Sunday, 26 June 2016

Army Review: Double Trouble

The hobby continues! I'm keen to review the performances of the units within my army on the blog! Partly because I enjoy the reflective process, but I'm always interested to see what others think. Its a bit like chasing the White rabbit - it can be a deep hole to fall down!
 
Librarian on a bike (original model!) 5/5
This guy was pretty badass. In the first game he didn't do a great deal, but then tbh most of my army didn't do a great deal in the first game. Games 2&3 taught me to love the psychic power Terrify, as units left the board in both games. I'll definitely be using that more often. 

He has intrinsic value to the list in that he makes the bikes objective secured. This saves points elsewhere in the list and gives me two very fast super scoring units. Overall I would keep the librarian. 

Boltgun Scouts & Landspeeder Storm 4/5
These guys performed well, needlessly dying in the first game but in the second and third game they really put in a shift. In the second game, they helped play a part in the refused flank tactic that contributed to our successes in that game, before flying away rather swiftly.  
 
In the third game their scout and infiltrate is limited by the deployment, but they could have gone in my partners deployment zone. However! They did well, using their scout move and our first turn to "drive by" a unit of dark Eldar, rapid firing them to their doom. The objective secured landspeeder is a huge boon to the army, I would definitely take these guys again. 
 

2x Grav Gun Bikes (3 man units) 4/5
These guys are really what made my list tick. They are also objective secured thanks to the biker librarian, and have lots of grav. Whilst their shots aren't as reliable as the centurions, I really like these guys. Being able to move 24 inches in one turn is something that again really helped with securing objectives. 

The one issue for me is their size. At 3 models you only need to blink at them and the lose their effectiveness. Perhaps at next year's double trouble I'll try bigger squads, but I don't know if they then loose their points efficiency.  The funny thing is that I could broke the rules a bit by having a command squad on bikes. That would have given me three squads of bikes and been totally legit. 
 
Grav cannon Centurions in a drop pod 2/5
So these guys are badass, and i got called all sorts of things for bringing them. Spending 1/3 of my 750 points (plus the cost of the drop pod) on them is the closest I've ever come to fielding a "Deathstar" in the late 5th early 6th tradition of death stars. I was worried that I would be surrounded by fluffy, deliberately teeth less lists and look out of place, but there were some equally competitive lists, so I didn't feel bad. 

However, in the 3 games I played they didn't feel useful to a 285 point equivalent. They killed a lot less than normal, i'm not sure if that's because they are to far towards being a white elephant at 750 points. I faced a reasonable amount of armies where their grav weapons would have been useful, but they just weren't quite all that. That could be situational, we'll have to see!

Tactical Squad with missile launcher (original models!) 3/5
These guys performed reasonably, mainly just holding an objective and being in the backfield, allowing us to double up on points all the time. They were the only unit to get destroyed in the first game. In part I think that's due to them being 5 marines with a missile launcher (and therefore not a threat) but their presence meant that we always had an objective, in every turn of every game.

For me there was something very encouraging to use these models. They are "me", they're a massive part of where my hobby started. To use them where my hobby is now was a big encouragement! And I've gotta say, I got a real kick out of seeing other people's 1st time models there.

Conclusion
So there you are! my short review of something that happened 2 weeks ago. Overall, I think the army performed well, as you can see from the ratings. Nothing was that big a suprise, the faster units were really what allowed me to do so well. I'd be tempted to trade the grav cents out for maybe 2 units of something. Perhaps a bike command squad and something arriving from reserve. Maybe even wheel out the legion of the damned! Love those guys. 

The big learning point for me was how much i like terrify. I'm going to be using terrify a lot more i think! I've already fielded a librarian conclave once since. I'll be fielding it a lot more in the future! 

Monday, 20 June 2016

Battle Report Double Trouble Round 3 - Darksun Life 23


Watch out! You're playing the TO!

So, final game of the tourney and who do I end up facing but Alex Brown and Dave Weston. Their respective blogs (http://fromthefang.blogspot.co.uk/ and http://www.40kaddict.uk/) are part of the reason that I blog and I've never played either of them before, so it was a really cool suprise!

My partner Mathew had some very nicely painted Tau, and we did pretty well, executing our plans and our oppenants forces with a bit to much enthusiasm. Anyways, enjoy the vlog!

