Tuesday, April 1, 2014

Dark Elves Army Book: Initial Impressions Part 2

I'm back already.  I wasn't kidding when I threatened to said I would post again.  You wanted it, you got it.  I want to do the next section of the Dark Elves Army Book impressions.  Again, I want to stress I haven't played this book yet, or a game of Fantasy itself in almost two years so there is a good chance my impressions of the viability of units is 100% wrong.  If I am wrong, please explain why in the comments so I can learn what's good more quickly.


Lords and Heroes

Dreadlord - In the last book with it's OP magic items, we had the "unkillable" dreadlord with a 1+/2++/4+regen save, often mounted on a Pegasus who causes all sorts of trouble.  Now, unfortunately, it appears you cannot really craft a DL that is worth the points.  Taking advantage of the 100 points of magic items is hardly worth it with such a paltry selection and it seems like there is no reason to bring this guy, unless you wanted a dragon mount which is hardly worth it.  I feel a pretty big 'pass' here.

Supreme Sorceress - The level 4 wizard is a pretty obligatory choice so unless I see some reason here not to take this... nope.  Give her a Sacrificial Dagger and a large unit of Spearmen, Lore of Shadow and she is good to go.

High Beastmaster - Hmmm.  Stats are in between a dreadlord and a master, but it gets a free Manticore or Chariot.  The selling point here is the Chariot with its Ravager Harpoon.  A strength 7 d3 wound bolt thrower that can move and shoot is pretty nifty but this is quite a bit of points for that.  I think I would pass.

Blackark Fleetmaster - A weird choice.  Show No Weakness is geared towards a character winning challenges being part of a unit.  So to maximize this, he has to be set up to win challenges by have his unit lose the fight.  I'm not a fan.

Sorceress - Lowbie wizard who for 115 points can get Tome of Furion and a Dark Pegasus to unleash a Black Horror that devastates the enemy.  I might not be able to find points for that in a 2000 point list, but I could see one in a 2500 list to cause chaos.

Master - This is the affordable combat character choice.  Last edition I liked this guy on foot in a unit of Executioners or on a Chariot.  You can't give a deathhag BSB anymore unless I'm reading this wrong, so this seems fairly obligatory in most lists to me.  Perhaps not on a chariot but existing in some form.

Deathhag -  I'm a huge fan of the Cauldron of Blood and what it does for your army.  Frenzy is often maligned as allowing your opponent to control you, but the other side of the coin is that it allows you to dictate the flow of the game.  I'm a fan.

Assassin - Playing with an Assassin is like playing with a unit that has Frenzy in a way.  If you play to maximize the Assassin it becomes obvious to your opponent that you have one.  The best use of an Assassin is always to kill your opponent's level 4 wizard early in the game, but most players go to great pains to keep their level 4 out of combat early so it will be pretty difficult to get that done.  Really cool theme but I don't think it is practical now.

Thoughts?  Comments?  Questions?




Monday, March 31, 2014

Dark Elves Army Book: Initial Impressions Part 1

Uh hi.

Remember me?

No?  Well that's OK anyway.

The long story short is that I was once a competitive 40k/Fantasy player who got run out of the hobby by GW.  8th Edition Fantasy was pretty casual, and 6th Edition 40k was just soul-crushingly bad.  So bad, in fact, that I couldn't stomach playing it anymore.  When the new Marines book came out I thought, "maybe this will do it."  Then I read how Templars are rolled into it and are extremely non-competitive.  

Alright.  It's fine, I've gone almost two years without playing 40k and I don't mind waiting another few years before I play again.  

So why am I here?  The short story is that Xaereth's casual Fantasy comeback inspired me to take a look at the new Dark Elves book.  I don't think I'll ever play in another tournament, especially not one I have to travel for; but I can still enjoy a beer and pretzels game once a month, right?  If that is the type of experience GW wants to sell to players maybe I can enjoy that.  I went to the LGS and purchased the "new" Dark Elves book.  I won't lie, our 7th Edition book had some insanely OP stuff.  The units, the magic items, the special rules: it was easy for a 40k player who dabbled in Fantasy to beat players much more experienced than myself simply by overpowering them.  I don't expect this ability to continue.  

According to Xaereth, the army is a glass cannon now, my old list packed chariots and Hydras and all the characters had insanely good ward saves and the heaviest armor.  The only thing squishy were my troops, and a good Dark Elf Lord know they are expendable anyway.  For an army of Elves, my army was a cannon but it was anything but glass.  

Enough summary.  What am I going to do here?  I haven't played any games with this book so a review would be silly.  A review of an army you haven't played is like reading a review of a car written by someone who has only read the owners manual.  I won't pretend to know the current tournament meta (still crazy OP magic and ultra-powerful warmachines?) so I'm sure I will say stuff that sounds dumb to experienced players.  But what I will give you is my initial impression of each unit and the magic items and how I think they would play.  I might be right on or I might be way off.  In either case, maybe I'll have some insight into the book that someone else could find useful.  Hopefully my experience playing the old book and a lot of 8th edition won't steer me completely wrong in an embarrassing way.

You ready? Let's do it.

My Guild Wars 2 Thief would make a great Dark Elf Assassin
The best place to start is with the magic items, I think, because you can't make a greatly informed decision about the Lords and Heroes without knowing what OP things you can give them.

Magic Items

Hydra Blade - 100 Point magic weapons are almost never viable.  One with a drawback is instant pass.

Chillblade - 50 point magic weapon that doesn't have to roll to wound.  Anyone hit by it has to pass a toughness test or be -3 attacks for a while.  Seems like a weapon you would put on a high initiative low strength character whose goal is to not die rather than to win challenges.  Pretty marginal utility.

Black Dragon Egg - One use item that grants you strength 6 and toughness 6 and a breath weapon for one turn.  I am not in that business, though its a nice trick to have when someone thinks they are going to kill your squishy sorceress.  Still, I don't see this being competitive.

Cloak of Twilight - 3++ save vs ranged weapons and magic.  In the first round of any close combat the wearer has killing blow and multiple wounds d3.  This sounds like it was tailor made for a character on a chariot and/or dark pegasus warmachine/character hunter.  This might be viable.

Black Amulet - 4++ save that inflicts an unsaveable wound back on anyone who have an attacked saved by it.  60 points is a bit steep but the effect is pretty good.

Ring of Hotek - Magic Resistance 3 and a 6" aura where snake eyes and double 6 causes miscasts.  Pretty powerful.  It's best on a front line unit that is fast enough to get close to the enemy's magic bunker or a character on a pegasus.  I still think 6" is pretty prohibitive to use though.

Banner of Nagarythe - A banner that grants Unbreakable for 100 points.  No thanks.

Gem of Spite - I'm not in the business of intentionally miscasting to maybe hurt other wizards.

Sacrificial Dagger - Oh baby.  This was by far the best item in the last book.  Only 50% effective now, but if you fail to generate the power die you can try again.  Only 25 points, even at a reduced effectiveness, is still priced to sell.  This seems like it is still a must have.

Tome of Furion - 25 Points for a free Dark Magic spell you can choose.  This was good last edition and is good now.  The best use previously was to give a level 2 sorceress a 3rd spell of her choosing, and I reckon this is still the best way to use it.

Lore of Dark Magic

Spiteful Conjuration - Attribute - basically a buff to your spells that adds a few low strength hits.  A lot of the spells in the Lore are strong against plentiful weaklings so depending on the match up it can be great or terrible.

Power of Darkness - Signature Spell - Give a unit +1 Strength, generate d3 Power Dice.  If you generate 3 dice you take a wounds.  I envision having a level 1 sorceress with Tome of Furion casting a huge spell once per turn with this.  If she dies, she dies, but at least she gets off one mega spell.

Doombolt - Signature Spell - 2d6 strength 2 magic missile that reduces the enemy unit balistic by 1.  A good way to slow down a large unit of archers, but how can that compare to the Power of Darkness?

Word of Pain - Hex spell that does -d3 to weaponskill and ballistic, can be buffed to affect Strength and Initiative as well.  Pretty strong on the 12+ version and ensures that your unit will win any combat.

Bladewind - Direct damage spell that requires the unit to pass a strength test or everyone takes a strength 4 hit.  Really good against large units of weaklings, obviously.  

Shroud of Despair - Hex prevents enemies from using Inspiring Presence and hold your ground.  This can be situationally powerful against low Leadership armies who rely on their general for Leadership.  Easy to think of a few like that, otherwise skip this.

Soul Stealer - A small blast template that inflicts Strength 2 hits with no armor.  You wizard gains wounds up to 10.  Another good spell against weak hordes.  Ideally super strong on a roaming pegasus sorceress who will be soaking up some hits.  Strength 2 hits even with no armor are nothing to be super excited about.

Black Horror - A magic vortex that forces strength tests and kills outright and can backfire spectacularly.  Yet another spell that picks on weaklings.  Sensing a theme here?  This one is pretty meh, but when used on a Pegasus Sorceress it can do serious work devastating someone's entire line.  

Summary: The best magic items appear to be geared towards increasing the capabilities of your casters.  The combat weapons are fairly weak, though the cloak of twilight seems good.  The magic lore seems like a good support Lore.  I would guess the best thing would be to take Shadow on your Supreme and then a level 1 who likes to live dangerous with Tome of Furion to being Power of the Darkness and Blackhorror on a Pegasus or dark steed.  My impression is that the only time you want to really go Supreme Sorceress is when you're facing an s3/t3 army.  But even then, the Lore of Shadows seems superior.

Thoughts?  Comments?  Questions?




Wednesday, March 13, 2013

Checking In and Where I've Been


Hello, Nikephoros checking in. 

I’ve had a bunch of emails lately from you nice folks asking what I’ve been up to and what my thoughts on the state of the game is.  So I think I should make a post about those things.

I have been still going strong with Guild Wars 2 to get my gaming fix.  I am a member of a srs bsns guild, Death and Taxes [DnT] on Blackgate server.  The guild is a PvE dungeon/fractal speed clear guild with the top players, and has been super fun.  We have started playing tournament pvp for fun and its hilarious since we are so low ranked in pvp yet since most of us are really good players we still beat much higher rated teams.  Lot’s of QQ and all that.  A guildmate, Strife, posts video speed run guides to each dungeon some of which I am in so if anyone is interested I can post those here. 

In non-gaming updates, I’m still going hard with my cycling training and racing season starts for me this Sunday.  I have a 60 mile road race, which is a fun way to kick off the season since in a large field race I don’t have high expectations and I can just test myself and get a gauge for my fitness.  I hit 12,000 miles on the bike last year, and I basically had to destroy my social life and alienate all my friends and family to do that.  This year I am paring it back to 10,000 in hopes of maybe having some kind of interpersonal relationships with other humans.

So enough about my life, what about Warhams?!

Bluntly: 6th Edition killed 40k for me.  I played a bunch of games when 6th came out and I didn’t have any fun.  After the last game I played I asked myself, “Am I even enjoying this?  If not, why am I spending my valuable Saturday free time doing something I don’t enjoy?”  The answer, sadly, was that I wasn’t getting anything from it.

6th Edition forces me to play a style of army I don’t particularly enjoy.  I am 100% sure that when I say “6th edition doesn’t reward maneuver” someone will try to prove me wrong.  Fine, whatever.  Maybe I am wrong.  But my experience was that 5th Edition greatly rewarded playskill by emphasizing maneuver and timing.  In 6th Edition, my experience has been that the ability to outmaneuver your opponent to gain an advantage is significantly less.  Again, I’m sure someone will try to tell me that isn’t the case but I really don’t care as I’m talking about my personal experience.  I don’t want to play an IG blob, I don’t want to play with allies, and I don’t want to play an all foot army against other all foot armies.  So the style of army is not my cup of tea.

Additionally, I like to play Black Templars.  I think we can all agree that BT are essentially unplayable in a competitive setting at this point.  Especially without allies, because as I said above, I don’t want to use allies.  I do still have my GK that I could readily play but I would have to spend another couple hundred dollars to make them ready for 6th edition, and that would mean a foot army.  Since I don’t enjoy foot armies, spending hundreds of dollars and hours of time modeling and painting just so I can play something I don’t enjoy… that makes no sense.  My vanilla marines army is what I played in the games I did play, and it just reminded me how little I enjoy vanilla marines.  Boring army with no flavor that just does stuff and has no edge to leverage.  The wins are close and the losses are close.  Maybe that works for some people but it’s not interesting to me.

When the new BT codex comes out in the White Dwarf in 2015 or whatever the rumor is this week, I’ll buy it and if I like the way it looks I’ll give it a shot.  But I don’t see any chance of me coming back to 40k without a new BT book OR a vanilla marine book that is like the 4th edition book that allowed you to use traits to make interesting armies.

As far as fantasy goes, 8th Edition was never seriously competitive due to the magic system being so over the top.  What killed Fantasy was the Storm of Magic or whatever supplement that came out and took the worst part of 8th edition, Magic, and made it 10x worse.  I COULD just ignore that supplement, except for a good 6 month period no one locally played anything else.  And once ‘Ard Boyz was canceled there was literally no reason to play what passes for competitive Fantasy.  If you’re going to go carebear fluff bunny, might as well go full carebear and play Storm of Magic.  Unfortunately, going carebear doesn’t interest me.  So much like 40k, I’m not going to waste my Saturday playing a game for 3 hours that I don’t find compelling.  I read on the rumor site that Dark Elves are getting a new book next year.  Sad to this one go as it has some pretty OP stuff I enjoyed using, but maybe the next one will rekindle some kind of interest in Fantasy for me.

That’s about it, I’ll check in again when I have something for ya!

Tuesday, December 4, 2012

Life on Death Row: Black Templar Allies in 6th


Things look bleak for Black Templars these days.  Their current codex is ancient and strictly non-competitive in a tournament setting as the main army.  All the rumors point to the BT getting a White Dwarf codex sometime in 2013, and based on the history of the last few WD codices… let’s just say we might actually prefer to keep our ancient over-costed codex if the alternative is anything like the Sisters of Battle.  Our current codex is a dinosaur on life support, and our future codex has a good chance of being still-born.  Things could be better.



The BT are all but useless as a main army in competitive 6th edition.  Our HQ and Troops are significantly overcosted, and as those are areas that every army needs to compete, it puts a strain out.  So where is the glimmer of hope?  Simply put, as allies.  The BT have some interesting units that can be complimentary as an allied force, and I’ll go over the options here.

HQ:  BT can bring a Terminator captain with a retinue of Tank Hunting 2x Ass-can/cyclone terminators.  When is this useful?  Let’s say you have a good codex that has good options in heavy support and elites, but you still want some more strong and tough anti-tank.  Getting a shooty anti-tank unit out of an HQ slot is rare.  Not many modern armies can bring shooty anti-tank units in HQ so if you are strapped for empty FOC slots, this can really bolster your army

Troops:  As I mentioned before, our troops are stiflingly overpriced.  But we have one attractive option: 20x man crusader squad with krak grenades.  This is a fairly tough to shift blob that is Fearless in assaults and, when a chaplain is attached, will be in your deployment zone immediately if you choose to shoot at them.  This unit is pricey for a Troop choice, but it provide something only Chaos normally has access to: a 20 man MEQ unit with close combat potential.   There are a lot of armies who bring allied CSM just for this type of unit, and depending on the army and their ally options, this might be better.  Or at least legal.

Elites:  5x Terminator squad with 2x heavy weapons and Tank Hunters.  These are almost strictly better than any modern codex’ similar options. 

Tank Hunting venerable dread with TLLC and Missile Launcher.  The ability to glance kill the dread hurts the points investment you take in Venerable.   However, your guns are 48” range and hit really hard.  There are not too many better anti-heavy tank units in the game.  I could easily see this incorporated into a GK list as the “fourth” psyfleman.  Or in a C:SM Master of the Forge list as the “sixth” rifleman. 

Heavy Support:  Power of the Machine Spirit Vindicator.  Our FAQ weakened this option by changing PotMS to match the new codices.  However, other books can’t take PotMS on their Vindis, so this is a unique option.  Many SM lists these days are bringing Vindis, and some other armies that can’t wish they could.  This is the option to take an upgraded Vindi.  I would definitely consider this one in any list that is considering bringing a Vindi.

That’s about it.  Like I said, this codex is on life support/death row; so us remaining Black Templar players have to do the best with what good options are left.


Thoughts?  Comments?  Questions?

Monday, October 1, 2012

Email In: Dark Elf 2k List Advice


Tom writes:

"Hey Nike, 

I've been reading your blog for a little while now ever since I got back into Warhammer, and I was wondering if you could give me some tips on my Dark Elves, and probably at a later time my Space Marines too haha. 

This is what my Army list looks like at the moment:

Lords: 

Supreme Sorceress 315pts
- Lvl 4
- Life Taker
- Sacrificial Dagger
- Shadow
- Power of Darkness

Heroes

Sorceress 125pts
- Dispell Scroll 
- Fire
- Power of Darkness

Death Hag 250pts
- Cauldron of Blood 
- Rune of Khaine
- Manbane

Core

20 Dark Elf Warriors 155pts
- Shields
- Full Command

20 Dark Elf Warriors 155pts
- Shields
- Full Command

20 Dark Elf Crossbowmen 205pts
- Musician 

Special 

10 Cold One Knights 335pts
- Full Command
- Banner of Murder

20 Black Guard 267pts
- Musician 

Rare

War Hydra 175pts



SO what's the go with what… 

One Sorceress goes with one of the blocks of Spearmen, the other Sorceress goes with the other block. 
Cauldron lingers behind moving up, so it can buff a unit. The Cold One Knights can get in close and personal, or provide a flank bonus, with the Black Guard being a main target too. 

The Blocks of Warriors can be really buffed up by shadow, or have their enemies buffed down, and I kept the musician's in with the Crossbowmen and the Black Guard just for leadership purposes, with the reasoning behind no standard bearer being that hopefully I won't need the extra point in combat res. 

I have 15pts left over to spend, so am thinking of adding a Standard of Discipline onto one of the Spearmen units, or adding in a Standard to the Black Guard. 

What do you think? I haven't played a game with this army and still need to purchase some of the models such as the Hydra etc., so any criticisms or suggestions for models to buy is all good, because I don't want to waste money on things I won't use. 

Thanks, 

Tom"

What?  No dragons?!"


Reply:

So there are some issues, both major and minor, with this list that I want to address.  I’ll start with the minor ones, and then address the major ones.

Minor issues:

  • I don’t understand the Fire Sorceress.  Random Fire magic spells are pretty lame, I guess your plan is Fireball spam?  Seems weak to me.  Also, you need to look at the price of the magic bunker when taking into account her cost.  This is a fantastically expensive unit that is not at all scary at magic or combat.  I would make her Shadow Magic, and probably lose the bunker.
  • I don’t get the close combat upgrades on the Cauldron.  The Cauldron shouldn’t often be in close combat, and if it is in close combat things are going very wrong.  Also, it’s no slouch in CC.  Anything in close combat with it that actually threatens it isn’t going to be phased by those upgrades, so they seem a waste of points.
  • Full Command on your magic bunkers is bad.  You don’t need the Lordling.  He doesn’t add leadership, just one extra piddly attack.  Those points would be better spent on banners that assist with Leadership or giving the unit Flaming attacks.
  • Banner of Murder belongs on the Blackguard, since the armor piercing actually matters.  The COK need Haeg Graef for ASF.  Also, you want full command on the BG.  Not having a magic item on the officer is throwing away free value.
  • Break the Repeater Crossbowmen into MSU.  You want to be able to target multiple units per turn, and reduce your vulnerability to AOE magic and warmachines.

Major Issues:

  • You don’t have enough threats.  Before buying the COK or BG I would make sure you have a second Hydra.  You need to present your opponent with more threats than he has answers. 
  • The threats you do have are have all different speeds.  This is crucial.  Your opponent can focus fire on your units from fastest to slowest and destroy you bit by bit.  By making target priority so easy, you are essentially making your fewer threats significantly less scary.

Changes:
  • Add the second Hydra. 
  • Break the RXB into two units of 10 with banner and musician. 
  • Lose the second magic bunker unit.  Make the first one 30 strong, add banner of Leadership.  Use the left over points to buy more units of RXB.  Do not exceed 500 points on Core.
  • Lose either the BG or the COK.  I recommend losing the COK.  Buy a second unit of BG.  Use the points savings to properly equip them with full command and offensive magic items.  Any extra points will go towards the Hydra.
  • Lose the offensive upgrades on the Hag.
  • Lose the L1 Sorceress.  Her contribution will be trivial, and her points will go a long way towards the second Hydra.

The results will be you now have 4 seriously scary units, your magic isn’t significantly worse, and you have significantly more and better scoring units.

Thoughts?  Comments?  Questions?

Monday, September 10, 2012

Odds and Ends and Ramblings


Hey all, long time no talk.  I’ve been playing Guild Wars 2 a ton and not playing 40k at all.  I did, however, follow the NOVA coverage and I have a few comments on it.  I have not played enough high end competitive 6th Edition to reach firm conclusions but here is what I have been thinking about…



1.  The top lists are a radical departure from what we have seen before or what most people expected.  Most people expected mech lists to be slightly weaker, but what we saw was the total dominance of heavy firepower foot lists.  Full mech was definitely a second tier choice.  It seemed that if you wanted to be at the competitive top your list had to have at least 50+ scoring MEQ bodies and 50+ Str 7+ shots per turn.  Plus, in a startling transition, the reaction was how powerful Plasma weapons were.  Because the good lists were on foot, the best lists were also foot lists that could handle other foot lists and shoot away deathstars.  AP2 plasma weapons seem to fit the bill nicely.

2.  Deathstars or mini-stars seemed very popular.  With the new FAQ changes I think we are seeing a drastic weakening of elite deathstars like Paladins, Nobz and Wolf Guard.  Blob-stars, if you can give them fearless still after the FAQs, are still just as good since they didn’t rely on bouncing wounds around to be effective. 

3.  I would like to think that this tournament’s lists are indicative of 6th Edition in general.  I’m just not sure.  This isn’t a knock against MVB, but I think the emphasis on table quarters and the fact that vehicles didn’t score for quarters had a huge effect on the lists you saw.  Unlike some, I think this is a good thing, as the lists that did well are the type of lists I like to see.  While these are the types of lists that should be good in an ideal game, I don’t know that these would be the best lists if you were forced to play just the straight book missions.  It will be interesting to see how future 6th Edition GT’s play out, because, unfortunately, I think these lists may be optimized for the tournament mission structure and not the game in abstract.  With that said…

4.  Failure to win at NOVA is your own fault, not the specific tournament environment.  Playtesting materials and FAQs were released well ahead of time.  Terrain examples were released ahead of time.  Yet a particularly loud 40k blog voice is blaming his failure to win on the follow: missions, terrain and luck.  Luck can be immediately discounted because I’ve not yet met a human being who can statistically demonstrate that they possess a quality known as “bad luck.” 

If you claim your dice rolled below average, perhaps they did, but that is almost certainly a sign that you didn’t roll enough dice to bring out an average result.  That is a problem caused by one of the following: your list didn’t give you enough resources to solve the problem you faced, or your tactics were such that you couldn’t bring the resources you had to bear when and where you needed them.  Both of those issues are completely under your control, so there is nothing to complain about.

As far as terrain goes, it was the same for everyone.  I won’t lie, at last year’s NOVA I wasn’t happy with the terrain on one table I played on twice.  While I would say it contributed to my loss, I might have still lost anyway, so who knows?  What I do know is that it would be not only arrogant, but overly simplistic to say that the terrain is what caused me to lose the game.  The terrain on a table is a fixed system.  There is a right way to play every particular arrangement, and gaming that system is how you use it to your advantage.  Chances are, if you “lost due to terrain” what really happened is you lost due to your opponent taking advantage of the terrain, and you underestimating him and not trying as hard to play the terrain.

Claiming that missions themselves were flawed is a joke.  Stelek had the arrogant audacity to claim that his list was perfect for 6th, but that the NOVA missions were such a departure from 6th that he got screwed out.  As above, there might be some validity to this concept.  But that isn’t an excuse for losing.  Playtesting materials were available to all.  If you didn’t bring a list optimized to win the published mission pack, who is at fault?  I don’t care if the mission pack doesn’t fit what you think the game should be.  You paid to attend a tournament, you were given the tournament rules.  Your list should take that tournament into account.  Claiming the missions were flawed after the fact is mockable, and arrogant.  If Mike had sprung the NOVA missions on us as a surprise with no playtesting materials, this might be an excuse.   Unfortunately for this bogus criticism, the top players arrived with lists tuned to win the tournament.  While you might find the entire concept of tuning your list for a particular tournament objectionable, as a competitive player you have to PLAY TO WIN.  By ignoring the missions and bringing a bad list, you were not playing to win. 

5.  Shame on BoLS.  I don’t know what their problem with Mike is, but none of their prominent writers went to NOVA for the 3rd consecutive year.  What is the deal with that?  These guys are undeniably talented players, who apparently have the resources to fly to po-dunk small GTs and RTT, or even to Europe for the ETC.  But they can never seem to find the time or money to get to DC in August.  Strange stuff. 

If that was it, I wouldn’t even mention this.  But in addition to their unstated-but-still-obvious boycott, they didn’t even cover it.  Arguably the #2 biggest (and #1 most important to competitive players) 40k tournament in the United States and the only coverage they got on the biggest 40k website in the United States was a bullshit article about a judge’s ruling whose only reason for being published, as far as I can see, was to imply that the tournament was run poorly.  I’m sure MVB will take the high road and not mention it, but I would love to know what the issue is.  Is Wargamescon threatened by NOVA?  NOVA clearly has the “competitive” label and WGC less so.  Is WGC jealous?  Threatened?  I don’t get it at all.

As a quick aside, I want to remark how amazingly good Guild Wars 2 is.  The game has the depth and refinement of a game that has been out for years, at launch.  The game has better PVP than anything else out besides League of Legends, and better PVE than anything else.  The only thing GW2 PVE comes up short when compared to WoW is large raids, as the “end game” for GW2 PVE are 5-man dungeon instances.  If you’re into 40 man raids, you might want to look elsewhere, but for literally every other aspect of PVE GW2 provide a superior experience.

Thoughts?  Comments?  Questions?

Friday, August 24, 2012

Extended Absence: Guild Wars 2

Hello.  Short but sweet: Guild Wars 2 comes out tonight and I'll be playing that for the next few weeks hardcore enough that I don't anticipate writing anything for this blog, though maybe I'll write about GW2?  In any event, I'll see you on the other side.



If you are playing GW2 I'll be on Stormbluff Isle server with my guild doing what you'd expect: crushing faces in PVP.