Saturday 28 March 2020

Storium Theory: Inverting The Trope

We've seen it before.

A young hero has an older mentor, who taught the hero everything the hero knows. The mentor takes on a mission, and is captured, or killed, or goes missing, or what-have-you. Now the hero has to step up and save the day.

It's a trope.

It's a trope for a reason. It's a pretty powerful story. There's a personal connection between the hero and the mission - a need to carry on after a person the hero respects, perhaps, or redeem the person's reputation, or even rescue the person. It ties the hero more deeply to the tale than if the hero had simply taken the mission himself in the first place.

There's nothing particularly wrong with tropes, even with tropes that are used extremely often. Frequently, tropes are tropes because they are powerful and beneficial to stories. They give additional emotional impact. They create interesting character types. They give us connections to stories.

But for all those reasons, they can also be extremely powerful when inverted.

Consider the above trope. And consider these others:
  • The combatant has to save the non-combatant.
  • The parent has to rescue their young child.
  • The lawyer has to figure out the conspiracy entrapping their client.
  • The detective has to discover the secrets of the corrupt corporation.
You've seen all these stories. And oftentimes, they're good stories. There's nothing inherently wrong with using these tropes - they can lead to gripping, emotionally affecting tales.

But let's look at taking each of the tropes I've mentioned and turning them around:
  • The older mentor's successor takes a mission and is captured/killed or goes missing, and the mentor must now take the mission in his place.
  • The non-combatant has to somehow rescue the combatant.
  • The young child must figure out how to rescue their parent.
  • The client must figure out a conspiracy that has even enveloped their lawyer.
  • The corporation is being menaced by a corrupt detective, and an employee must figure out how to clear its name.
These sound interesting, don't they? In some cases, they give us natural questions that are inherently intriguing. Take the "non-combatant has to rescue the combatant" one...if the combatant, i.e. someone trained in battle, is in trouble...it's going to be extremely dangerous for a non-combatant, i.e. someone not trained in battle, to come to the rescue. We'll wonder how this person is possibly going to accomplish their goal against such odds.

And sometimes, they're interesting just because they play with our usual sympathies. In a battle between a corporation and a detective, we're pretty hardwired to sympathize with the detective - large organizations are generally things we mistrust instinctively. If one's being investigated, there's always a background thought of "well, there's probably something going on there, right?" So if a story plays with that, and has the corporation innocent and the detective corrupt, it twists our sympathies around.

Sometimes, these inverted tropes can become so popular that they then become tropes themselves (I'm sure that you've seen at least some examples of each of the "inverted" stories I mentioned, too). But the point stands: When you find yourself thinking about using a trope, consider for a moment how you might invert it. Sometimes, an inversion of a trope can be just as powerful, or more powerful than the trope itself.

When you're creating a story concept, or a character concept, tropes are going to come into play. You'll find yourself slotting characters into recognized boxes, consciously or unconsciously. And that's fine. But take a little time to think about what you might be able to do if you turn the trope on its head instead. Maybe it won't fit your story, or maybe it won't give you the ideas you need...if so, that's fine. Write your story the way you write your story. But maybe, just maybe, an inverted trope will give you some inspiring story or character ideas, something that excites you and will excite your fellow players and readers.

So take some time. Look at the tropes you find yourself using, and think about how to invert them. When you walk a well-trodden path, look for the points where you can step off or make it lead to a different destination. You can get some excellent stories from tropes...but you can get some excellent stories by twisting them around, too.

SuperTuxKart 1.0 Release


It's been a long and winding road for mascot racer SuperTuxKart, but after more than ten years of continuous and dedicated progress, the team has finally announced the release of build 1.0, marking an important development milestone for the project.

 As quoted from the official release post:

Yes, if you have followed our development a bit, that might be a bit of a surprise. But we have been asked why we don't call this release 1.0, and the majority of us developers discussed this and decided that indeed this release is a major milestone that deserves the big 1.0 number.