Saturday, 18 June 2016

Battle Report Game 2 - Darksun Life 22


"Drop me near them, I want to hit them with my Grav Cannons!"

Yeah. The heading pretty much says it all. In a continuing theme for these Battle Reports, my Grav Cents spent most of the game in combat with Grots who repeatedly refused to break and run away. I mean, I can't be bitter because we did pretty well all things considered. But those were some mighty, mighty grots.

Friday, 17 June 2016

Double Trouble Round 1 Battle Report


"Don't get cocky kid"

If only I'd listened to Han Solo before this game. It may have gone better... opps, spoilers! Thanks to Rob, Ian and Matt for a great game :) Tune in over the weekend for the 2nd installment!

Thursday, 16 June 2016

Don't worry! It's on its way! Battle report updates

Apologies for the delay in posting my battle reports from double trouble. I've decided to go down the vlog route, but break it up into a mini-series and have a 2 min vlog for each game. Which means more editing, more topping and tailing, more introductions. And more time! 

I've got some time on Friday night, so I'll or ably work on them then and "release" them over the weekend. How that's ok with you guys :) for now, I'll leave you with a picture from my second game :)
 

Tuesday, 14 June 2016

Double Trouble Interviews Vlog - Darksun 20


As you may be able to guess from the title, this is a Vlog from Double Trouble on the 10th of June. Its basically a bunch of fellow like minded geeks chatting about how the day went for them. A short Vlog at only 3 mins, hope you enjoy :)

Wednesday, 8 June 2016

Missile launcher conversion: to done!

Finally! A painting update. This major project has taken months of my time and has been a real labour of love.
 
So just in time for Double Trouble, I've painted this missile launcher rack to indicate that my old school Ultramarines have a missile launcher. 
 
I've used blue stripes as a spot colour to tie it into the first founding chapter, but ive painted the base a yellow colour to tie it in with the Howling Griffons.  
 
The base, coupled with the little dots on the control panel all help to brighten this model up a bit, I was concerned that it was all just shades of mechanical gray to start with but the spot colours have worked that out nicely. In a pinch I might be tempted to use this as some form of fortification add on or something. It's generic enough.  I can't find the 2016 "40k addict" hobby stamp that indicates this is "to done", but I'm signing this little project off as completed :)

Tuesday, 7 June 2016

Guest Blog: Yavin Open Battle Report by Jon Browne

So I wasn't able to attend the Battle of Yavin (at least I got sunburnt instead!) but several of my friends from Weekend Warlords in Loughborough (UK) were able to go. Jon Browne was kind enough to write a guest blog for me on his experience of the day, so without further preamble i'll let him take it away.............................. 


Hello everyone! I was lucky enough (read: masochistic enough) to be able to attend the Yavin Open on Saturday at the UK Games Expo. With Over 400 players, this was by far the largest ever X-Wing tournament!

I’ve been playing the game casually since around wave 3 but have only recently dipped my toes into the competitive scene in the last 12 months or so, attending just a few tourneys at my FLGS, the excellent Weekend Warlords.

The Yavin Open was my first tournament outside the cosy confines of my local scene; I had no expectations of doing well at all, particularly as I’ve been falling down the standings recently.

I set my aim low: avoid going 0-6.

The Chosen One
I always make a habit of choosing a list that’s quite different to my last, for each tournament I attend.

Back in February I settled on a list and decided I would run it exclusively up until the Expo – allowing plenty of time for practice. This is easily the most I’ve ever flown the same list – around 30 or so plays, although only two small tourneys.

I liked the idea of flying something totally out of my comfort zone and that meant fragile aces. Palp Aces was the obvious way to go, but I didn’t like the idea of ‘only’ 3 ships and I’ve loved Wampa ever since he was spoiled.

That led me to the now well known, 4 ship version of Palp Aces – simply known as 4-ship Imps or more aptly “Imperial Assholes”:

The general idea is that there’s no obvious targeting priority: go after the shuttle and get flanked by some aces, go after the aces and get flanked by the shuttle, or go after Wampa, and find that he’s only a TIE fighter worth 14 points.

