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40k Teams Tournament @ the Games Nook

Yarium

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Everything posted by Yarium

  1. Okay, I tried REALLY hard on putting together some nice, scenic bases. Just got some Thousand Sons Rubric Marines, and wanted to make them feel like they're marching against the Eldar. Here's the bases: And here they are with some Rubric Marines on them! The Thousand Sons are nearly completed, just need to finish the gun, highlight the trim/eyes/yellow a bit, clean up the waist robes, and put on decals. I think they're looking just about ready for battle!
  2. Skaven Shadespire Warband

    Skree skree!
  3. Kevin's Hobby Thread

    I think these look great, but I just can't help but think "Ultramarine". Is that on purpose?
  4. The Games Workshop We Want to Love

    Just a short note about today's post; it's not mine. It's GW's. I'm posting it again here, because this is GW showing that when they said they're going to start caring about the community, they were serious about it. Thanks GW team for being a great example!
  5. Rogue Traders and Mercenaries

    Well, from what I recall, Rogue Traders were authorized by the Imperium to go out and make business with xenos in order to settle new worlds, and are one of the few in the Imperium allowed to do so. As such, Rogue Trader forces are usually small bands, rather than armies, made from a mix of individuals whom share the Rogue Trader's goals. 1st edition 40k was called "Rogue Trader", and there was nothing to stop you from having Eldar or Hrud or Zoats in your force alongside Space Marines and Guardsmen if you wished.
  6. The Emperor's Holy Screen

    Well, this may be hilarious, but it's really hard to achieve. Like I said, you have to get ridiculously far apart to be at a point where you're not advancing and getting within 2 inches of each other. That means you need to be both incredibly spread out, but also have suffered horrific casualties AND survived the Morale phase for this to work. So, yeah, it's possible, just not very likely. Hilariously, if you did achieve this and a unit overkilled one group of that unit on one side of the board, models on the other side of the board would die too.
  7. The Emperor's Holy Screen

    That is 100% legal to do. Do note that you MUST move to achieve coherency IF POSSIBLE, and that would include Advancing. So, you need to have more than 26" between models in your unit before it becomes impossible for them to regroup. At that point your unit then becomes immobilised, and is unable to move at all.
  8. Thousand Sons & Bases

    Yeah good idea. I don't think about that rim, but having a clean solid rim would probably be nicer.
  9. Looking for Eldar Windrider Twin Shurkin Guns

    Gotcha covered. I'll check how many when I get home, but I should have 9 or 12 or them. PM me how much you're willing to part ways with and when's a good time to meet.
  10. Irvin's Adventure In Painting

