Street Fighter V EVO Announcements

So EVO is THE fighting game tournament to look forward to in the world of fighting games, so there is no doubt in anyone’s mind that any announcements made are going to be big ones. I just wanted to touch on the Street Fighter V announcements briefly.

First we have the official trailer for the new character G, who looks like Uncle Sam crossed with Goldmember from Austin Powers. There was a large lead up to his trailer, in the form of Facebook and Instagram posts, the standard for the SF dev team, so we knew a trailer was coming. So without further ado here it is:

Now he looks really cool and not what at all like any of us suspected, so all in all like a fun cool character. On the EVO stream, they showed the G trailer after the game’s director Yoshinori Ono got on stage. Surprising was that they showed that G was coming this month. After the trailer we cut back to Ono wearing an eye patch which signaled one thing, more information about the upcoming release of Sagat. Yes it would turn out that we would get that.

Now I know they both say that they are out tomorrow, because they both are, but we didn’t get to learn that on live stream until the very end of the announcements. This news on live stream sent a chill up the spine of many Street Fighter fans, myself included. We were told that they are both out TOMORROW. That is insane, and incredibly exciting. I know I am super happy to have tomorrow off, and will be sinking my teeth into these characters. Man Sagat and Kill Team? Exciting days.

Thoughts on Gladius: Relics of War

Warhammer 40,000 Gladius: Relics of War came out last month on July 12th, so this may seem a little late, but I have at this point, put quite a bit of time into the game and figured it was time to say a few things about it.

July was an incredibly busy month for me and I didn’t even pick up Gladius for a week after it came out, because I honestly didn’t even realize it was out. It came out with what I thought a fairly silent release, despite it being fairly well received. Once I did get it it was easy to dive into and sucked me in instantly. The game is well-crafted and reminiscent of the 4X games that it shares a category with.

What is 4X?

Well to get the easiest explanation I turned to Wikipedia (yes shame on me) and here it is; The term “4X” originates from a 1993 preview of Master of Orion in Computer Gaming World by Alan Emrich, in which he rated the game “XXXX” as a pun on the XXX rating for pornography. The four Xs were an abbreviation for “EXplore, EXpand, EXploit and EXterminate”. So there you have it, a game that has you exploring the environment, expanding your empire, exploiting the world, and exterminating your enemies. It plays out on what essentially looks like a board game looking like this:

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Factions

So for release we see only four factions for Gladius, them being Astra Militarum, Space Marines, Orks, and Necrons. This is a decent spread for sure, and is quite interesting that we see Necrons, and not something more common like Eldar. This is a good thing though, as I am sure fans of Necrons are rather happy to see their living metal buddies in this game. As is usually the case with 40K there are no good guys or bad guys really, all seek to accomplish their mission through their own violent ways. They also have their own research trees that allow for different ways to unlock units, unlock buildings, unlock abilities, to upgrade existing units, etc. This allows you to further differentiate yourself from your enemies showcasing your faction’s specific strengths. Also each faction has a really sweet opening video when you start a game with them.

 

Game-play – General

So the general game-play is very typical for a 4X title, build units, and expand your territory as you deal with native threats, as well as your rivals. To start off there are quests present for every faction that can range from you eliminating enemies, to doing research, that all net you sometimes very useful bonuses that give you an extra edge.

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There are both melee and ranged units in Gladius that have their own benefits, and true to the nature of 40K units will sometimes possess both types of weapons. This means there are scenarios that will let you shoot as you run in for melee damage, or shoot over-watch at enemies. That is right there is over-watch, so when a unit doesn’t act in their turn, and a hostile enemy goes into range of their ranged weapons, your unit will open fire upon them. This sometime allows you to set-up deadly ambushes that will devastate enemies, or unwittingly find yourself eating free damage from an enemy you didn’t know was in an unexplored area. As I mentioned there is research to be conducted that allows you to advance yourself in many different aspects, which again is a key element in this type of game. Then there is the lack of diplomacy, as to be expected in something based in 40K as There is Only War. This upset some people, but I think it is more than fine since the AI you have to do diplomacy with in the 4X games are more often than not, irritating jerks that do things that make zero sense, then blame you when it doesn’t go their way (I am talking about you, bloodthirsty Ghandi of the Civilization games). Different factions have different elements when it comes to expanding, that I will cover in greater detail for each faction, but regardless of who you play expanding territory is incredibly important. You must find land to exploit that gives you the resources you need, like ore, electricity, food, influence, loyalty, and research. Between these resources you will have to use some more than others, pending your faction, but all are important to gather. The more cities and higher population you got, the more loyalty issues you will have with your cities. Loyalty functions a lot like happiness from the Civilization games giving your cities penalties if you have a negative loyalty, so you have to build buildings, and do research to combat this issue. Territorial expansion isn’t just about building new cities, but about capturing outposts that give you faction-wide bonuses to your resource collection. These outposts give you added bonuses if they are in a city’s territory, making them useful to settle near.