Of course I had been running a skinny 31 point Vader (Title, ATC, VI), but he really missed Engine Upgrade and was promptly replaced by the Inquisitor as soon as he became available. For the same 31 points he’s got boost, and Autothrusters so is pretty much strictly better in this list.

Omega Leader is arguably the best endgame ship right now and great against other aces. She turns off so many tricks.

Everyone knows how good Palpatine is and in recent test games I was flying him more aggressively – it’s easy to forget that he’s on a 10 HP, 3 attack ship.

Wampa is my favourite part of this list though. I just love that little guy. He’s such a great tool to have in your list. His ability coupled with Palpatine is bonkers and occasionally you’ll get a natural crit on his roll too. Being able to deal damage to anything, regardless of how many evades they have is so useful. This would be great on its own, but when you bring it to bear against a high evade, low hull target like Whisper, Corran, Fel, Poe or Red Ace, it’s amazing.

Of course, your opponent will know that, but you can still use him to herd people out of his firing arc. 

“You’ve taken your first step into a larger world”
 So, here we go, the largest ever X-Wing tournament – 414 players!

I was paired with Jonni, running Triple Jumps, with a slight variation of one Jumpmaster having a flechette torpedo in place of an Extra Munitions. This wasn’t going to end well. As we all know the Jumps are a pretty bad match up for everyone right now, and not having played many tournaments recently, I’m very inexperienced against them. In my few practice matches against them I never knew what to do against them.

I set up Palp in my left corner and he set up to joust him. I tried my best to slow roll in and keep my aces at the correct distance, wanting to flank the Jumps through the rocks. This kind of worked, as Palp got through the first salvo with 2-3 HP remaining, and by the time he was down, he’d soaked up all of the munitions, but for 1 Plasma and the Flechette.

I didn’t really push much damage through in the initial exchanges and by this point my aces were too close, Jonni managed some neat flying through the rocks, avoiding a couple by a whisker and blocked me up.

From then it was a pretty simple job of picking off my aces, and the Jump’s manoeuvrability meaning I had to split my fire and couldn’t get any half points.

So an expected, but bad start. I was also happy to tell Jonni that he could indeed use the target lock gained from R4 Aggromech in the same modify step. His list just got even better for him!
Result: 0-100



 “Ready, what know you of ready?”

Next up was Alex White, with a bit of an unusual list, though not without its dangers. Juno was well set up to outfly my aces and dish out some hurt to them. The Gamma could wreck stuff and after that he still had two decent Interceptors.

We lost around 10 mins at the beginning of the round, because unfortunately Alex was missing one of his Direct Hit cards. The TO said I wasn’t obliged to wait and could have a match win, but of course we waited for a replacement damage deck and got to gaming. (Great job there! - Luke)

He set up to joust Palpatine, with the Emperor creeping forward with a 1-Straight, staying out of range of the 4-speed bomber. Palp then speed up with a 3-Bank to the left, getting into range 1 and avoiding the torps. This also blocked some of the Interceptors.

Meanwhile I’d slow rolled in with the aces, with the use of 1-Turns to wiggle along. I wanted to flank around the rocks. Wampa had zoomed into the rocks, his obvious sniping target being Juno. Wampa did his ‘thang’ and the Inquisitor finished Juno off the following combat.
I got a bit lucky, one-shotting an Interceptor, the other following  soon after, with the Bomber picking away at stuff. Wampa and Omega Leader were lost in the exchange, with ‘Lockdown’ rolling a ton of fickle green dice to go down faster than expected.

Palp stayed out of the fight, whilst the Bomber and Inquisitor danced around, the game going to time with 2 damage on the Bomber.
Result: 76-55


 “Great kid, don’t get cocky!”

OK, so I had a win, and I wasn’t going to finish 0-6. Hurrah! In round 3 I was surprised to see someone ballsy enough to be running 5 naked Kihraxz – fair play Mike! (Unfortunately I didn’t get your surname…)

But I was also weary of 15+ attack dice being chucked at my aces, and knew they could just melt Palp.

He won, the initiative roll, but gave it to me, presumably to make me deploy Palp first, so he could joust it. But when it came to deployment he put 3 together in the corner diagonally opposite to Palp and 2 together in the middle of his edge. I tried to keep the rocks as tight as possible, hoping to either cause some bumps if he came through them, or to force him to the edges, giving me more time to position.

