Showing posts with label weekend warlords. Show all posts
Showing posts with label weekend warlords. Show all posts

Thursday, 18 August 2016

X-wing Nationals - Top 32 Cut and beyond! Darksun Life

So not only did I make the top 32 cut for the UK nationals of X-wing, I went almost as far as i could possibly go! I won't ruin the surprise for you (although, trust me id be shouting myself hoarse if i'd won the whole thing!) but I hope you enjoy the Vlog!

I know the blog side of things has been a little lacking lately, TBH I'm really enjoying vlogging and sharing my hobby in that fashion! Plus I don't think i've picked up my 40k stuff much in the past couple of months. Im planning to start seriously getting into my Bolt Action in September, so expect to see pictures and battle reports from that! I havent forgotten about my hobby season pledges, and in all honesty i think this bad boy gets the biggest, baddest completion stamp that i can find! So here it is:
Until next time,

Tuesday, 16 August 2016

UK Xwing Nationals Tournament Part 1 - Darksun 27


Here it is! Part 1 in all its Glory :) Which of course, means that there will be a part 2! coming hopefully later this week! Subscribe to my YouTube Channel for more vlogging goodness here: https://www.youtube.com/channel/UC9yiSXV2P-tTpPb1b2n30PQ

Sunday, 3 July 2016

YV-666 Repaint - Darksun 25

Screw your meta

So, in less than 12 months this ship has gone from being the laughing stock of the meta to something that many Scum players value. It's a pretty tough ship, with many options that have certainly seen play in our local area. Thanks in no small part to Shane :) I've repainted mine, and completed the following vlog for all to see :) I hope you enjoy it!

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! 



Tuesday, 3 May 2016

Milton Keynes X-Wing Regional Vlog - Darksun 17

Hey Guys!

I went to a 100+ x-wing event at the weekend and came 24th! You can watch a video of how I got on here, with battle reports to follow later in the week.

I partied pretty hard all the way home in the car to celebrate, listening to a Radio 4 podcast and a Blink-182 Album. Going 4-2 was what I'd hoped for, and whilst I was dreaming of making the cut, if you'd have offered me 24th at the start of the day I'd of bitten your hand off I think!

Sunday, 1 May 2016

Milton Keynes regionals today!

Sorry for the lack of posts this week guys! Please forgive my sins on that count. I've been practicing hard for the biggest X-wing event i have ever been too. If I've timed this right, it should come out on Sunday afternoon, whilst I'm flying toy spaceships and making pew pew noises. 
 
I've spent the last couple of weeks practicing hard for this event. I'd really like to finish top half, maybe even top 32 at a push. My stretch goal would be to make the cut, and then get some dice. Obviously my aim is to win the whole thing, but there are around 127 other people there and I'm sure at least one of them might have something to say about all of these things!
 
I've decided to go with jumpmasters, although as I write this on Friday I can't decide between 2.5 fully loaded jumpmasters, or 2 fully loaded ones with a Bumpmaster and feedback arrays. It's a tight call, I've not had any practice with the Bumpmaster list but I think it's a better counter to imperial aces, and I think they'll be a lot of them. It also has adaptability ensuring my ps2 bump, and putting the R4 agromech on both other the ships with torpedoes. 

I think, on reflection I probably prefer the extra set of torpedoes. They're just too good. So I think that's what I'll roll with! Hopefully they'll be a vlog soon after with the results! Wish me luck!

Thursday, 14 April 2016

Tournament Performance Review - X-wing Spring Tourney at Weekend Warlords

Good day to you dear readers (imagine I'm saying that in a very British accent). Following on from my last post I thought I’d review the Jumpmasters. In the previous post I declared that I was taking them for three reasons. They were to see if:

A/. I could fly them
B/. If they were any good
C/. If I liked flying them
 
the real jumpmaster 5000 that everyones raving about
I'm going to review at least at first on those broad categories. So here goes.

A/. If I could fly them

Well, the short answer is I was a lot better at flying them by 6pm on Sunday than I was at 9am! That’s not the reasons solely for my defeats, but I was managing to get more sets of torpedoes of by the end of the day. I think that’s part of what makes a good xwing player a great xwing player, is that you can plan 2-3 turns ahead. So you know where you need to be to do the next thing, based on what you assumption about your oppenant is.

So I think I can fly them ok, but the natural turrets make them quite forgiving. You don't always need arc or your enemy that way. One game I only got off two sets of torps, but the others it was usually at least 3. 

The other measure that I'd use for that is bumping. Making a strong initative bid meant that I could use my intelligence agent to look at an opposing ships dial right before I moved. This was really helpful in allowing more blocks. Having said this, one of the games I lost was lost before the blocking really began. I am considering a fully fledged Bumpmaster, but it does lower my damage output. 

B/. If they were any good
Yes. They are good. I think everybody knows that by now. That I managed to lick half a ghost with two of them is proof enough for me. It's also a reasonably forgiving ship to fly in some respects, with a turret and two evade dice. 

The crux is that you only go green in one direction, so stress isn't good for you. It's one of the reasons I don't like the overclocked agromech, its just got the potential to leave you wide open positionally. The thing that I like is that they can just about do what you want with a standard build, but that if you want anything fancy or different you have to compromise elsewhere. So I had an Intel agent, but I sacrificed my 3rd set of extra munitions for example. 

C/. If I liked flying them
Hmmm. A tough one. There are aspects I really do like. These would include blocking your oppenants ships (probly my face thing in the whole game), causing grievously large amounts of damage, and the dial. The moves that they have available make them really fun to fly. They were reasonably fun to fly, but have a triple list with plasmas is a bit jousty, and I can't decide if I like it or not. In fairness, the main time I didn't like it was when I was flying against jumpmasters. Not because I was bothered by the powerful nature of them, just that it's a bit boring to look at! We all turn up to make pew pew noises and it's nice to see variety. But I am definitely partly to blame for that I suppose!

I'm debating dropping the torpedoes on one to have a ship fully devoted to bumping. My other option my be to trade one out for YV-666, and use that to bump with. However, I don't know if that's as powerful. I think in the end I may well fly them at regionals, if only because I haven't time to practice with anything else! 

Come back next time, when I'll be reviewing my hobby process so far this year, and looking at what I might need to paint for the double trouble 40k tourney. 

Sunday, 10 April 2016

Weekend warlords X-wing April Tournament

Hello readers! If you aren't too bored of reading about X-wing, you could read about how I got on in the spring tournament at Weekend Warlords. Hopefully, you can read and understand this bat-rep, even with only a little knowledge of the game :) I've tried to keep it quite narrative. If you are bored of X-wing, the head over to this post for details of how you could win a free Space Marine Demi Company from a fellow blogger! 

Anyways, if you've stuck around I was heading into this tournament thinking about what to take for regional season. Jumpmaster 5000s are the new hotness and I suppose I wanted to see if:

A/. I can fly them. 
B/. They're any good. 
C/. If I like flying them. 

For my readers who don't know what a Jumpmaster is, one of its pilots (Manaroo) rescued Boba Fett from the Sarlec Pitt. In game terms for X-wing a certain combo  of cards allows you to fly three of these things and they all have torpedoes that have like a +90% of getting four hits when you shoot. That you can field three of these things mean you could potentially cause 12 damage in one turn, if your oppenant doesn't dodge anything. 

So I flew the following a triple Jumpmaster list, running 1 with Boba Fett (crew) and 1 with Intel agent. Boba Fett is great because he can cause your oppenant to discard an upgrade card (even the Emperor or Darth Vader!), although it's only 1 use. Intel agent is super great because every turn you can look at opposing ships movement dial before you do yours, meaning that you could in theory get in thier way. 

My first match was against mr YV-666 himself, Shane Hibbard. Shane was running a Jumpmaster with two YV-666s, one with Boba Fett crew and one with Zuckuss crew. His Jumpmaster was relatively similar to mine, but with the addition of a recon specialist. It was a somewhat of a grudge match, with our last game being the final of previous store championship we'd both attended. The  photo above is a shot of how I made a mess of the first engagement, and flew straight into the guns of all three of his ships. Had I engaged a turn earlier I think I could have maybe taken a ship off before it got to shoot, but as it was I lost one (the right hand one) straight away. I did shoot down his right hand YV-666 a turn later but this left me massively out gunned. 

I flew around for a bit, but could dodge enough of the attacks. The 180 degree arc on a YV-666 is really hard to dodge! I lost my second Jumpmaster and then tried to engage his Jumpmaster with my one remaining ship as the YV-666 arced round to get back in the fight. It worked for a bit, but eventually he cornered me and killed me. I lost, getting half points for one YV-666 and full for the other one. 
Result: Loss 48-100

My second game was against Dan. He was flying an elite tie swarm, with the following pilots:

Youngster with expose
Zeta leader with wired
Howlrunner
Omega ace with push the limit 
Epsilon leader 

Basically, and somewhat hilariously, youngster allows the other ties to expose themselves all the time. This combos well omega ace, as you can end up with 4 Crits. So that meant that youngster and his non safeguarding appropriate upgrade was my primary target!


The game went well, although I made a total screw up of the first engagement, misreading he game completely and barrel rolling my central ship into the path of the oncoming swarm whilst the others simply slow rolled. I did save that situation thou, and managed to take youngster out straight away. This stopped the rest of the ties exposing themselves to my pilots constantly. 

Over the next couple of turns, I did a really good job of blocking the ties, indeed 3rd round of engagement I got his 3 remaining tie fighters to all bump, meaning they had no action and less shots. Over the next few turns I whittled his forces down in a swirling mid table dogfight, launching torpedoes and bumping as best I could. I rolled out winner of this one and decided to eat a cookie to celebrate. 
Result: Win 100-65

My third game I played against jumpmasters! Nothing less than I deserve running them myself, I'm sure you agree. James had 3 Jumpmasters, all with torpedoes and astromechs, and he was at 100 points which gave me initative. I set up on the left hand side, and James set up opposite to joust me. 

The intial engagement worked well for me, I blocked 2/3 of his ships with a long 3 speed and barrel roll. I felt pretty good about that. However, next turn my Boba Fett Jumpmaster was targeted by all 3 opposing jumpmasters and went down to 2 direct hits. From being on full hull to dead in one turn! That was painful. 

This eventually left me with 1 vs 2 (mines on the left) and playing catch up. I had a set of torps that I never got to fire. In the end, I managed to bump my way to staying alive, only taking shots from one at a time. With my bump master alive on 1 health, I did get some MOV, but I lost the game to go 1-2 after 3 rounds. 
Result: Loss 49-83

Game four saw me play another triple Jumpmaster list! I once again had initative against Adam's wolf pack. Very similar to James list, this time I tried going to my right, and trying a slightly different approach. 

I weirdly barrel rolled my boba who was in the centre in front of a rock on the corner of the board, whilst my other two were slow rolling in the bottom right. I then turned in hard with Boba and barrel rolled to get in the way and made all his ships rash into each other. This allowed me free reign cutting in from the side and got a good crtical hit, reducing a rival jumpmaster to Ps0. 

This put me ahead in the shooting race, which is always really important in the knife fight. Whilst my white and green Jumpmaster with Boba Fett went down I was able to keep ahead in the arms race and ended up with a victory. 
Result: Win 100-51

I went into my final game 2-2. Could I claw out a victory for a 3-2 finish to the day? I was playing Matt, who had Tycho with rage and proton rockets, the PS3 Ghost (with dash, lando a dorsal turret and some other bits) and zeb in the attack shuttle. That allows the ghost to fire twice as the shuttle crew man the guns on the main ship. And Tycho is a beast anyway. 

I slow rolled for a couple of turns, seeing the lay of he land from my left hand corner fortress. The ghost had started opposite me, and i thought about chasing it down, but I knew it could outrun me. Tycho crept into the mid right of the star map, with both of us sizing each other up. I then broke out of the corner and went for a Hail Mary block on Tycho. It didn't work! 

However, I couldn't complain as he was still in a position to receive fire from all three jumpmasters (2 turrets, 1 torpedo). I was very fortunate with the red and green dice rolls, and Tycho went down straight away. By this time, the Ghost had k-turned and was heading into the centre of the board. The next turn (second round of engagement) I got a decent block on the ghost, denying the action  and took 8HP off. Plasma torpedoes really love 0ag ships with lots of shields. At this point Matt conceded, and it was all over very conceded
Result: Win 100-0

My final win did wonders for my MOV, and meant that I finished 6th! I got some nice swag, including some ion tokens [Edit, thanks John!] and a nice alternative art card for veteran instincts. 

As ever, an absolute blast at weekend warlords! Ash and the team are always great, and I love seeing the guys that play there. They make me feel really welcome, and they have a real community. What a game store should be like. Just that they remember my name means a lot :)

I mentioned at the start that I was looking at 3 key factors. I will be reviewing my thoughts on this later this week, so tune in weds/thurs for that! Thanks for reading!