    Looking pretty metal! Nice job.
  11. So, I didn't post up a ton last week. I kept trying to type something up, and each time I'd get half-way through the article and then lose steam. So today, a topic finally hit me. Something I've been watching a lot of during the past week, and it's something I didn't expect to care about again... Connecting the Olympics to eSports. More specifically, I want to talk about a gamer whom has smashed through the competitive scene recently; Sasha Hostyn, aka "Scarlett". Let me take you through when and why I fell in love with watching Starcraft games. Back in the dark days of my past, when I was dropping out of university during my 2nd year (went to university for mom and dad's sake, not my own, so couldn't carry the will to continue), I was living in an apartment in Ottawa. My neighbor's brother was a top-end Starcraft player, who didn't pursue the eSports career, since it wasn't a career that existed at the time. I had the pleasure of watching this guy play in person. Before that, I had always seen Starcraft and strategy games as just fun times, but couldn't win big multiplayer games. I would just build a couple bases, try to amass an army, and just wanted to laugh as two big armies destroyed each other. I had no clue about the depth that existed in the game. When I saw this guy play, I was witness to a symphony of strategy, mouse clicks, and keyboard strikes. He darted from screen location to screen location, using single units to achieve more than I could with whole armies. He would dart in and out, lure units into traps and ambushes, and just devastate his opponent before they could do anything. It was truly something else, something I knew I could never do, but done in a way that made complete logical sense. It was like watching the Superbowl; you loved seeing it happen and trying to guess what the next play would be, even though you couldn't achieve that level of play. No other eSport I witnessed before Starcraft 2 ever seemed to match up to that. And then I saw Scarlett play. I've followed Scarlett since I happened across an SC2 Tournament down in Toronto back in 2013. I was in Toronto for a Magic prerelease, and I found out that there was a big gaming tournament for SC2 happening. I was able to duck in to see it, and was blown away watching this amazing Canadian player, known only to me as Scarlett. She was a Zerg player (Zerg have always been my favourite Starcraft race, and were the reason that I picked Tyranids when I started playing Warhammer), so right away I was on board to watch her. Unlike every other Zerg player that I had seen compete, Scarlett was doing something totally different - she was hard-expanding the Creep. Creep is a Zerg-specific feature that modifies the battlefield in a game of Starcraft 2, as Zerg units get a movement speed boost while on it. Most Zerg players used Creep defensively, connecting their bases to travel quickly between them, but Scarlett used it offensively, sending it out to her opponent's bases so that she could quickly support her attacks, or to retreat faster to where her units were safe. She piloted that strategy to victory at that tournament, and I cheered loudly when it happened. Here was that something I had missed in all those years since Ottawa. And then, Starcraft 2 competitive scene died down. Scarlett had a hot streak, but then faded out, and new eSports games were drawing much larger crowds. Hearthstone came out and was drawing a lot of streamers to it, DOTA became a thing, and on top of that, the competitive Starcraft scene seemed to become way too competitive. Even in Scarlett's early successes, the main methods of victory by players were based on macro strategy; execute a build, make a "deathball", and roll that ball into your opponent. If your opponent built the wrong deathball and/or couldn't transition quickly enough into a different build, then your ball would roll through their ball and crush them. In many ways, it was reminding me of the Death Star builds in 40k, which were also starting to become a thing (a very reviled thing) in the 40k community. Gone were the things that I loved about seeing those matches in Ottawa; using just a few units to pick apart and destroy an enemy better than a whole army could. Gone was the symphony. I stopped following Starcraft 2. Despite what you think, this is about as exciting as watching fiendishly complex long division. But of course, YouTube wouldn't leave me be. Something both good and bad about YouTube is how it remembers your history, and let's face it, there are times when there's history you'd rather it forget. I hadn't looked up any Starcraft related stuff in years, yet every week I would see something Starcraft related pop back up in the Recommended Videos section of my YouTube homepage. This past week, I saw that something which had excited me back in Toronto - Scarlett was taking on some big pros. Out of curiosity, I opened a video at 11pm at night in bed and started watching. I was blown away. There it was. The symphony! Scarlett wasn't just executing a build order and making a bio-ball or a mech-ball or roach-rush. She was hitting early and using 4 zerglings to dismantle her opponent's entire strategy. She was taking a few roaches and kitting back in and out luring her opponents into traps. She was executing totally unseen strategies to catch opponents off guard. She was trying to get maximum value out of all of her units. And yes, the heavy creep expansion was still there. And the great thing? Her opponents were trying to do the same thing. And there it was! I was hooked again! Seeing these players make actions and attacks this way is a level of the game I can never hope to achieve, and yet, I am endlessly compelled by it. Not going to lie, I am endlessly compelled by Scarlett. Scarlett's running strong right now. She just won IEM in South Korea (an event co-sponsored besides the Olympics, meant to pair in with it), which, like most Starcraft 2 events, is dominated by South Koreans, defeating Kim "sOs" Yoo Jim, the highest earning Starcraft 2 player in the world. Now, she's at GSL in North America, and has just crushed her way into the Top 8, defeating multiple "favourites to win the whole event" (Joo "Zest" Sung Wook and Lee "Innovation" Shin Hyung). I'm hoping she can win back-to-back championships, as she's bringing back the life of the game to me. Go ahead and check out her amazing ZvP winning match here!
  12. TBMC ITC GT

    I'm in!
  13. Who the heck is always downvoting these videos? You guys did a great job! A lot of action, and good recaps.
  14. The Phantom 3"

    I am firmly of the opinion that if you fail your charge, then you are not counted as a charging unit, even though you were selected to charge. The next sentence just tells you to complete your movement for that unit (impossible for a unit that failed a charge, so the "movement" for that unit is "none"), and to proceed to select another eligible unit for making charge moves with. While, yes, the English language is a bitch here, I think the intent is pretty clear. If you did start doing it this way, I'm pretty sure that you wouldn't want to get used to it, as almost for-sure GW would release an FAQ at the half-year point stating you'd be wrong to do so. If it did work this way, somewhere GW would have clarified "Yes, this means that you effectively cannot fail a charge against an enemy within 4 inches of your models."
  15. The Phantom 3"

