Showing posts with label Pictures. Show all posts
Showing posts with label Pictures. Show all posts

Sunday, 10 July 2016

Wednesday night gaming - how to I cheated my way to victory


Yup. That's right. On reflection I'm pretty sure I unintentionally cheated at game club this week. We'll get to that, see if you can spot it on the way through. 
 
Nom nom nom
So on Wednesday I played topher at 40k, and in a habit that happens after every 40k tourney I played with my salamanders, because I like them, but they just aren't as competitive. Here's the list I ran:

Vulkan He'stan 190
Librarian 65

4 Tactical Marines: flamer; + 1 Space Marine Sergeant (power weapon) 90
Drop Pod 35
4 Tactical Marines: flamer; + 1 Space Marine Sergeant (combi-flamer) 85
Drop Pod 35

4 Assault Terminators: 4× thunder hammer and storm shield; + 1 Terminator Sergeant (thunder hammer and storm shield) 225
Venerable Dreadnoughts
Venerable Dreadnought: power fist (built-in heavy flamer) 135
Drop Pod 35

1 Thunderfire Cannon: + 1 Techmarine Gunner 100
Land Raider Redeemer: multi-melta 250

Inquisitor Coteaz 100

Callidus Assassin 145

1,490 points

So a pretty fun, pretty non competitive list. Toph had lots of big tyranids, 2 flyrants, a tervigon, a big squad of zoanthropes, some squads of gaunts and squads of gargoyles. 

The mission
We played an interesting mission which I've never played before but thouroughly enjoyed. Basically, there are 6 objectives evenly spaced on the board. 3 on each side, with them 16 inches on and 18 inches apart. They also 18 inches in from the sides. You score one point for each you control in your turns only but right before scoring them you roll a d6. The number objective that this corresponds to moves 2d6 plus scatter. If it's a bt symbol you choose the direction. If they go off the table, tough. It's really fun! And also means you can't camp your shoot stuff on them turn 1. 

The game
I got first turn, and deployed basically nothing. Just the land raider (with terminators and vulkan) and the thunderfire cannon. Chris deployed evenly opposite me, with lots of horde everywhere, supported by bigger scarier things. 

In my first turn I burnt some gargoyles (scoring me first blood) with my drop pod marines and moved the rhino up. Then Chris basically charged me with everything. I was surprised not to loose everything, although I think this was in part because i was invisible on one of my squads. Because Chris had charged his gaunts into both small squads it was one massive combat that involved a flyrant, tervigon, and a big squad of gaunts. 
 
They were picking on Coteaz and the one remaining marine so I duly obliged and charged in the assassin and thunder hammer terminators. This combat lasted for a good long while, probly 2-3 game turns. It was eventually won by me, with the Eversor using his fleshbane&shred&power weapons to basically kill everything. 

Whilst his was going on Vulkan had tried to kill the 2nd flyrant and got stomped on. In return im used my multimeltas to fry the big bug before it got away. By the time the combat had finished there wasn't a whole lot left on either side. My thunderfire cannon was chasing objectives unsuccessfully and the zoanthropes had zapped my land raider. 
 
The assassin, Coteaz and two thunderhammer terminators proceeded to slog through the cornfields towards the zoanthropes, and reached them locking them in combat (Although coated blew his own head off on the way in). The mawlocs contained to try to Sarlec pit my poor marines and assassin, but failed miserably. One of them did charge the assassin who over two combat ohases efficiently sliced all his wounds away using power sword+fleshbane+shred. 

The game ended with the 2 remaining zoanthropes locked in combat with an assassin and thunder hammer terminator whilst my dreadnought claimed objectives. I think one of the mawlocs may have been burrowing around somewhere. I rolled out a 12-8 victory on the evening. 
The mission
I actually really enjoyed the mission, it's a lot of fun without being to much hassle. I might reccomend it to Alex if he's looking at new style of game for double trouble. 
Where did I cheat?
Where did I cheat? Well, if you've read all the way through you may have figured it out. The Eversor has a power sword, and a weapon that's fleshbane with shred. But not a weapon that's both! So I'm pretty sure I should have been choosing one or the other. Instead I was wounding, with a re roll and not allowing a save! Rematch needed. Sorry toph! 