Indeed a nice surprise and definitely a big step forward with the inclusion of online multiplayer!

See more new features in the official release video:



As usual you can download the game here. Also don't forget to head over to our forums to provide some feedback to the developers.


Code License: GPLv3
Assets License:
CC BY-NC-SA 3.0

Battle Of Edgehill 1642 - The Action


This is the second post on our recent refight of the Battle of Edgehill, the first, last week covered the set up for the game, orbats, rules etc with a video run through of the table set up, if you missed it, click the link below,

https://yarkshiregamer.blogspot.com/2019/10/battle-of-edgehill-1642-part-1-set-up.html

I will let the pictures tell most of the story, apologies for the number of pics but I think it explains things better than paragraph after paragraph of prose.


The Battle plan of both sides was pretty much the same as the actual battle, the Royalist would launch both wings of Cavalry forward at their opposing Parliamentary wings (after engaging the Dragoons on the Roundhead flanks with similar troops), send the infantry forward and try and break into the rebel lines in the hope that Rupert and the boys would be back before tea to round things off nicely for the King.

Above we see Prince Rupert leading forward his Cavalry with his own and Prince Maurices units in the fore, orders Advance to HC (Hand to Hand Combat). No point messing about with Royalist Cavalry, get it forward and get it into contact.


The Royalist left started the same, Wilmots Cavalry, less in numbers and in quality started the escalation of walk, to trot, to canter, to gallop as they advanced on the Cavalry to their fore.


This photo looking down the table with the Royalists on the right, shows the early part of the Battle perfectly, you can see Wilmot to the fore, one move away from contact,  The Parliamentary Guns opening up as the Kings front line advances, and in the distance Ruperts headlong rush into that flank.


Wilmots and Fieldings front lines meet North of Brixfield Farm.


Whilst on the other flank Ruperts Cavalry charge home after their opponents chose to stand and fire, but under the pressure of the Gallopers charge they fired their pistols before the Cavaliers were in range. Also seen is Maurice and his Regt their opponents have trotted into contact.


Wilmots Horse have the upper hand, one Parliamentary unit routs after losing 50 % of its strength whilst the other is narrowly beaten and is pushed back.


Rupert and Maurice on the other hand break both units they fight and immediately pursue their beaten adversaries.


The front lines are much closer now and musketry ripples up and down the lines. In the centre a poor morale check on one of Fieldings Regiments of Foot, under fire from Roundhead Artillery causes that brigade to pause it's advance.


Most of the Royalists have a larger proportion of Pike to Shot than the Parliament so rather than try and beat the odds in a firefight the tactic is to close to Hand to Hand combat.


On the Royalist left the Cavalry battle has bogged down, the followers of the King have the advantage but some poor dice means it's no push over. Rupert and the boys however are off the table (hence no photo). Maurice found that the unit it broke stopped directly in front of the second line leaving the Parliament in a disorganised mass of two units which the young Prince just roads straight through.

Rupert had a slightly harder fight as their opponents in the second line stood to meet them, but stood vs Elite Gallopers is always going to be a loss. So 4 Regiments of Royalist Horse leave the table in pursuit, leaving only Lord Byron and his unit on the field.

The Battle along the front line is fierce with no clear advantage to either side, both armies have Raw units and the morale of these units can be brittle, above one of Meldrums Foot units routs from contact, similar scenes are happening on both sides up and down the line.


The King surveys the action protected by his Gentleman Pensioners.


In the centre Parliamentary firepower is keeping the Royalist troops at bay who are desperately trying to reorganize the lines to get moving forward again.


But Belasyses Foot Regiments are making better headway on the Royalist right looking to make contact the next turn.


A good view along the lines at the mid point of the Battle.


The infantry contest between Meldrum for Parliament and Wentworth for the King continues to ebb and flow.


A momentary set back in the centre for the Roundheads as a Raw unit in the front line gives way, but there are no dramas as Ballards Foot step up to take their place.