I went in slow, with Wampa deliberately getting in Palp’s way to slow him down. The group of 3 Kihraxz came down their edge fast and the group of 2 came through the middle of the board.

Wampa and Omega Leader then zoomed forward with some 5-Straights, dodging some arcs and the Inquisitor turtled up, leaving me unscathed in the first engagement and one Kihraxz badly wounded. I turned Palp into the fight ASAP; I knew I needed all of my guns against his 5 ships. 

The block was on for the group of 3 Kihraxz if they all 2-Turned to their right, through the rocks (which they did do!) and Inquisitor was in a bad place with not many options. He did a 3 bank to his left and a boost to the right, which got around the rocks and just dodged all 3 arcs. Tasty.

After that it was pretty simple dogfighting to pick off the Kihraxz one by one. I felt like this was definitely my best flying all day, but I was pretty lucky to not lose a single ship, with Mike’s dice rolls seemingly always being cold.
Result: 100-0
  
“I’m not afraid.”
“Oh, you will be. You will be.”

I was feeling a bit better after that and going 2-1, but then came the dreaded announcement: “Jonathan Browne, please report to the streaming table”.

To be fair I was excited and terrified in equal measure! And I was definitely a bit spooked in the first 15 minutes or so of the round. I just kept visualising the chat log on the stream bemoaning my mistakes! “Don’t make a mistake, don’t make a mistake” became my internal mantra.

If you’re interested in watching any of it, you can find it here (https://www.twitch.tv/firstearth/v/70448779) from 6hrs 45mins – 8hrs 05mins.

(Alternatively, here is a timelapse GIF that Jon's put together - Luke)

I wasn’t too happy to see the swarm, not only was it a bad match up – all those guns and crack shots could chew through Palp and/or all my defensive tokens, but I had gotten hardly any practice in against them.

I camped out in the corner diagonally opposite the swarm and slowed right down, as he wiggled across the map with 1-Turns. I managed to delay the engagement, keeping just out of range. Next the Inquisitor could have 1-Turned to his left around a rock and had a range 1 shot at range 3 with his ability, but I didn’t want him taking 6 guns to the face. So instead he did a 3-Straight away from the swarm and a boost towards the TIEs, getting an approach that would allow him to flank. At the time I thought this was a mistake, but having watched the game back, it was actually a good move, that could have been even better with a 3-Bank instead, followed by Boost and Barrel Roll to improve the angle. Without that, it left him with a worse approach.

I then made the biggest mistake of the match, and 2-Turned Palp into the fray, rather than staying put. The turn put him into Range 1 of pretty much the entire swarm, and he dropped in 1 round of shooting. I was hoping to block him, but the turn just wasn’t anywhere near big enough. The stop would have kept him out of range 1, he probably would have lived, had some return shots and then been able to get behind the swarm. D’oh!

I felt compensated when I rolled triple crit at Howlrunner that combat round and she rolled all blanks. One crit went on the FO with Draw Their Fire, but I still had hope of a one-shot, when the first crit was Major Explosion, but unfortunately Howlrunner lived, to give her re-rolls to the swarm, helping to kill Palp.

From this point I knew my only chance was to arc dodge and plink away at whatever I could get in my sights. The Inquisitors poor approach from early meant he missed a combat round, and Omega Leader got blocked up and almost took down. Wampa got a neat range one shot with a K-Turn that just made it past the swarm, but got all blanks. Wampa went down soon after.

The game was poised at 22-43. I had another great shot with the Inquisitor getting triple crit for the second time, against a tokenless TIE, and Mishary pulled out 3 natural evades matching it. I had no option but to offer a begrudging fist-bump. That was a blow. Eventually a TIE finally went down, as Omega Leader has zoomed out of the fight and then K-Turned to come back in. In the final round Mishary missed out on a full win, as Omega Leader survived two shots from some TIEs. Losing just under 10 minutes to the stream didn’t help (although it also cost him his full win), but Mishary played a faultless game and the best man definitely won.
Result: 37-43



“They’re coming in too fast!”

Oh deary me! This didn’t look good at all. I’ve always had trouble against Decimators with my list, all that HP to chew through with my low damage output aces, and to compound things Steve’s particular loadout was tailor made to take out aces.

Steve set up his whole list to joust with Palp, and I put my aces off in the other corner. Palp turned in to run away, along my table edge, and the aces tried to come through the rocks. I managed to one-shot a Blackcrack and Steve’s Wampa went down soon after too, Palp taking some heavy damage from the Deci.

After Palp was gone, it was left to the little guys, who didn’t fare well. Omega Leader and Wampa pushed a bit more damage onto Chirpy before they went down themselves and soon it was a full health Inquisitor vs a 2 HP Blackcrack and the 10HP Deci.

The situation was virtually impossible. Pursued by the Rear Admiral, I also had the choice of going after the TIE, which was made for me when I pushed a Blinded Pilot crit through onto the big guy. This was my chance to get the TIE off the board, whilst the Decimator couldn’t fire. Steve didn’t anticipate my change of targeting priority and so I got a range 1 shot on the TIE, but alas, I didn’t get any damage through.

From there, Steve simply got Inquisitor in range and killed him with the Gunner/Vader combo.
Result: 57-100




“You can't win. But there are alternatives to fighting”

I was amazed to be paired with Sim in the final round, he’s a great player from my local area, but unfortunately he’d had a bit of a bad day, hence why he was playing schmucks like me on the bottom tables!

You might think with that quote up there, that we ID’d, but we didn’t. That quote just sums up our feelings by this point. Both being 2-3 and after a long day, to say our heart and soul wasn’t in the game is a massive understatement. I was fed up of Triple Jumps, Sim himself was fed up of playing them.

We went through the motions with this one. They came in Alpha-striked, I kept targeting shield tokens and ended up with half points before I lost.
Result: 64-100

In Summary
So all in all, I had an absolute blast! I avoided going 0-6, won a few games, was privileged to get on the stream and all of my opponents were true gents.

I didn’t hear any bad stories about other players and the event was run incredibly smoothly considering the scale of it. Thanks to Vince, Alec, Frank and Zach for a brilliant tournament. 

And well done to my round 1 opponent, Jonni Reeks, who finished 16th – bet those extra target locks helped!

The chance to briefly chat with and thank Frank Brooks, Christian Petersen, and Steve Horvath was awesome, and I also got to meet Paul Dean and Quintin Smith from Shut Up & Sit Down too!

Finally a massive shout out to our Weekend Warlords group, with George and Kevin making day two and both finishing in the top 100!

Thanks for reading and Fly Casual!

Wow. Thanks Jon. A great read and actually really engaging story of the day - I really related to your highs and lows! A BIG thank you for writing that up and getting all the images sorted as well. X-wing is such a big part of my life and this blog that i'm glad Yavin featured on here in some way! 



Thursday, 2 June 2016

X-wing mini tourney pre Double Trouble

By now, some of you may have read the from the gang blog post that talks about me running an X-wing hunger games event the night before double trouble. It'll be free to enter, and everything you need will be provided. I may have to cap the numbers but we'll see! Hopefully it will cater as an intro event but also a nice way to experience new forms of playing X-wing, beyond the competitive scene. There may be a prize for the winner, thou it depends on numbers how that will iron out!
 
Without giving the game away too much, a Hunger Games style event copies some of the battle royal feel of the films and books. You, in your single spaceship will go toe to toe with others in similar small plastic spaceships. In the centre of the battlefield there will be a cornucopia where you can grab upgrades to attach to your X-wing, tie fighter or y-wing. These updates will be random and may be something you couldn't normally put on your ship type. For example, a mangler cannon on an x wing or some torpedoes on a tie fighter.  Ships will be deployed around the edge of the board, facing inwards. The winner will be the last man/woman standing. 
 
I'm hoping that the event will allow those who haven't played before to learn the ropes and also test themselves in a swirling cross fire of events. I think the unfocused nature of it will help people get a taste for the game. They can just take things slowly whilst others destroy each other, but they can also dive straight into the thick of the action. For the experienced player it offers a chance to prove their mettle in a new form of space combat. No practised formation flying here!

So, if you're around the night before and would like to get involved, let me know! I know that some of us from Leicester will be there, along with some of the usual suspects (Mike, Dave, henni?). Comment on this post or email me at: lightningmuppet(at)hotmail.com

EDIT- provisionally putting the start time down as 7.30, but this does depend on when people are available!