Monday, 4 July 2016

Jumpmaster repaints - Finished!

I've started, so I'll finish
Good day to you dear readers! Whilst the nerf bat has in some small way fallen on the Jumpmaster 5000 combo, I was in fact half way through finishing my third repaint. So in the best mastermind tradition I decided I was going to finish what I'd started and get my third Jumpmaster finished. 
 
Here it is, in all its glory! I'm a really big fan of the chequerboard, it gives it a retro feel. It's mostly down with my new bff, masking tape. But the smaller pattern is all free hand. So it's a nice mix of both. It's definately very striking compared to the previous 2 jumpmasters. The effects on the other 2 are much more muted than this. Ironically it's probably the easiest of the 3 (because of the masking tape) and the one that will catch the eye from a distance because of the colour contrast.
 
I highlighted the black as best I could (hopefully it shows up in this photo) as it draws your eye to the squares and tricks it into thinking the paint job is super good. At least, that's the idea!
 
The engines came out well again.  I think I've got this down, which sounds simple but actually isn't because of the 3 different planes on which the engine glow needs to appear the same. The first time I was constantly putting the paint in the wrong place because I couldn't get my forth perception right!
 
The hull is my trademark foam dusted paint effect, which has turned out quite nicely. Pick and pluck foam has been a revelation with these guys. I've used it on all three and it ties in really well. Here they are flying in formation:
 
And again, u-boating off into the distance. 
 
So there we are! If you wanna see how to magnetise like this, go here! Otherwise, tune in soon for more hobby related shenanigans! 

Monday, 23 May 2016

How to: Magnetize X-wing bases

Dear readers! This is what I've been working on for the last few days. A suprise project that makes my ships look great! Magnetised flying bases. This one in particular is for large base ships. I'm still working on the small base ships, that'll follow in the future. I can't take any credit for the idea, I pretty much got step by step instructions from a good friend (George), even to the point of checking I was buying the right things on Amazon! Here is a suitably dynamic pose of the two jumpmasters I've done so far!
 
Whilst I've been doing a lot of Vlogging recently, I wanted to go a bit old fashioned with this and write a blog instead! Plus, it was so quick I didn't have time to think about recording it! So I've got a few steps written down here for you to follow. 

To complete this hobby adventure you will need the following:
Step 1 - the prep work
Select the length of tube you want, and cut to size. I wouldn't go above 6 inches if I were you (but that's for another time). File off the ends to make sure they are smooth. Then using your hobby clippers cut away the two smaller squarish bits on the large ship base. If you're unsure which bits I mean, look at the shape of the peg hole relative to the bits I've cut off. In the end, I didn't take the peg triangle out btw. 
 
Once you're happy that both these bits are smooth, get some green stuff and fill the holes in the flying base. 

Step 2: the flying stand
In addition to filling in the holes with green stuff,  I added enough that when I put the tube in the green stuff supports it on either side. So about level with the remaining raised circular bits. 
 
Using the tube, gently create a groove for it to sit into the green stuff. Then remove the tube, add a decent amount of superglue and re-apply the tube. This step is really important, make sure that the tube is at the correct angle (dead straight). Once you've done this leave it to one side an let it dry. 
 

Step 3: the ship
Get whichever large base ship you are using and  either remove the peg insert by pulling it out, or clipping it off. Either way, in the same spot where you just removed the peg, make sure you've got a nice flat surface corresponding to the approximate size of the countersunk magnet. It's important that it's in the same spot as the old peg insert because that's where the ship is designed to balance from. (Note: I think the ghost may be different due to its size, you may need to mess around with where you put the magnet).

When you're happy with the place where you are going to put the magnet, superglue it in place. You may need a tiny bit of greenstuff to give it a good surface to bond onto, but use that sparingly. 

Step 4: spray paint and ball bearings
Whilst the superglue for the magnet is drying, take a can of black spray paint and spray the base that you've made. Once the spray paint is dry, spray some varnish ontop of it to make sure that the paint doesn't chip off. 
 
When this is dry, get your ball bearings and superglue them to the top of the tube. With that, you're done! The really handy thing is hat you'll only need to make a handful of bases for standard play. More will be required for epic play or flying swarms of ships of course. I'll leave you with a couple of shots of the jumpmasters flying at fancy angles!
 

 


Tuesday, 15 March 2016

Sanctuary Games X-wing Store Championship Battle Reports

Dear reader, please accept my humble apologies for the delay in the compilation of this set of battle reports. I have been, and still am struck down with a virus that has made all forms of narcissism such as blogging and vlogging difficult.

Anyways… on the 5th of March I attended the Sanctuary Games X-wing Store Championships in Sutton in Ashfield. And on this jaunt I had a driving buddy! Shane from Weekend Warlords in Loughborough was along for the ride, with his triple YV-666 list, which drew a lot of admiring looks (plus a sizeable amount of wins) over the course of the day. The Sanctuary “store” is actually a reasonably sized de-commissioned church, lovingly kitted out with a lot of gaming tables (there were 16 games of x-wing going on, and we weren’t using more than a ¼ of the space!), a kitchen to buy coffee and pizza, and some decent toilets. Being a Christian, it is not unusual for me to spend hours in a church praying, but attending a tournament there would require a weirdly different kind of prayers. I would deffo recommend the venue, it’s got a certain sense of grandeur. 
formation flying!
For this second store championships in succession I took my 4 Scum Y-Wings with Twin Laser Turrets (TLTs) and Unhinged Astromechs (all speed 3 moves are green). This is partly because I really like flying the list, but there were a couple of other serious reasons. Firstly, whilst I’m sure wave 8 will shake up the meta I may well take some version of this list to regionals in May so I wanted more practice against different lists. Secondly, with only 1 game night in-between to prepare I would have effectively been flying a new list cold at a tournament.

My first game was against a very friendly chap called Paul who was flying the following:
Commander Alozen (free target locks at range 1)
Lieutentant Colzet (spend a target lock to flip a damage card face up)
PS4 Tie Advanced
(these three all had the title, and the advanced targeting computer which allows you add a crit if you have a target lock)
Omega Leader with Juke and Comm relay for un-blockable shots

I have to confess, I completely underestimated this list. Nothing special I thought. I mean I know Omega Leader is a pain, but even so I thought “this should be a walked in the park”. What a n00b I was. And more importantly, what a disservice I did to my opponent. I deployed in the bottom right, with Paul in the top left. I went straight up the flank, and we engaged ¾ of the way up the star field.  In the first engagement, I think managed to maul one of the Tie Advanced’s, but in return one of the y-wings started to eat crits, and became ps0. I then completely forgot that this meant he’d be moving first, and this poor chap bumped, instead of masterfully dodging out the way. Then Paul burnt him down.

We then had a very close range dogfight in the top right hand corner of the map, where I tried to get cute and double or even triple guess my opponent. This worked about 50% of the time, but trying to block with the y-wings means that they don’t really get shots. I eventually ran for it, with my 2 remaining ships, hotly pursed by Omega Leader and Alozen. I traded Omega Leader for a y-wing, but began triple or quadruple guessing myself in an effort to take the last point of health off Alozen. So much so, that instead of head on jousting with him I turned towards the board edge, and left myself with nothing to do but fly off the edge of the board. This of course, cost me the game.
Result: Loss 74 – 100
they do not have 1 sharp turns.

My second opponent was a chap called Alex, fielding my favourite B-wing Keyan Farlander and Han Solo, both fairly heavily tricked out. This time I went bottom left hand corner, and he went opposite in the top right. I sped up the flank, not wanting to get caught in the side by his heavy firepower, and he swooped in, boosting with both ships. We engaged ¾ of the way up the board, with his targeting computers locking onto the engine glow of my y-wings. The combination of a B-Wing and a Millennium Falcon at short range began to make short work of my fleet. However! They both only have 1 evade dice, so my turrets sliced through the b-wing in just over a turn, leaving me with a very angry Han Solo against 3 y-wings.
this is Alex, wondering why the hell im taking a video of him

I have to confess, I got somewhat lucky here as I correctly guessed so of Alex’s moves and was able to block the Falcon with the y-wing he was trying to kill (if they’re touching they can’t shoot each other). That meant he couldn’t focus his fire down, and I was able to keep chipping away at him. After a few turns of this, Alex tried to break out of my trap, and it nearly left him in a perfect position to even the odds somewhat, but the dice failed him. I wrapped this one up with a win.
Result: Win 100 – 25
following game 1, i couldnt believe this

Game three then. And I end facing the guy that Alex travelled with, called Joseph. He had the other B-wing Pilot (Ten Numb) with a Mangler cannon, Blount with Ion Pulse missiles and Corran Horn with all the normal stuff. This game was a matter of honour for Joseph, who wanted to prove that he had the better b-wing than Alex. I set up in the bottom right, and he chose to joust me. So I immediately ran away, and in his haste to catch me, the angle meant that his ships got drawn into a line and when we did engage in the bottom centre Ten Numb was out of range for the first round of shooting.

This meant that I lit Corran Horn up like the Death Star on a Friday night. However, he’s a tricksy one and came through, with one or two hull left. At least for that turn. I sent him downtown the next turn, but this had allowed Ten Numb to close and prove his worth, whilst Blount had used his auto hitting Ion Missiles to stall a y-wing in the middle of my line astern formation. So I starbursted, flying my y-wings every-which-way in an effort to land his remaining pilots in a kill box. They helpfully obliged and whilst unblockable Critical Hits were very painful, being in the middle of TLT kill box was a deciding factor. I rolled of the winner.
Result: Win 100 – 50 (giving Joseph bragging rights over Alex)
 
thats me! left middle, with Shane next one down


In my 4th game of Swiss, I played a friendly chap called Richard. (on reflection I noticed that he was the one who gave me parking advice, so thanks!). Richard had two Tie Phantoms - Echo and Whisper and a named Tie Fighter (im really sorry but I cant remember which one!) The most significant thing on the Phantoms was sensor jammer over fire control system. This was actually a bit of pain for me tactically speaking because I was shooting twice with each ship, but only had 1 focus. So I had to think really smart about that.

I tried to position the rocks to make it hard for him to hit me in the flank as I came up the left side of the board, and I think It probably did a bit. Crucially, I bottled trying to block echo’s decloak quite early on, Id forgotten how manoeuvrable phantoms were! Instead of protecting the other 3 wings, I allowed both phantoms into range  1 and they started having a lot of fun. So I sped up, turned back into the board and starbursted. In the process I took the Tie Fighter out, and also got rid of Echo. This left me with 2 y-wings against Whisper. I was winning on modified points, but knew that wouldn’t be good enough to make the cut, not with a loss first round. So I turned around near my board edge and came back for another pass. I decided to bank right, on the assumption that was the unpredictable thing to do. Whisper then decloaked in the same direction and I was gutted, I assumed id blown it. I moved my ships, and then Richard revealed a hard 1 away from my y-wing, meaning he didn’t have a shot! Despair turned to elation, and I was fortunate enough to take Whisper down that turn.
Result: Win 100 – 50

Shane's YV-666 conga line of doom
In the final game of Swiss I faced a double Scum Firespray list, Kath Scarlet and Boba Fett run by Jamie (I think, only name I forgot to write down sorry!). I set up on the left, and he jousted me with Kath, whilst sending Boba to flank me. I remembered my rule of 11 here, and blocked Kath out in the second engagement, meaning she had no actions and she died that turn. Boba was more of a problem, and he chased me around a bit. I starbursted to try and make sure I was always getting 1 shot, and this helped a great deal. In what was to be the last turn, I actually blocked Boba and would have forced him off the board if it wasn’t for inertial dampeners. I was still able to just shoot him with another y-wing, killing him and winning me the game.
Result: Win 100 – 25.

my y-wings hunting down and blocking boba fett
Top 4 Cut
I squeaked into the top 4 in 4th place, getting another challenge coin (man I love those!) and facing Darren, who had gone 5-0. Happily, Shane also made the top 4 cut. That meant that neither of us was waiting around for the other person, or at least not yet! Darren was playing a list that had a YV-666 (bossk crew, tactician and Gunner), 3x ps1 Binayre Pirates in z-95s,  and a ps2 scum y-wing with a TLT and unhinged astromech. Id noticed Darren from across the tables as he had a very cunning fortress that meant he set up in a corner. I think people had been having trouble because it forced them into a joust, and he could just sit there as long as he wanted. Shane had faced him in the final round of swiss and lost, and shared some wisdom with me.
it was something like this. although not completely like this.

What I decided to was head towards him on that flank, and see if he’d take the bait and come out of his fortress. Either way, I wasn’t going to let myself get blocked up, id just turn into the board regardless of whether he followed me or not. If he didn’t, id circle back around and try again. And then again. Thankfully, he took the bait. I think he knew that I didn’t need to face him conventionally what with my turrets and all. On my first pass, after id turned in just outside range 3 of his fortress, he broke the following turn and came after me.

However, the way he broke from the formation meant that I was able to chew off the ps1 corners of his fleet, bringing the entirety of my firepower to bear against half his fleet on more than one occasion. He was very unlucky to land the yv-666 on a rock (one of the big ones that id brought I think!) on a turn when it was in range one of a nearly dead y-wing, which helped me out, and im not convinced that his yv-666 dodged anything I threw at it, so I definitely had my fair share of luck. It ended up with me taking down his y-wing with 3 of mine, sealing me a place in the final.
Result: Win 100-25

Final

And in the final I faced Shane! Which was good for both of us in a way, as neither of us would be hanging around for the other person. However, I was sure to make several thinly (read not at all) veiled threats about his lift home. He didn’t listen to those, in fact he was way to busy getting completely inside my head for the first 30 minutes of our game, and it nearly ruined me! I had to start ignoring him completely. I felt a bit rude, but I couldn’t handle it at all! It was like the whole of basketball in a 3rd of the time. As a reminder, Shane had the following:  3x ps2 YV-666, all with ion projectors and feedback arrays. This loadout also gave him a small initiative bid.
 
great film. great film.
As per my standard tactics, I set up some rocks to cover 1 flank, giving me the option to creep up my left if I felt like it. I knew that Shane’s list was designed to try and trap you, slapping ion tokens on you every which way and not allowing you to break away. For some reason, I did nothing to stop this happening. I let him box me into a corner, ioning 3 of my ships over various turns. I eventually broke away with 2 y-wings, leaving the other 2 hulks behind. I had by this point killed 1 and a half of his ships, and wasn’t fancying my chances. I regrouped on my top right and this time skirted the top corner of his ships as they came back around, managing to trade a y-wing for a yv-666.
No you idiot! dont get trapped there!
I was suddenly feeling a lot more optimistic. Pulling around back down my left flank, having him chase me meant that he couldn’t trap me, and I was able to keep chipping away at the final YV-666 until it blew up. And with that, I won my second store championships!
Some, from a situation 2 weeks ago where I’d never won a wargames tourney, I’ve now won 2 x-wing store championships in 2 weeks! Sanctuary Games is a really amazing location, being in an old church gives it a grand, imposing atmosphere. The facilities are great, and the staff really friendly. It does get a bit chilly, so make sure you take a jumper and a coat though! 

Do come back later in the week, as i'm hoping to have vlogged this experience. I've got it all ready, i've just been way to ill to do any post production. 
with a fancy glass trophy

Friday, 4 March 2016

Poe dameron and T-70 X-wing repaints

Dear reader! Today I'm sharing my paintjobs for my T-70 x-wings! For those not in the know, they are the ones used in episode 7: The Force Awakens. They are a slightly updated version of the older models used in the ironical trilogy, and this bears out in the X-wing miniatures game. 

Being a sucker for punishment, I really like painting fantasy flights ore painted models. (Even if I could be working thru my back catalogue of things to do painting wise!)


I own two T-70s and normally paint a duplicate fighter to signify that it's an ace. I've done it with the B-wings, A-wings etc. This time, I couldn't resist the chance to paint up Poe dameron's ride. A lot of people have done the same, in fact id go so far as to say that it's the most common repaint I've seen. 


I went for a reasonably classic look here, lightly drybrushing skavenblught dinge over the black to pick out the raised areas. I then used a couple of base coats of games workshop orange before following it up with blazing orange. And then I highlighted the orange with a mix of white and blazing orange. 


The engines are a breakaway from my normal orange glow (there was already enough orange!), with an ice blue through to white effect taking place in less than 5mms. Doing t quickly whilst the paint wasn't dry meant that it all blended in quite well. I added shiney gloss to the engines and the cockpit. 


For my second T-70 (although it was painted first!) I used my now standard paint scheme. Bleached bone all over, tin bits on the metal bits and then wash the whole thing in nuln oil. Following that, lighten back up with tyrant stone (basically a bone colour) to give a rugged, well loved feel to the hull. 


The red was a mecharite red base coat, the blood red, then inked, then brought back up with blood red. I ended up putting gloss varnish of the little wing markings as well :)


For the engines I used the standard red/orange/yellow/white combo that goes on most of my repaints. I'm really pleased with how this turned out, I feel like I've got painting small base ships down quite well now. Really excited about wave 8 now! Will be doing some repaints and vlogs of those bad boys, so keep an eye out for that!

Tuesday, 23 February 2016

Space Marine Bike HQ: Complete!

Huzzah! Knocked another little milestone on its head. I've finished what was one of my modest hobby goals for 2016. My space marine HQ choice. 


Hardcore power gamer that I am, this guy is modelled in a way that makes him ambiguous. Is he a captain? Is he a librarian? Could he be a chapter master? Or maybe even a high elf prince riding a dragon?* Who knows. 

Anyhoo, there are a couple of things with this guy I'm reasonably pleased about. The first is his cloak. I took the time to put a couple of extra layers of highlights onto his cloak. It's not amazingly different, but you can tell the difference when you see the model up close. 



The second is his elevated position. Whilst you can't tell because of my mad skillz, his front wheel isn't touching the ground. Not a lot, but enough that it raises his profile when compared to other bikers:


This has been achieved by a small clear piece of plastic, the type that are the sprue for flying base stands. I've covered it up with grass, but because it's clear plastic unless you actually know it's there it's really hard to tell. 


And finally, the sword. To indicate that it has "power" of some description (be that otherworldly or just a power sword - like i said I'm a wannabe power gamer) I painted several thin white coats in a lightning like motif across the blade. What's more, I then went back and put gloss varnish on just the lighting strike. A small detail to catch the eye, but one I'm pleased with. 


So there you have it! I'm giving myself a completed stamp for this bad boy! Hooray! Now, if only I knew people who played 40k......


*not this one

Monday, 25 January 2016

The Juggernaut Shield - Pictures and Final Thoughts

I thought I would showcase some photos of the teams from our tourney last weekend, and also muse on the advantages and disadvantages of having a bye.

Waaaagshington Greenskins
Ian's team are an experienced team of many editions of blood bowl, and even include a painted coach and apothecary (see back row in the centre).

The starting line up, a nice traditional red colour scheme, with some added extras. Ian did a bit of touching up on the models in preparation with some liquid skill (nuln oil). There are some really nice details, for example the shoulder pads of the blitzers came out really well. 

These are the two models that were hastily assembled in order to crunch me in round 4 and the semi final. Rather intimidating when he's assembling a black Orc (Thrasher) as we play, in case we play next round. The goblin was who nearly scored in the final is called "Pancake McNumpty". 


The final line up! With added emergency models takin thier assigned places. Really nice team to play against, great to have two fully painted playing ball on the pitch!

Pro Elf Pansies
Not fully painted, but that didn't stop them destroying all before them! They scored 18 touchdowns in three games!

And very impressively, these 3 were the cornerstone of the attack. 11 completions and 13 touchdowns between the three players (one of the catchers got a completion as well!) meant that the thrower and 2 catchers made this team champions! Plus they had terrific names :)

Mul-Buldohr Brewmiesters 

As featured in a previous post, the drunken dwarves! Thankfully from my perspective I never had to face thier death roller. Love the 3D printed tankards, and especially beer leader in the middle!

And to underline things- here they are kicking the teeth in of my wood elves! For some reason I tried to go toe to toe with them!

Bad Kings of the Old World
Although you've seen them before, here is a shot or two of my team:

A close up of a loyal lineman

Some of the star performers. My catcher scored most of my TDs and this wardancer got +1 armour! (And also didn't die!)


Obviously there were 5 teams, but I didn't get any close up shots of the South Park Rangers - although very nicely painted they were a stand in team and tbh I also forgot!

Project completed!
Whilst I'm a little late to the party, I'm declaring the combined blood bowl bits from January a major achievement of my 2015-2016 list. I completed the team by the 16th, majorly fast painting skills! And we also held the tourney. I only scored 8 touchdowns in 5 games, so that's a bit of a fail, and something I need to work on in the future. 

Having a bye
One of the things that we encountered was that every person had a bye for one game. In such a small tournament it didnt have to great an effect, but I can think of a couple of ways that it might be made more interesting. For example, so that there could be some benefit to having a bye, the coach could pick one of the following four options for his team to complete.

  • "Rest week". In the middle of any busy season, teams always need a chance to rest and recuperate. Sometimes squads arent big enough to allow proper rotation, so you choose to give your team a short break. Effect: This bye allows any "miss next game" effects from the casualty table to be healed during your bye, meaning that players can start your next match.
  • "Press Drive". Every second counts in this league! You and your players go on a press drive, flooding instagoblin, faceelf and all other types of social media/media in an effort to grow your fanbase. This has a positive effect, but you wont know how much until your next game. Effect: At the start of your next league game, you may permanently add some fan factor to your roster. Roll a D3 and add the result to your fan factor.
  • "Intensive Training". Theres no rest for the wicked. You need to use this week to train your team up and work on those special plays. They spend the whole week on the training ground. This has varying positive outcomes, but at least you get more experienced as a unit. Effect: Randomly assign one team member +3 SPP to represent this training.
  • "Gala Dinner". Be it Dragon Steak or Halfling Hotpot, your team has a fund raising dinner in an effort to prop up its ailing bank balance. You invite the local nobles and barons to your home ground for an evening of mixing with their star players in the hope of attracting more funding. Effect: Roll a D3 and add this much to your treasury. If this boosts your treasury enough to make a purchase, you may do so before your next game.
These are just my ideas! Does anybody have any comments or counterpoints? To powerful? To weak? Not needed? 

As ever, thanks for reading :) hopefully later this week, I will be musing further on double trouble lists. I'm going to address what for me is the elephant in the room :)