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Which exploiting the correct kind of resources in incredibly important as it allows you to build more and better units enabling you to fight more effectively, as well as supporting the upkeep that buildings will also bring. Another thing that Gladius does differently is having certain buildings be able to build simultaneously instead of a city sharing all production.

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This allows you to be building units and key structures at the same time, giving everything a nice pace. Lastly, there are relics all around that you can capture that provide a faction wide bonus to all your units or cities, that can make for some deadly combos when put together.

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These do not come without challenge however, as your rivals will gun for them and there are neutral enemies that defend them.

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Enemies like this guy will seek to deter you from relics, and from moving around in general, they can be quite the challenge to start, but act as good deterrents to your enemies as well. All in all Gladius has the typical things that a 4X game would, but makes these mechanics its own and excels at this.

Game-play – Necrons

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To start off I will say the Necrons retain their core trait of survivability being very sturdy (for the most part) and having an additional ability that allows them to heal themselves when you are in need.

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 They also can only build “cities” where there is access to a Necron Tomb.

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This makes it quite an exciting aspect to find these tombs and makes you ensure that you find them and secure the area before anyone else. The tombs also make it so where you can expand is limited, but since you don’t have to worry about food the most typically inhospitable places are typically more than fine. The standard array of Necron units is here from Warriors, to Monoliths, you will have access to your favorite Necron units to make your Dynasty the best.

Game-play – Space Marines

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What would a 40K game be without the stars of the show? The ever present Space Marines of the 40K franchise. Bringing their devotion, and sturdiness to Gladius, they feel quite at home, a big bonus is their bolter sound effects are actually on point. Their units are quite strong, and are hard to take down (early fights between them and Necrons sometimes feel like a wet noodle fight). What makes them unique is they can only have the one city, since it wouldn’t make sense for Space Marines to be building cities everywhere.

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The next key feature is them being able to build forts next to outposts that grant them bonuses as if said outpost was within a city’s territory.

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These are decently strong and can be used to hold the outskirts of territories that you might be worried about defending, or just to acquire more of a certain resource. These Fortresses of Redemption get progressively more expensive, and also have a cool-down between calling them down, so they just can’t be spammed. Space Marines also make use of requisition instead of ore or food, streamlining what they need. This makes it really easy to get a lot of units early, as long as you have good amounts of requisition coming in. The lack of being able to build more cities makes it quite necessary to have lots of units, as you have lots of ground to cover. Lastly, the Space Marines also have things called doctrines which function like Astra Militarum edicts (covered more later) allowing you to give units a boost to combat effectiveness.

Game-play – Astra Militarum

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You get what you would expect from the Astra Militarum, lots of Guardsmen to be sacrificed like they are cheap fodder, impressive tanks and armour, as well as daring heroes that stand a cut above those that serve under them. They rely on having food for their infantry, and ore for their vehicles, so you aren’t terribly starved for one resource or another allowing for a nice spread. You can also manage to get a lot of infantry out quickly, who when reaching critical mass, can put out a lot of fire power.

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See? Lots of guys and that isn’t even half of my force, a bunch of guys are off fighting Necrons elsewhere.

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The Imperial Guard also have the ability to issue edicts that have specifics effects on the city you use it on. These effects can vary from increasing production from certain buildings, to making a resource more abundant in that city.

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This allows you to really dedicate cities to producing a particular unit or resource, helping you in the grand scheme of things. The Astra Militarum are hard to get going, but once they get going they are hard to stop. They are also able to found cities wherever they please, but still have to worry about that loyalty rating.