Things are going the Kings way on their right, after a cross of Pike the Royalists Infantry are victorious and rout their foe, but the sight of the retreating troops was too much for the last Royalist Cavalry unit on that flank who charged headlong into a Pursuit with a unit they hadn't even been in contact with., typical !


But the blunders weren't restricted to one side, a Raw unit belonging to Essex decided it would be a good idea to chase after a unit of Royalist Foot to it's fore as it routed, it ended in tears when they crashed into another Royalist unit, this second one was Trained and had an abundance of Pike. The Essex men routed back the way they came, lesson learned.


After plenty of drawn or narrowly won melees Wilmots Cavalry throw a double 1 for morale and they rout, leaving only 1 Royalist Cavalry unit left on the table.


Leading to one of the more amusing moment when the Parliamentary Cavalry literally trotted of in pursuit of the vanquished foe (who are travelling 6" a turn faster) safe to say that they gave up the chase pretty sharpish.


The empty right flank looked tempting to Stapleton and his Cuirass who started to move out from their position in the reserve.


Guess who just got back today ? Rupert and the boys are back in town !


Finally the Royalist centre got it's act together, the Kings Lifeguard of Foot had formed up, rallying the remnants of Fieldings units behind it and the rest of Bryon and Gerrards Foot alongside them, the drums sounded and the flags waved as the second line advanced towards Essex and his troops.


Pressure was also mounting on the Parliament left, another unit broke in melee, Maurice had returned with his Cavalry and the Firelocks and Dragoons from that flank were now in range of the Thistle Farm.


As night closed in the Royalist second line charged as one at Essex and Ballard.


One of the smaller Royalist units were repelled by the fire on the way in but all the other units hit home, Gerrards Foot above was about to win it's third melee of the day.


The Lifeguard also won it's melee and the whole of the Parliament left was being pushed back, at that point the Parliament called it a day.


The other flank was pretty much in stalemate, two units had fought each other twice to a stand still draw during the game. What tipped it's Parliaments way on that flank was the last unit of Royalist Cavalry deciding to chase after a shattered Roundhead unit (the one that pursued Wilmot). Fine idea but it left the whole of that flank under threat from Stapletons Cuirass who were now free to roam around unopposed. This forced the Royalist Foot behind Byron to form a defensive line 90 degrees to the main attack to protect against the threat of the Armoured Cavalry.


The Lord Generals Foot above hold the remnants of the Parliament lines. So the Kings Men have the day but fall short of a decisive victory much like the real battle. We had pretty much recreated history. The Parliamentary Cavalry of Fielding performed better than on the day but Rupert was unstoppable. The fighting was fierce and ended up, as on the day with the Royalist right pushing the Parliament back whilst falling back themselves on their left.


Many people asked about the fate of Sir Edmund Verney, Royalist Standard Bearer, those supporters of the King (like myself) will be glad to know that this Noble Gentleman survived the Battle, having charged with the Kings Lifeguard. He still retains both hands and is appearing in twice weekly piano recitals at Radway Church.

So thats the ECW collection away for a couple of years  ! Next up Italian Wars.

Monday 23 March 2020

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!

Friday 20 March 2020

Reminder: Western Cape Online Provincial Championships - 28 March 2020.

Even with the situation as it is, players may still participate in a Western Cape Championships (28  March 2020) to earn a spot in the national team - even if it is from the safety of home.
With President Cyril Ramaphosa via a nationally televised address on Sunday March 15, 2020 declaring coronavirus a national disaster, Mind Sports South Africa (MSSA) has heeded to the call.

MSSA will thus be doing its first Online Provincial Championships on 28 March 2020.


MSSA's popular LAN Provincial Championships has thus not been replaced by this event, the LAN Championship has merely been delayed until the situation permits as, due to government regulation, no venue may have more than 100 people. Thus MSSA will relook at a date for the Western Cape LAN Championships.