    My understanding was that if you failed your charge, you did not "charge". This was brought up before elsewhere online, and while there's a LOT of tricks you can do in close combat once you successfully charge, I don't believe the phantom 3 inches was one of them.
  16. I am a pretty loud guy. Boisterous even. I have a voice that caries, and I am the kind of person that will forget this fact. To tell the truth, I'm kind of surprised that my opponents don't ask I quiet down a bit. But maybe that's because I'm generally just so excited to play. This is how I felt when I first entered a gaming club. I also like to think that I'm a fun guy to play with for this reason. I don't just want to win, I want us both to feel pretty awesome (and yes, I also want to win, but I want it to be an awesome win). But sometimes you'll find yourself going against someone that isn't awesome. In fact, they may be downright upsetting. These are the people that you hate to win against, or even worse, are the kinds of people that you can't stand it when they win against you. It's also possible that you are one of these people. What can you possibly do? #1 - Hi, My Name is Yarium, and I'm A Bad Sport The first thing you need to do is take a good, hard, honest look at yourself. It's really hard to talk about dealing with other people if you can't deal with yourself. There's always something you can do to improve. Just last night I was playing an opponent, and I was bringing the new Thousand Sons codex with me. I had probably spent a total of 10 minutes beforehand quickly looking through the book, not nearly enough time! I was looking up rules the whole time, and I probably got some wrong. I don't like it when someone does that to me, and I really shouldn't have been doing that to them. Here's some behaviours that you can identify in yourself, which are also easily fixed once identified: Constantly forgetting rules and having to look them up. Pictured: 7th Edition during a Rules Hunt. Like me last night, this is an annoying thing to be doing to someone else. Nothing slows a game down more and reminds you that you're playing a game with a book and dice and paper, instead of a fantastical battle between devastating armies flinging scientific and magical might. Solution here is easy; learn your rules. Since that's pretty hard though, get some tap tabs that you can adhere to certain pages in your books, generally to the ones that give you the most trouble. For me, that's my Primarchs (because they have SOO many rules) and the psychic powers. For Thousand Sons, if I'm going to play more with them (hint: yes), I will be writing little cards for the different characters that have their powers written, in brief, on them that will follow them along the battlefield. Anything that helps you not have to ever bring your your army list or rulebook is a plus, but you absolutely want to have those on you at all times too! Rolling dice before explaining what you're doing. Somehow the banker always wins. You want to pick up the opposite of this habit. Why? It's not just your opponent's sake, but for yours as well. Whenever you're going to roll dice, briefly explain what's happening. "My Rubric Marines are shooting at your Scouts. They hit on 3+." This way, if something unforeseen is happening, your opponent has a chance to chime in. "4+. Raven Guard." Bam. It's different. If there's multiple things in play, you can quickly go over them to show that you've thought it through. "Okay, shooting here to here. I hit on 3+; -1 because of your Trait, but +1 for Prescience, so they cancel out.". Where this is helpful is when you have a great opponent that will then remind you when things are in your favour that you didn't notice. You go to pick up a dice that didn't hit, and your opponent reminds you that it did, in fact, hit. A big one here is also making sure to explain things when you have a special dice involved. For example, last night, my opponent rolled for his Devastators, shooting at a guy with -1 to being hit. He had 4 dice, and one of the dice results was a "3", which would normally miss due to the -1, but he picked it up. I said "sorry, 3's miss due to the -1 psychic power". He said "That was my Signum.". I asked "so, it affects all the dice?", and he stated "No, my white dice is my signum. It's pretty obvious.". Don't do this! Because a lot of players don't know your army as well as you do. The Signum rule catches me every time, so to me, it just looked like picking up a random dice and saying that it was the signum after-the-fact. There was another dice in the pile that was a one-off colour as well, which extra confused it. Once we got that settled, I knew the white dice was the signum for the rest of the battle, but you always want to make sure in these cases that you call this out. NEVER leave it to common sense on your opponent! Being demanding Yes, I get it. I should've finished moving that other squad before starting this one. I'm sorry. Have you ever faced an opponent that just makes you look up everything, measure ever model's distance, and goes into long rules arguments over basic game rules? These are the players I find to be very demanding; they demand your attention and your over-the-top adherence to precision. Game-wise, this is the same thing as being a Grammar Nazi; your opponent is clearly communicating to you what they're doing, they're moving some models, and they're ending up in a position they probably can be in, but you are making sure they're doing everything exactly carefully. Great example; an Eldar player moves a Wave Serpent about 12 inches, declaring that they're Advancing while doing so. You don't need to have them measure it out, or even roll a dice, because they're really well within the Wave Serpent's potential 17 inch move. What you might do here is ask "You sure you want to advance? You probably don't need to to get there.", which, again, may result in them correcting you. "I have an upgrade that makes me -1 to being hit, but only if I Advance." My advice to you? Learn to lay off. How to learn that? Try teaching some new players. They are going to make SO MANY MISTAKES. But instead, let the simple ones roll on by. They can be corrected later. After my match last night, I showed some teens how to play. They were probably measuring "front to back", so were gaining a bunch of extra inches, but that didn't really matter. What mattered was teaching them to roll dice at each other and have fun doing it! They will be corrected later, if they decide to pick up the game, but until then, who cares? Those are details they don't need to worry about yet. #2 - Be Humble in Victory So, Yarium, how about you get to what's in the title already? Okay, okay. You're riding high after a victory. It doesn't even need to be the victory over the whole game; it could be that you finally killed Roboute Gulliman, and you're ready to hoot and holler over it. Whatever kind of victory it is, it's nice to not be an ass-hat about it, but to be humble about it. This becomes ESPECIALLY difficult when you have an opponent that isn't being gracious in defeat, and starts whining about your stuff being OP, or gets mad at you for taking a list like that, or saying that something was unfair and unscrupulous. Even in these situations, though, it's possible to help redeem the game and the emotion of that game. Validate Your Opponent's Emotions Don't hug gamers. Unless it's Yarium. Then hug the crap out of him. "Wow, yeah, I did have a lot of shooting. Yup, I can see how you feel that Space Marines get so much access to rerolls that it's crazy. It really is a pretty powerful list." This is the first step in helping an opponent, especially a bitter one, to start feeling better. You need to show them that you do see that they're hurting, and that you understand why they're hurting. It's okay if you're wrong about what is hurting them, because they'll see that you're trying. You're not necessarily having to agree with them, but that you can understand and appreciate their point of view. There are lots of players you don't have to do this with, but for difficult opponents, it can be helpful. Frame a Positive Moment For You As Negative Good advice, regardless of the situation. "Wow, and you weren't able to stop that Warptime power. You tried to deny it, but just couldn't get there, even with the reroll! Dang!" It's a truth of our game that, oftentimes, the best thing for you is the worst thing for your opponent. When you make save after save it feels great, but for your (difficult) opponent it feels like defeat after defeat. You've probably even felt this yourself when all the dice go your way, and none of your opponents' dice do, as if it is somehow shameful. As such, when your opponent is stressed at the loss, agree with them. What cruel twist of fate caused such a thing to happen! It was great for you (and you can even state as such), but that you definitely would feel the same if it was reversed. Compliment Your Opponent My Chainsword is called "Natural Selection". "I really appreciate you sticking in there for as long as you did, and giving me a tough, solid game. It's so refreshing to fight someone that's thinking really tactically, and you helped to test my limits." When you're losing, it can feel like nothing went right. Hearing from your opponent that they had a hard time because of you can help you feel like stuff did, in fact, go right! Try to avoid complimenting their dice rolls, and focus on their actions instead. People enjoy blaming the dice for failures, but don't like to attribute dice to success. They want to hear that a decision they made had consequences. Even if it's just from a list-building perspective. Find something to make them feel good. For most cranky opponents, these three steps will help get them out of their funk at least enough that they can start feeling good about the game again. #3 - Be Gracious In Defeat No joke here. This is about being awesome. Of course, the opposite can happen too. You can get crushed, and your opponent is a sore winner, rubbing your face in your defeat. How to tackle this? To be honest, I don't really know, mostly because I haven't encountered someone like that since high school! However, I'd say that most of the previous steps should pretty much apply. Congratulate them on that ass whumping, frame a positive for you as a negative for them ("Yeah, and you couldn't gotten me EVEN BETTER had you done this..."), and compliment them on such a good game. Get that out of your system and you can start backing away from them where they can feel like they got to hold that win over you, without you needing to sit around for 15 minutes listening to just how thoroughly you got butchered. Hope this all helps! Happy gaming!
  17. 40K teams tourney

    Good luck to everyone participating! I can't make it (out of country) so please get lots of photos. I really hope someone can post a battle report or two of their games
  18. OMGERGEHH The clock is broke. Nerdgasm approaching!

    Totally a tease.
  19. So I've recently created a new 8th edition version of Kill Team (at least until GW remakes it, which will probably be a while), which can be found here: So, here's a couple list ideas I'm brewing up for my first engagement: Death Guard Kill Team: Plague Marines - 5-man squad, Plague Knives, Boltguns, Bolt Pistols, Champion w/Plague Sword Cultists - 10-man squad, Autoguns, Champion w/Autopistol & Brutal Assault Weapon Biologus Putrifier - Hyper Blight Grenades, Injector Pistol, Plague Knife Leader: Plague Marine Champion. Arch Contaminator (Plague Weapons within 7" reroll all failed to-wound rolls.) Specialist: Plague Marine. Veterans of the Long War (+1 to wound during Shooting and Fight Phases.) Specialist: Biologus Putrifier Grandfather's Blessings (Heal 1d3 Wounds at end of my Movement Phase.) Harlequin Kill Team: Troupe - 7-man squad, 5 w/Embrace, 2 w/Blade, Shuriken Pistols Death Jester - Shrieker Cannon Leader: Death Jester. Luck of the Laughing God (Reroll failed hit rolls of 1.) Specialist: Troupe. Prismatic Blur (Save becomes 3++ after Advancing.) Specialist: Troupe. Command Re-roll (Re-roll any die roll.) Specialist: Troupe. Command Re-roll (Re-roll any die roll.)
  20. Towards the end of 7th, there wasn't a lot of the game I was enjoying, but there was one thing. Kill Team. (A real Toy Soldier's game.) Kill Team is a 40k modification that's been around since 4th edition in one form or another, but the more recent adaptations can pretty much be surmised as "You have one squad. Go." You have an incredibly small number of forces compared to your normal game (I guess, that is, unless you're Orks, Tyranids, or Imperial Guard), and have to use them to cover the whole table. Each model in your army ALSO acts as its own unit, which had a world of effects. However with 8th edition bringing 40k into its new form, a lot of the rules for Kill Team don't quite make sense any longer. As such, Dropping Dice is proud to bring you his rules for 8th Edition Kill Team! Step 1: Building Your Army (Not that kind of building!) Kill Team Detachment: Your army in Kill Team must be a 200 point, Battle Forged list made from the following Kill Team Detachment, and no other detachments: Step 2: Choosing Your Warlord & Specialists (The only Warlord I need. ) Leaders: Your Warlord, which in Kill Team is called your Leader, can be any model in your army, except it may not be a Vehicle or Monster. Just like in a normal game, you may choose a Warlord Trait for your Leader to have. Specialists: In addition, you must select at least one non-Vehicle, non-Monster model in your army to be a Specialist. Specialists are highly trained/gifted/lucky individuals with fantastic abilities. Whenever you select a model to be a Specialist, choose one Stratagem for that Specialist, and deduct the Command Point cost of that Stratagem from your Command Point Total (you may not select a Stratagem that would put your Command Point Total below 0). If you use the selected Stratagem during the game and choose the Specialist to receive its benefit, you can use the Stratagem for 0 Command Points instead, making the Stratagem effectively free to use! You must use as many Command Points as you are able to this way before the battle begins. You may select the same Stratagem more than once. (All the regular rules for Stratagems apply.) (Alternative Title - 7 Highly Effective Ways to Crap Your Pants) Step 3: Playing the Game Deploying Your Army: When you deploy your army, deploy each model in your army as if it were a separate unit. That model will remain a separate unit from all other models for the entirety of the battle. If anything causes you to create a unit of models, instead it creates the same number of models, with each model being a separate unit. Additionally, Tactical Reserves are not used in Kill Team. Each model in your army must be on the battlefield at the start of the first game turn. Psychic Powers: During Kill Team, no player can attempt to cast the same psychic power more than once each turn, including the Smite psychic power. Morale Phase: During this phase, if you have taken any casualties this turn, your Leader must make a Battleshock test. Roll a dice and add the number of models from your army that have been slain this turn. If the result of the Morale test exceeds your Leader's Leadership characteristic, the test is failed. For each point that the test is failed by, one model in your army must flee and is removed from play. You choose which models flee from your army. If your Leader has fled or was slain, choose any other model in your army to take the Battleshock test instead of your Leader, however, a number of models equal to the dice result must flee and be removed from play, even if the test is passed. If the test is failed the dice result is the minimum number of models that flee instead. (Every dude in this image is awesome in Kill Team.)
  21. Dropping Dice Makes Kill Team Rules

    Well, being Battle Forged gives you 3. And that's it! If it's not feeling like enough, I'll change up the detachment to give you some Command Points. EDIT: I figured 3 Command Points would allow you to do the "classic" 3 Specialists from ye olden days. However, with some Stratagems being so strong and costing 2, I thought it'd be fun to open that up a bit more. Hilariously, I can imagine giving a Chaos Cultist the "Tide of Traitors" stratagem so he can hop around the board every turn
  22. Dropping Dice Makes Kill Team Rules

    Let me know how it goes! The Battleshock rule is very experimental, since the way Leadership tests work in 8th is very different. I took the idea of "You have one squad. Go!" very literally, treating your whole army as one unit. That could mean some massive Battleshock early in the game. If death by Battleshock early is too powerful, I will be re-adjusting, but as it stands I think it'll just provide a good reason for horde armies to use Warlord Traits and Psychic Powers that allow you to auto-pass such Morale tests. ALSO, I added the rule that I forgot to add - No Relics!