Game-play – Orks

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Finally we come to the boys in Green, who bring their brand of humour, and deadly thuggish natures to Gladius. They particularly find themselves at home in melee combat, but have a good variety of ranged units to provide support to their melee brethren. Everyone knows a true Waaagh! is held together by the authority of those who lead them, so the influence resource is incredibly important to the Orks, giving them buffs (or debuffs) to their damage accordingly.

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Many Ork units use influence as part of their upkeep, but can also generate it when defeating enemy units, so there is a greater amount that you can pull in when compared to other factions. They can also make use of the Ork Fungus that grows around the planet to use that as means of healing their units, and they can also set them up, making these patches of ‘shrooms quite useful. Ork infantry also possess an ability that allows them to move a little more, this has a short cool-down, but can be quite handy when it comes to positioning.

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Scrappy, sturdy, and all-together hilarious, the Orks are a joy to play in Gladius.

Conclusion

For being below the standard price tag of games nowadays, Gladius: Relics of War is definitely worth the price tag. It manages to bring its own unique 40K flavour into the established 4X formula, that I believe any 40K fan could enjoy. I am excited to see what other factions they bring into this game, with a wide-array of possibilities Gladius is truly one of the better 40K games we have seen for awhile.

That is all for this post, until next time!

Kill Team Ready

So just a quick post here as we come to the release of Kill Team. I worked for the past four days to get a Kill Team all painted up and ready to go, because no way I was going to tarnish Kill Team with unpainted models.

I decided to go with an Eldar Kill Team for the team I painted, because Eldar are one of my two favorite factions, and their options for Kill Team are really good. The only thing I lacked for their options were any Storm Guardians, as I didn’t see much point in them when I could have Howling Banshees or Striking Scorpions for a melee unit. However, now there is a purpose in me getting Storm Guardians, so I will be getting some with my next paycheque for sure.

Anyhow without further ado, the units I have ready for Kill Team;

Five Dire Avengers (one Exarch), a Ranger, and two Guardians with a Shuriken Cannon platform. I am no paint master, but I am happy with how they turned out (the Dire Avengers in particular.) With some minor touch-ups they will only get better, but that is something for another time.

Anyhow that is all I really wanted to share for now, but lots more to come in the near future. After I get some Storm Guardians done, was thinking time to get the Dark Eldar or Death Guard teams painted. Then a Harlequin Kill Team to get the Eldar trifecta!

Until next time!

Kill Team Talk

Going to start by saying I am extremely excited for Kill Team, and cannot wait to get my hands on the rule book when it comes out. I even already have some games planned out with my friends that should be super awesome, and am having a hard time deciding who I want to play with first. The way I see it I already got Death Guard, Eldar, Dark Eldar, Space Marine, and Grey Knight Kill Teams ready to go, so it is just a matter of choosing who to go with. Anyhow I decided that I would just do some talk about Kill Team this time around, and high-light some of the stuff I find coolest about Kill Team:

Fast Paced

The play model of Kill Team allows for quick games that are nowhere as time consuming as regular 40K games, and this allows you to be able to get more games in with less hassle. Have a bad game? Well you don’t have to sit through it for a while and see it to the very bitter end, with Kill Team you are moving through it so quickly that it means you can get into another no problem. Overall the ability to get your Warhammer 40K fix in a shorter time span is quite appealing to me, and many others, as full games are harder to setup with full work schedules and school.

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Character Elements

More than the full game, Kill Team allows you to exercise more control with your individual units than ever before, especially since each one is important to your Kill Team. With many specializations, ways to level characters, and equipment choices, there are so many options that lend such weight to units that would be blurred into their squad otherwise. The amount of customization makes each character different from one another in more ways than one, lending them true individuality from a unit that is similar than them, e.g.; Two specialist Tactical Space Marines are quite different from one another.

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Narrative Options

The kind of narrative options that are presented with Kill Team are so exciting to me, putting such emphasis on each character allows you to name them and mold them into their own character that stands out in your Kill Team. True you can do this for the full game, and people like myself, might have some characters named, but it doesn’t lend the same effect as the fully named Kill Team. The opportunities to level up and progress throughout narrative campaigns allows for so many options that the Warhammer nerd in all of us will definitely enjoy. Tell those stories, create a truly unique Kill Team, and take them to greater heights in campaigns or even take your cherished team into a full scale game!

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A Good Entry Point

The biggest gripe I hear when I try to get people into 40K is that it is too expensive, or that it requires more work than they are willing to put in, with Kill Team this isn’t an issue. The smaller amount of units not only allows for quick games, but also means you don’t need nearly as many units to play a full game. You can be at full strength purchasing a single box of units, whether they be things like Eldar Guardians or Dark Eldar Wyches, making it all the more appealing to people who may have been on the fence before. This could lead to people enjoying Kill Team and deciding to get into the full game as a result. Another great thing about Kill Team is that it also allows people to play factions that they didn’t want to heavily invest into like they would others. An example  for me would be the Necrons, always wanted to try them, but didn’t feel like fully investing just yet for a full army. Now I could get a simple Necron Kill Team set up and take it from there, or just leave it as just a Necron Kill Team ready to go. How easy it is to get into is so delightful, and makes me excited to get people into it.

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Conclusion

Basically I am very very excited for Kill Team and will be doing lots more posting about it in the near future, especially after the weekend. Once I have played it for a few times I will have my earnest opinions ready to go and some games to talk about. Any comments about what you are excited about for Kill Team? Who you are looking forward to playing? What narrative elements you have setup? Comment here or email me!

Thoughts on Drukhari Kill Teams and prep.

So among all the Kill Team previews the one I was actually most excited for was the Drukhari (Dark Eldar) preview to see what our dark angst-y boys and girls would be able to take in their teams.

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Honestly I wasn’t as terribly disappointed as most people were upon seeing just Kabalites and Wyches being able to take the field, considering the amount of equipment options that you got, there is more than enough to compensate. Between the two groups Kabalites and Wyches, there’s a lot of cool equipment options between them, for ranged or melee combat respectively. Dark Eldar excel at killing infantry with their Splinter weaponry so it will be fun to see how that translates into Kill Team, but I imagine it will translate well. This also goes for weapons like Agonisers, Impalers/Shardnets or Hydra Gauntlets, that would be devastating in smaller scale combat. Wyches make for great melee units in the full game able to fight things like terminators pending the right strategies and drug usage, so them being up against other lighter units is easy by comparison. So all in all I believe the Dark Eldar will be strong in Kill Team due to their fast high damage nature.

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Overall Drukhari have me extremely excited for Kill Team and I am hopeful to see what my other two crews, the Death Guard and Eldar have in store, though I suspect that Death Guard will just be Plague Marines with Poxwalkers. The regular Eldar I am sure will have Dire Avengers, Storm Guardians, and Guardian Defenders, giving some actual purpose to having some Storm Guardians other than their few uses, with some leeway to remove Dire Avengers for just Guardians.

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In my own preparations I had zero reason to wait on picking up a Wyche Squad any longer as I will need them in Kill Team. Got them assembled and ready to go, while I was at it I also purchased a new Archon to do a slight conversion on him, to be rid of the self hug pose.

Anyway that is all for this post, until next time!

Pillars of Eternity and Warhammer!

Been a little quiet as of late, what with finals for University finishing up and getting into full time work.  So what I had in mind for this post here was a quick round-up of what has been going on and a couple things I wanted to talk about.

Pillars of Eternity 2

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Now if you haven’t played either this one or the first one, and are a fan of RPGs, then you are missing out. The Pillars of Eternity games both are magnificent, and manage to tell a great story that, you the player are a key definer of the events. There are sadly lots of games that boast giving you choice and big world to play around in, but fail to deliver, *cough* Fallout 4 *cough*. That isn’t an issue here though, as you can do quests in many different ways that have an impact on how the game will end, as well as seeing your actions from the first game coming back around. The amount of character options is also rather staggering as the many classes have so many options within themselves, with the added ability to multi-class you can set yourself up in any number of ways to try many different builds. The story and writing is also top-notch as expected, so it is very unlikely to get boring for any RPG fan at any point. In conclusion it is a fantastic game that is more than worth the price.