MSSA's 1st Western Cape Online Provincial Championships, which will offer local players the opportunity to qualify for selection to the national squad and for the Protea Team that will attend IESF's World Championships to be held in Eilat in November 2020.


In order to participate, the majority of each team must consist of players who reside in Western Cape. However, in the case of players who play 1v1 games, only Western Cape residents are eligible to enter.


The championship shall be held on 28 March 2020.


Game titles to be played are:


TITLES09H0010H3012H0013H0014H0015H30
Paladins PC/PS4Round 1 StartsRound 2 StartsRound 3 Starts
LUNCH
Round 4 StartsRound 5 Starts
FIFA'20Round 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
Pro Evolution Soccer (PES) 2020Round 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
HearthStoneRound 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
Street Fighter VRound 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
Clash RoyalRound 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
Counter-Strike: GORound 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
League of Legends (LoL)Round 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
DotA 2Round 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts
TEKKEN 7Round 1 StartsRound 2 StartsRound 3 StartsRound 4 StartsRound 5 Starts

Tournament Structure:

As per the MSSA's rules, being:

    • If less than six teams, the championship shall be a Round Robin Championship

    • If 6 to 10 teams enter the championship there shall be four rounds as played to the Swiss System

    • If 11 or more teams enter the championship there shall be five rounds as played to the Swiss System

Eligibility:

    • Any team consisting of players who are Registered Players affiliated to a MSSA member club may enter.

    • The majority of each team must consist of players who reside in Western Cape. 
    • In the case of players who play 1v1 games, only Western Cape residents are eligible to enter.

Entry fee:

    • Entry is R35.00 per Registered Player.

    • Only fully-paid-up Registered Players may participate in this event.

Entries:

Medals:


Medals shall be handed over to winners at the next MSSA LAN that they attend. 


      MALE:

    • PREMIER: Medals shall be awarded to the first three teams.

    • UNDER 24: Medals shall be awarded to the first three teams that have not won a Premier medal and which are comprised entirely of students currently registered at any officially recognised University.

    • SCHOLARS: Medals shall be awarded to the first three teams of learners currently registered at any officially recognised school, provided they have not received any Premier medals. 

        FEMALE:
    • PREMIER: Medals shall be awarded to the first three teams.

    • UNDER 24Medals shall be awarded to the first three teams that have not won a Premier medal and which are comprised entirely of students currently registered at any officially recognised University.

    • SCHOLARS: Medals shall be awarded to the first three teams of learners currently registered at any officially recognised school, provided they have not received any Premier medals.

Colours:

    • Protea Colours: Only Players that are selected to represent South Africa in International Championships may earn National Colours if the Protea Colours Board's criteria are met.

    • National Colours: All Players that win all of their Matches at a National Championship will earn National Colours.

    • Provincial Colours: All Players that win all of their Matches at a Provincial Championship will earn Provincial Colours. All Players who score within the top 50% in a specific Period at a Provincial Championship, and who also score within the top 50% at a National Championship in the same period and in the same year, will earn Provincial Colours.

General:

    • The championship shall be played on: 28 March 2020

    • The first round will start at 09H00. Players shall be given 60 minutes to complete each round.

    • The championship is accredited as being of the same status as a provincial championship. 

    • The championship shall be used for the awarding of provincial colours;

    • The championship shall be used for the awarding of medals for 1st, 2nd and 3rd places in Premier, Under 24, and School categories;

    • The championship shall be used for the ability to qualify for National Team Squad.

    • All medals shall be awarded to the recipients at a MSSA LAN championships.

Umpires:

    • Umpires may only be contacted over Skype on the day of competition. Any communication not on the Skype channel shall not be entered into.

Entries:

Ladder:

    • For games to count for the National Ladder, teams must advise the Umpires before the start of each match.

Shout casting:

    • MSSA shall decide who may shout-cast the games.

    • Anybody wishing to be appointed as a Shout-Caster must apply in writing tomindsportssa@iafrica.com

Also read: