre-mades are the way to go in terms of playing League, but frankly, I don't want to have to get 4 other people to play just so I can actually enjoy the game (which is not even necessarily true, but I won't get into that pile of shit). The game was intended to have a MMO solo que element. If that isn't a viable way to actually play the game... then it is clearly failing in one of the major components of the game. One of the major reasons I love World of Warcraft is the ability to play by yourself in a competitive or casual environment. I can easily solo-que into a dungeon group, finish the dungeon, and not lose my mind. If we have a troll, kick him from the group!

In addition, I can't help but absolutely rage over this game. It's not worth it to me to play the game on an mental level. The mentality I go into a game of League is less of a positive, "Let's win this!" but a mentality of "I really hope we don't lose; I don't want to have to put up with bitching for 20 minutes until surrender." Where is the fun in playing a game like that? I don't play to win, but I play to not lose? Fuck that.

I would be interested in trying out DOTA 2, just to see if perhaps the MOBA genre is just not for me.

Sunday, February 17, 2013

World of Warcraft: Trading Card Game Standard Tournament

This past Saturday, I attended a WoWTCG standard tournament hosted at Arkham Games. I had a decent amount of fun, but I found my deck fairly behind the curve in terms of performance compared to the other decks I played.

Some things I noticed:
WoW cards really favor the tribal decks. The mechanics and interactions definitely benefit having a tribal deck. An example of this is the Murloc deck that took first. Every card benefited from having other Murlocs on the field and attacking with them wildly. I didn't want to play a tribal deck within WoW cards. I very much prefer a spell based game, because I find those the most interesting. Creatures and Allies are cool, but I'd rather win through casting spells. It seems that the standard meta won't really allow for that.

So, I find myself disinterested in playing the game at any competitive level. I don't really want to invest myself in the cards. I will say that the community interactions were much better, and I enjoyed playing all three of my opponents. That said, it may be a while before I really start trying to play the game at a higher level.

Tuesday, February 12, 2013

Lonely Winter 40k Tournament Results

Lonely Winter 2/2/13 40k Tournament   
1st- Adam Growden 34.5 Orks 3-0
2nd- Jordan Mace 18 Imperial Guard 3-0
3rd- Ryan M. Magusiak 19.5 Necrons 2-1
4th- Chris Briles 16.6 Chaos 2-1
5th Dalten Fisher 15.5 Necrons 2-1
6th Tyler Lark 19.5 Dark Angels 1-2
7th Joshua Wojcik 17.9 Space Marines/Orks 1-2 (Best Painted)
8th Pj Brady 15.5 Chaos 1-2
9th Jarred Mace 12.5 Space Marines 0-3
10th Danny Higdon 6.5 Chaos 0-3 (Most Awesome General)
 
Lonely Winter 2/9/13 40k Tournament
1st Phil Mcafferty 3-0 30 VP Daemons
2nd Joshua Wojcik 2-1 25 VP Space Marines/Orks
3rd Chris Briles 2-1 23 VP Chaos
4th Chris Bonello 2-1 15 VP Necrons
5th Adam Parsons 2-1 14 VP Daemons (Best Painted) 
6th Kyle Kirby 1-2 16.7 VP Blood Angels
7th John See 0-3 15 VP Dark Angels
8th Liam Rafter 0-3 8 VP Space Wolves (Most Awesome General)
These were the results from the two days of 40k gaming that occurred the past two Saturdays. The games were definitely very close at certain points, and people seemed to have a good time. The second day had some issues due to attendance, but overall it worked out in the end.
After these two tournaments, I think that the formula for hosting 40k tournaments at Arkham Games in 6th edition has been solidified. The only adjustment is to add a multiplier to the second and third games to make each game weighted equally in terms of Victory Points. Otherwise, all of the rules seemed to work out well.

Hopefully, with the advent of this "plug and play" tournament set-up, I can pass the reigns onto some other individuals to have them run 40k tournaments!

Sometime in April, there will be a doubles tournament hosted. Allies will be the rules for team interactions.