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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Wednesday, June 21, 2017

New Edition, New Dark Eldar, New Orks, New Daemons and New CSM

Greetings Realspacers,




It has been ages since I have blogged, but that is due to several sequence of real-life events and also 40k burnout. In fact for almost the entire year of 2016 till the dawn of 8th Edition, I have been just staying away from 40k. 7th edition is a mess of rules and often times I feel that I am studying for an exam rather than enjoying the game. So during the interim period of a year, I have been playing a little more Blood Bowl (Awesome btw) and also some MTG Commander.

Fortunately GW in many ways realized the stupidity of it all and decided to revamp the rules in such a way that everyone is now a blank slate once more. Lots of whining from many people, but personally I find it refreshing that the rules are easily accessible.

For some reason, I find that 8th edition really reminds me of 4th edition, with the way assault, target priority and leadership works. In many ways I am adapting much better to 8th than most people and
with this edition, I have returned and I have brought my armies from 8th edition alongside an army that was always in cold storage due to it often being collateral in my Daemon expansion; My Night Lords.



Before I move on to speak about my experiences with 8th edition, I have to speak about what is essentially my most freshest army; The Night Lords. These guys somewhat came along a while back during the time where I am just adding on to my Tzeentch elements and they are kinda the extras. Before long, more and more of the abandoned models slowly came into my home, and with Cataphractii terminators, Tartaros Terminators, Raptors, Predators, Vindicators and other such fell units of the CSM joining my pile I literally have around a few thousand points of Night Lords.

In a way the CSM came into my life the same way most of my Orks and Dark Eldar came into my life; being adopted as a result of their owners abandoning them in droves.

Due to the way I have procured them, my Night Lords is more or less a very infantry heavy army and with the way 8th edition reserves work they are essentially the closest thing I have to a Null Deployment army as the list that I have decided to run with my Night Lords consist primarily of Terminators and Raptors. So far they have did very well due to the changes on how shooting works and also the way close combat works (Combi-plasma, Meltas and power axes for the win). They are essentially the army that I bring around as my main secondary army due to how compact they are.



My Orks on the other hand is hands down my most effective close combat army as the prospect of having 6 attacks on the charge for normal boyz with the right stacks really pushed me towards a battlewagon heavy list with lots of boyz in them, supported by lots of auras and also psychic gifts. On the note of psychic powers, the Weirdboyz are utterly amazing and I have pulled out enough tricks with them that I have reserved a spot for the Weirdboy. Also with how everything is just basically a sack of wounds, punching everything with boyz and klaws are amazingly viable and perhaps as always, the best  way to play Orks is the simplest way; move fast, charge hard.

My Tzeentchian daemons are untested, but that is due to me sending them over to my good old friend Carl Lum for his paintworks, and they would take a while to come back to me. But based upon how it goes, it would be a very FMC heavy list with lots of chariots. The pic that adorn this post is the first batch of my whole Tzeentch army that was completely painted.



As for my Dark Eldar, they came off to a bad start for 8th Edition gamewise, but that is due to me underestimating the reduction of damage output of a Dark Eldar blaster and also my opponent and I did so many mistakes (from miscalculating the point cost to forgetting vital rules). However I have learned a lot and now have decided that I would be taking out blasterborns and also normal 5-men kabalites with blaster as I am now focusing on the weapons that truly matter for the Dark Eldar; Dark Lances and Splinter cannons. Of course, Splinter cannons are nerfed when it come to firing its maximum amount of firepower at range, but the nerf is a little better for my style of play due  to my preference for medium ranged firefights. My army composition will have more dark lance and phantasm grenade launchers, and the blasters will be reserved only for Archons.

On the note of the archon, they are just priced amazingly, and for the same build in 6th-7th edition, I would be paying more than twice the cost of the current Archon. Only gripe I have is that there are no middle-ground HQ for Dark Eldar. I personally would appreciate the Dark Eldar equivalent of a Space Marine Captain. Dark Eldar vehicles as a whole are generally more durable, which is a nice thing for me but I wished that they were a little faster than Eldar vehicles (and no, assault weapons does not make it faster).

Nonetheless, with this, I can finally go about with my proper fluff setting for my Kabal which is originally a trueborn Kabal to begin with.

Only stickler is just that the way my army works, it appears that Ynnari is the best option for me in order to optimize my firepower generation but the true Dark Eldar in me is saying 'NOPE'.


 My list looks something like this for 2500 pts which can be Dark Eldar or Ynnari(which is the usual game size for 8th in my area);


CP: 7 pts
Spearhead Detachment
1 Archon with Agoniser, Blaster and Phantasm Grenade Launcher
3 Ravagers with 3 Lances and Shock Prow

Spearhead Detachment
1 Archon with Agoniser, Blaster and Phantasm Grenade Launcher
3 Ravagers with 3 Lances and Shock Prow

Vanguard Detachment
1 Archon with Agoniser, Blaster and Phantasm Grenade Launcher
2 squads of 8 Trueborns with 2 Dark lances and a Dracon with agoniser
1 squad of 5 Trueborns with 2 Dark lances

Dedicated Transport
2 Raider with Dark Lance and Shock Prow
1 Venom with 2 splinter cannons

Vanguard Detachment
1 Archon with Agoniser, Blaster and Phantasm Grenade Launcher
3 squad of 5 Trueborns with 2 Dark lances

Dedicated Transport
3 Venom with 2 splinter cannons

Yes, I know that that is a hell a lot of Dark Lances, but with the way the edition is going about I would need to dish out enough nonsense to get even with my opponents and the way my meta is forming up. Also, I personally hate Wave Serpents and they deserve to die painful deaths.

Also of note is that due to prolonged usage of my vehicles, a number of my raiders and ravagers have literally crumbled and would warrant me to get a whole new set of vehicles just to replace the ones that crumbled. This also gives me the chance to finally get sets of Kabalite Sky Splinter boxes as those boxes are now value city for me due to the needs of more bodies to put my Dark Lances on and also more Raiders.

With that it appears that my armies are more or less set for the first few months of 8th Edition.

See ya next time!








Tuesday, November 4, 2014

The Return of the Mycetic Spore and it brought friends!!!!!

Hello and welcome back to the webway portal!

By now the internet is filled with the loud screams of happiness and despair over what is considered to be the 'hero' of the Tyranids; the Tyrannocyte a.k.a Mycetic Spore.


I personally welcome this changes, as it allow Nid players to diversify and also allow them to use some otherwise very questionable units more regularly. But as a Dark Eldar player, I am quite aware of the threats of a pod that could bring in 20 Gaunts or a Monstrous Creature crashing down upon my realspace raids. To make matters more interesting, the kit allows one to make two other units that could affect how Dark Eldar players play the game against Nids.


Let's start with the most obvious; the Pod itself.



Now, this is no stranger to players who have played in 5th edition against the Nids, as it is considered one of their more powerful units. For the new ones, the Tyrannocyte is essentially a biological drop pod.

This unit has been buffed based upon the rules that was used here, as the toughness value is increased from Toughness 4 to 5, and now it is armed with a lot more weapons. In addition, it now hovers around until it touches something or is in range to shoot something. This is perhaps one of the most annoying attributes of the new Nid pod as it will put a wrench upon some armies' battleplan.

Nonetheless, the scariest thing about the pod is not the pod itself, but what slot the pod takes in the Nid codex. The answer? NONE. This means that as a non-dedicated transport, you can flexibly put anything into the pod depending upon the threat of the opponent?

Worried about a Riptide? Slap in a Dimachaeron from Forgeworld (this one is brutal) or an Exocrine and let her rip. Worried about that Serpent? Slap in some Hive Guards or Devourer Gaunts and let loose the fire power. Want to score an objective? Put a Tervigon and watch as it breeds and hold that objective forever (figuratively). Want to prevent vehicle movement/block LOS? Just drop it empty.

I will see at least two pods in each list, and depending on whether they are playing a Null Deployment playstyle, I will see more of them.



As for the second unit that could come out from the book, they essentially gave us what is perhaps the first unit that can assault flying monstrous creatures and flyers; the Mucolid Spore Cluster. I can see some of them being played to deny flyer-heavy armies such as Cronair or Heldrakes from dominating the skies as it will go about blowing itself up for the Hive Mind. Also it can also control opponent's ground movement due to it being a rather large model and a floating bomb.

No one likes being nuked for no other reason that being close to it. Nonetheless this one is dependent upon the playstyle of the Nid player. If the Nid player does not invest itself heavily to Flying Monstrous creatures, I can see a lot of these guys floating around to support the army.


Thirdly, we get what I consider as the first true Nid fortification, the Sporocyst. It can infiltrate, it can harrass, and it can throw out Spore clusters and even the Mucolid once per game. To add icing to the cake, it increases the range of any Synapse creature near it by 6". This is huge for nids, as with their PRimaris, you can get a whole lot of range for their synapse thus allowing the Nid player to spread out and have a greater board presence.

However, it takes up a heavy support slot, which is sucks a little as quite a number of the Nid heavy support is really good and they help a whole lot as compared to our dear friend here. Of course depending upon the list of the player, these things might see some action.




Among all of this, I find that the Pod outshines the other slots solely because the possibilities with the Pod is just too amazing, and it essentially one-up the book from being decent to being very competitive. Never have I seen a single release that salvages an entire codex like this, and for that I will give this unit my due respect. From being able to boost low-tier units such as Pyrovores to something akin to being useable to allowing units such as the Exocrine to become amazing backfield harrassers,

I seriously can't wait for all the combos that could be pulled off with the Pods and the other units!

Monday, November 3, 2014

Evolution of my Dark Eldar for 7th Edition: The Dawn of a Realspace Raid

Heya all and welcome back to the Webway!



After playing a few games with my Dark Eldar, my list is slowly evolving to something a little more destructive than anything else due to my area's tendencies to have hard hitting units, no matter what they are. So for me, that means I am facing off against Obliterators, Riptides, Wave Serpents, Knights, Flyrants, IG Blob and any other units that loves to hit hard. Also my area is slowly progressing from 1750 pts armies to 1850 pts armies, which means even more firepower.

In addition, due to our store's mutual agreement to not go dual Combined Arms Detachment (as this can be fulfilled with Unbound, which warrants its own consent between players), I find myself a little bit outgunned to handle all the nonsense of 7th edition. Since the majority of the most effective units of the codex are in the Fast Attack slot, I decided that I will forgo the Objective secured advantage and go full ham with the Realspace Raider Detachment.

The next process in this new list building is that I need to crack anything that I see, and be sneaky about it as per the Dark Eldar ways. For that I realized that having a simple plan of speed, poison and lance is still the bee's knees.

In the end, to make for a balanced list that can hold up against the rest of the tough crowd here is the list I concocted;

Archon with Blaster, Haywire Grenade and Webway Portal
1 squad of 5 trueborn with 4 blasters in a Raider with lance and enhanced aethersail
4 squads of 5 Kabalites with a blaster in a Venom with two Splinter cannons
2 Razorwing Jetfighter with 2 lances
3 squads of 5 scourges with 4 haywire blasters
3 Ravagers with three lances

Now I know that this list is a little spammy, but given the meta of my area and my reluctance of allying with Eldar I came up with this list. The main reasons for my choices are as follow

1) Ravagers: Even with the nerfs, the Ravager is still in the running for being part of my Heavy Support as a result of its unique role as a mobile lance platform

2)Venoms:They are there just to fill up on my anti-MC/long-range infantry capabilities

3) Razorwing Jetfighters: For added added lance and also anti-horde weaponry. It is also a decent anti-air unit.

4) Blasterborn and Archon: To give myself an unit that can be where they want to be when they are needed.

5) Scourges; they complement my army in so many ways. After a decision between the Haywire blasters and the Blasters, I decided that I will arm my scourges with blasters.

Haywire blasters are awesome, do not get me wrong, but given that I might face off against a MC list gives me a little food for thought.

In many ways, when I am making this list, I am adhering to my ideals that a Dark Eldar list is like that of a shark; fast and deadly, and able to react to any smell of weakness from the opponent's confused ranks



Given that my list is concocted from several theoretical assumptions, I decided that I will have to test this list out against some of the nastiest armies that could neuter me in one turn. My army of choice for this list will have to be a Tau list, as they can kill every darn thing with ease and is a hard counter for generally all Dark Eldar. The mission is The Scouring, but I can not take these objectives without taking out all of his heavy hitters.

My first test run of my list is against a Tau army with the following composition (I only remembered the most notable gears);



Buffmander
Commander with two missile pods and artifact of Arthas Moloch with skyfire and interceptor
2 Riptides with Ion accelerator with skyfire and interceptor
1 squad of 3 crisis suits with two missile pods each (farsight troops)
1 squad of 3 crisis suits with two fusion blasters each with skyfire and interceptor
2 squads of 6 fire warriors
Tau Firebase Support Cadre (1 Riptide with Heavy Burst Cannon, skyfire and interceptor, and two squads of Broadsides with skyfire and interceptor)

I must admit that his firepower is brutal and he does not really need markerlights to put a dent to my forces, but thanks to several gambits and also selective firing, I managed to take three riptides, 6 broadsides and 5 suits down in three turns. It helps that I managed to start first and also managed to get the warlord trait that allows me to re-roll my reserves from the Strategic Traits.

After 5 turns, I managed to reduce his fighting strength down to two Fusion Blaster suits and 2 fire warriors as compared to my force of 3 venoms, 19 warriors, one Razorwing Fighter and 3 scourges. He conceded before I began my 6th turn, as his army was literally neutered and I was about to focus my remaining firepower upon all of those forces. The victory is further sealed by me having First Blood, Linebreaker, Slay the Warlord, and also getting the objectives worth 4 points, 2 points and 1 points for a total of 10 Victory Points to his 4 points.


In many ways, this list is a true trial by fire for my list, as it allows my list to turn from a theoretical concept to practical concept that could be used against most armies. In addition, with the capabilities of flexible deployment and maneuver, this list offers more possibilities than my older lists before the codex came out.

Of course I am still sad that my archon has been relegated to a blaster caddy, but given that in return for this sacrifice I get this prodigious firepower I am willing to swallow my pride regarding this matter.

Now I will have to test this against Eldar, and see if I can manage to kill at least two serpents. If my list can kill two serpents in one turn, I will consider that my list is competitive enough to hold against almost all armies. Now this may be a bit of a weird thought to have when building a list, but I noticed that in any match, a person who can kill off two serpents out of 3-5 Serpents in a Serpent Spam in one turn will cause the Eldar army to drop significantly in effectiveness and allowing the other army to gain an upper hand in the attrition firepower war.

The next army I plan to find will either be an Eldar army, Guard army or a Drop Pod army.......

Wish me luck against these foul meta list!




Tuesday, February 11, 2014

The Greenskins March - Stompas and Dakkajets completed!

Heya welcome back to the webway!


Right now I am quite happy to say that my Waargh!!! for the Apocalypse battle is complete (at least for the big things), and all this within a span of a month! I am always rather surprised on how Orks are the most stress-free when it comes to painting and also converting them and they are a stark contrast to my Dark Eldar.

As you can see in the pic, the cat brought in another Stompa! This one was made out of cardboard and other stupid gubbins in my kit (which amazingly gave me yet another stompa). I will call this Long John as he is rather skinny. 

I also managed to get my hands on an airbrush and within a few short moments with it I went ahead
with some rather impressive effects for a dude who handled his airbrush for the first time.



 I also managed to finish all my jets, and man they are fun to build and paint! The two scratchbuild ones are build out of even more random garbage and also leftovers from the stompas. Also since I failed to sell away my Devilfishes, I decided that as a true ork, I will need to loot them.


Sadly enough the pic of the other Dakkajet is corrupted, so this pic will have to make do. This pic was taken when I am arranging them for the next few pictures.



And now here is a group pic of some of the orks I have painted, along with some of the boyz.



I can't wait to use them all in the upcoming battle and beat face with them! Now I will proceed with painting the other nonsensical ork things. Until next time, see ya!

Sunday, December 1, 2013

Prototype Tournament Format - Need input

Heya all and welcome back to the webway!


These past few days I have been trying to see the feasibility of making a particularly interesting tournament format that is a merging between the NOVA Open format (Which I am fond of their tiers of victory conditions) and also the Bay Area Open Format (The simultaneous Primary Objectives is something I am also fond of) along with some interesting things of my own devising. Comments and criticisms is much appreciated, and if anyone would like to playtest this ruleset for me and give me further information I would also appreciate it.

Without further ado here are the missions;

Mission 1 : Breaching The Stalemate
The killing fields of the battlefront are no place for the foolish to venture into for attacks often sustain severe casualties as a matter of course and it is a fool’s errand to enter into no man’s land.  However, a breach must be made to break the deadlock……
Primary Objective And Victory Conditions:
1)     Purge the Alien – At the end of the battle, each player receives 1 Victory Point for every enemy unit that has been completely destroyed. You MUST score at least Three (3) more Mission Victory Points than your Opponent to win via Mission Points. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purpose of this mission. Remember that Independent Characters and Dedicated Trasports are individual units and award Victory Points if they are destroyed.

2)     Big Guns Never Tire – Players take turns to place a total of 6 Primary Objectives. At the end of the game, Each primary objective is worth 3Victory Points to the player that captures it. In addition, at the end of the game, each player receives 1 Victory Point for each enemy heavy support unit that has been completely destroyed. You MUST score at least Three (3) more Mission Victory Points than your Opponent to win via Mission Points.Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purpose of this mission


Mission Special Rules
Night Fighting, Objectives, Reserves
Heavy Metal: Unlike other missions, in Big Guns Never Tire, your heavy support units are scoring units, not just your troop units. In fact, in Big Guns Never Tire, even your vehicles are scoring units, providing that they are also heavy support units and are not Immobilized!

Tiebreaking Objective:
Enemy Lines: The player with the most scoring units entirely in the enemy deployment zone achieves the objectives.

Bonus Points:
Linebreaker
Slay the Warlord
First blood

Deployment
Vanguard Strike


Mission 2: The Arms Race
The battlefield is strewn with items of great importance and strategic locations, and both sides have tasked recon units to scour and identify items and sites of great strategic importance, with some items and sites being more important than others and the most important of these items must be brought back no matter the cost…….
Primary Objective:
3)     The Relic – Please refer to ‘The Relic’ (Main Rulebook pg.131) mission for further details. The Relic is worth 3Victory Points to the player that captures it.

4)     The Scouring: Players take turns to place a total of 6 Primary Objectives face down on the table. There should be one marked with 4, two marked with 3’s, two with 2’s and a single 1. Immediately before deciding whether or not to attempt to seize the initiative, flip the six markers over to reveal how many victory points they are worth.


At the end of the game, each primary objective is worth a number of Victory Points to the player that captures it equal to the number on the Marker. In addition, at the end of the game, each player receives 1 Victory Point for each enemy fast attack unit that has been completely destroyed. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purpose of this mission

Mission Special Rules
Night Fighting, Objectives, Reserves
The Relic: Please refer to Main Rulebook ‘The Relic’ (pg.131) for more description.

Tiebreaking Objective:
Table Quarters: The Table will be divided into four areas formed by drawing horizontal and vertical lines through the center point. A 6’x4’ table would have four 3’x2’ quarters.
To control a table quarter there must be no scoring enemy unit and at least one scoring unit of your own in the quarter. A unit can only occupy one table quarter – if it is spread over more than one quarter, roll randomly to determine which it is in.
The player that controls the most table quarters at the end of the game achieve this objective.

Bonus points:
Linebreaker
Slay the Warlord
First Blood

Deployment:
Hammer And Anvil

Mission 3: Holding The Hope
After several years of warfare, military intelligence have gotten news that reinforcements are coming. Securing the battlefield prior to the arrival of much greater numbers of friendly troops for a decisive battle will be vital for overall strategic victory. However the enemy is aware of this and it is imperative that the enemy be denied also to allow friendly troops to see that the battlefield is theirs for the taking……

Primary Objective:
1)     Crusade: Players take turns to place a total of 6 Primary Objectives. At the end of the game, each Primary Objective is worth 3 Victory Points to the player that controls it. You MUST score at least Three (3) more Mission Victory Points than your Opponent to win via Mission Points.

2)     Erecting The Banner: At the end of the game, the Center Objective is worth 9 Victory Points to the player that captures it. In addition, at the end of the game, each player receive 1 Victory point for each HQ that has been destroyed within vicinity of this objective. You MUST score at least Three (3) more Mission Victory Points than your Opponent to win via Mission Points. Units that are falling back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purpose of this mission

Mission Special Rules
Night Fighting, Objectives, Reserves
Who Wants to Live Forever?!?!?!: Unlike other missions, in Erecting The Banner, your HQ units and units that they are attached to are the only units that could capture the center objective. In fact, in Erecting the Banner, even your vehicles are scoring units, providing that they are also HQ units and are not Immobilized!

Tiebreaking Objective:
HOLD OR DIE TRYING!!!!!!:  For every turn that the center objective that HQ units and attached units hold the objective uncontested, the player that holds this objective will receive 1 VP for every turn that they hold the objective.

Deployment:
Dawn of War
Mission 4: Targets of Opportunity
Military intelligence had found that an envoy of extreme importance is currently present at the front lines observing their own forces at the same time as our own envoy is checking our frontlines. It is imperative that this envoy be assassinated, and during the confusion capture the base of operations while defending our own envoy and base of operations…..

Primary Objective:
1)     Emperor’s Will: At the end of the game, the player that have scored the most Victory Points win. You MUST score at least Three (3) more Mission Victory Points than your Opponent to win via Mission Points.
2)     Neutralizing the Envoy: At the end of the battle, each player receives 4 Victory Point for neutralizing the Envoy.
Mission Special Rules
Night Fighting, Objectives, Reserves
The Envoy: The envoy has the following rules;
WS
BS
S
T
W
I
A
Ld
Sv
2
3
3
3
1
2
1
7
4
Special Rules:
Slow and Purposeful, Independent Character.



Put Their Name To The Test: Unlike other missions, in Immortals, your Elite units are scoring units, not just your troop units., if they are also elite units and are not immobilized. However their dedicated transports are not scoring units.

Tiebreaking Objective:
Killing the Pride of the Army: At the end of the game, each player receive 1 Victory point for destroying the most expensive unit of the opposing player/

Deployment:

Dawn of War

Sunday, November 24, 2013

Spartan Games Ascension Tournament 1500 pts overall review

 Heya all and welcome back to the webway!

Today I have participate in a local tournament in a store named Spartan Games Arena, as a result of several factors, but primarily due to the prospect that I may meet some people I know and also due to the beckoning of my current gaming group. Here's the pic of my army;


My army list is quite simple;

Duke Sliscus
1 squad of 9 Kabalites in a Raider with Splinter Racks, Grisly Trophies and Flickerfield
1 squad of 10 Kabalites in a Raider with Splinter Racks, Grisly Trophies and Flickerfield
3 squads of 5  Wyches with Haywire Grenades in Venoms with two  Splinter Cannons
1  squad  of 9 Reavers with 3 Heat  Lances and an Arena Champion with Venom Blade
2 Ravagers with Flickerfield
1 Razorwing with Flickerfield

The list that I am using is done as a result of me being unable to secure my Eldar allied detachment models in time for a true WYSIWYG, thus forcing me to use a less powerful list for the tournament.

For this tournament there are 20 players in total participating, with a surprising mix of armies. The main thing I noticed is the fact that there are a total of three Dark Eldar players and this oddly enough made us one of the largest Xenos contingents alongside the Tau. Chaos is ever present, with the Daemon presence being rather strong as compared to the CSM side. As usual Marines of every heraldic colour were present, and some lonesome armies. This brings us to the next surprising element of the tournament; no serpent spam and no Cronair. This actually made me rather happy in a sense.

However, quite a number of top players are in the event and I am honestly a little intimidated by their presence despite the fact that I once played with a majority of them on a regular basis.

The two pics below are when the players are gathering at the store and also the TO's of the tournament. One of the TO is actually my Deepstriking guru, which already made my day that much better. Also to my surprise, I managed to meet a number of my old gaming buddies from my ex-LGS (including in this rank of players is Mr.Chaos of painting fame (yes, I know him in real -life)).


Here are the pics of my gaming group's armies.

Top to bottom: Redeye's Tau, David's Ravenwing, Wong's Flyer spam/Tiggy Combo and Chris'  Farsight/Tau Empire army. 

As you can see, my buddies actually came in with some rather brutal lists for the tournament, while my list is relatively weaker in comparison. Below are the armies of my fellow GC comrades from a long time ago (I see them from time to time, but not on the tabletop).


From top to bottom:  MrChaos' Orks, Kadir's Khornate host, Dann's Haemonculi coven and Joe's Daemons
Personally, I tend to notice that my roots as a balanced player comes from my days as a GC gamer, and it is from these people that I learned my approach to battle. That and having thematic armies. MrChaos went on to win Best Painted Army and also Best Sportsmanship, while Joe went on to becoming 2nd place in the tourney while Kadir won the biggest lucky draw of the day; the starter set for Dropzone Commander.

Of course there are also some other players as well, with a significant presence from Legio Malaysia, the premier gaming club in the nation. Things have changed since my day, and I am personally a ronin these days so fuck being part of a specific club (Lawl). Nonetheless here are pics of some of the other armies;






 My overall performance in the tournament is well beyond my expectations; I managed to earn the maximum amount of points for my first two games and managed to be one of the main contenders for winning the tournament while my buddies have rather mixed results in their games. Quite the irony when one consider that my list is perhaps the weakest among my buddies.


Top to Bottom: 1st Game: DE vs Dark Angels, 2nd Game: De vs Draigowing, 3rd game: De vs DE/Eldar 
 My first game is essentially my army doing a divide and conquer upon all his forces and I totally annihilated his army within the 5 turn bracket.  My second game is a much more annoying prospect as 20 Paladins is a pain in the ass, especially with 8 psycannons and tons of storm bolters shooting at me but I managed to win by the virtue of having a scoring unit within his deployment zone.

However, it was in the third game that I met my match, and the Serpent is arguably the MVP of my opponent as it does as it pleases against my army. I had a chance to kill it off with  haywire grenades and also killing another Ravager in turn, but alas the dice gods decided that this battle will be where I fall hard. Thus I was almost annihilated as a result of the Serpent raping my stuff left and right. Unfortunately for me, this also means that I lost my chance of becoming the tournament champion, as my last battle is the battle between the two highest scoring generals. Due to the crushing defeat, I am pushed down to 7th place out of 20 players. Nonetheless as a result of the number of players, I am still one of the top players in the tournament at the time.

The top three armies for the tournament are;

1)Dark Eldar/Eldar
2)Daemons
3)Tau

Other than the Dark Eldar/Eldar, the other armies' position are consistent with the current meta of the game.

My overall experience in this tournament tells me that as a pure force, Dark Eldar has a lot going for them but to really win the tournament I must ally in some Eldar stuff to become a force to be reckoned with. In addition, I find myself a little too rash in some of my decisions which may work for me or against me. Some form of temperance is needed in my method of war.

Also, I am rather surprised in my performance today as this is one of my better runs in a tournament with my Dark Eldar. This makes me rather glad that I came for this tournament, as I am able to test the waters for the tournament in Malaysia and allow myself a little bit of knowledge of some of the top players in the nation since I have left the country.

Last but not least, I got some goodies for participating. For a fee of 10 USD, I got myself these few things as part of the goody bag. Trophies are overrated in my opinion, but things I can really use in real-life is much better for me.





And now for me to lick my wounds, and enjoy its dull sensation of pain and ecstasy..........see ya all next time!