Wrath & Glory

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Some exciting news from the Warhammer universe this week. Starting off with Wrath & Glory, I have wrote about this topic before as I am very keen to see how it comes along. Now it seems the release is in site as they are putting up pre order dates for their two starter bundles. Both of these are very appealing, especially the “All-in” bundle that comes with everything you would every need to run a game, and the price certainly reflects that. I have high hopes as I am very obviously a huge Warhammer 40K fan, and love tabletop RPGs, so to have both in one is ideal for me. With the loss of the Fantasy Flight Games tabletops, it is imperative that Wrath & Glory be good. Huge bonus is the implementation of Xeno characters that the FFG games really ignored, as well as the various “power levels” of different character archetypes that can allow you to tailor a game to have characters of the same strength. All of this makes me optimistic for the options that the game can offer.

Also here is a link to the official post about it: Wrath and Glory: A New Way to Experience the Dark Imperium.

Kill Team

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People have been wanting new Kill Team rules for a while here, and now that we are getting them, I am very excited. It is the perfect setup for small scale battles not unlike Shadespire, that allows you to use some of the minis you already own for the full-scale game, and vice-versa. The customization of your units for Kill Team is very cool sounding, as well as the potential narrative stuff you can create with your friends. The rules are also different enough from the regular game that allows you to have a similar, but different enough experience to warrant playing it. The faction options they outline are quite encouraging as the list is rather varied with not many being left out.

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I will 100% be getting Kill Team, and it is said to be coming out in the near future as well, so I will definitely have more to say about it moving forward. I can’t wait to use my Death Guard and Dark Eldar on these smaller scale battles!

Link to their post here: Kill Team: The Game You’ve Been Waiting For.

Conclusion

There have been lots of cool things going on, and I haven’t failed to notice them. Now that University is done for the summer I will have more time for posting things, especially will all the new stuff coming up there will be lots to post about. Also had the craziest idea of starting an Age of Sigmar army at some point, any recommendations that people have? Was thinking Maggotkin, Fyreslayers, Kharadron Overlords, or Khorne Bloodbound.

New Street Fighter stuff and new concerns.

So today there was an update listing all the new things they plan on adding to Street Fighter V, one of which was a bunch of cool looking costumes.

(Original post here)

All of which can be seen above, which I think are all pretty cool. Sadly, but no surprise, they will all cost actual money (other than the one meh Laura one). All in all good news as they all look great, and people have been wanting an Airman Rashid for a while.

The second announcement was a host of changes to the in-game Survival mode, which would see a host of changes coming to it. Now for those who don’t know the survival mode is exactly as it sounds pitting you against foe after foe, fight after fight, with your chosen character. You had to do this to unlock colours for certain costumes and was an easy way to play a character a bit, especially for those who shy away from online play. For a long time before the addition of the arcade mode and the general story, survival mode was the go-to for your offline play. So overall to see some change coming to survival is a good thing, and let us examine each change piece by piece.

Battle Goods

So this feature will be replacing the ‘supplements’ that the survival mode currently has and won’t be too great of a change. The supplements would allow you to spend points to regain health between fights, have a full super meter, have more defense, and other various things with varying cost. The battle goods are claimed to be similar, but are consumables that you can use up to five of before a given match. You earn more by playing survival mode or the new mode that we will get around to later here. All in all I believe these battle goods could be a good thing for survival mode, allowing you to be able to have the perfect effects you want to overcome certain tough points in any given survival run.

Saving Progress and Continuing

There will be the added functionalities of being able to save between fights, and being able to continue after a loss. The ability to save between is 100% a welcome addition especially considering that the longest survival mode can take 100 fights, that is right, 100 fights that you had to get through in one sitting.  Then we can look at the ability to continue after a loss, which would also be a good thing without question, except for the fact now it costs that in-game currency, fight money. Fight money used to be super easy to get and in large quantities, making getting new characters and stages super easy, but there feels like a drought of it now that is pretty hard to get it. It is only 1000 fight money that it will cost, but still that could start biting you pretty quick if you aren’t careful.

 

Other Improvements

They detail that characters fought will now be random, other than the pre-determined bosses that will show up in a set order. This will bring some freshness to the survival mode instead of it being the same thing every time, a small but nice change. The next thing is that V-gauge carries over to the next fight, which is a helpful little addition.

 

Fighting Chance…. AKA LOOT BOXES

Just read this here;

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Yeah so spend that fight money to get a chance at some random crap… Hmm wonder what that sounds like.. maybe LOOT BOXES? Damn you Capcom for bringing this kind of garbage to Street Fighter V.

It was all looking pretty good until I saw that, the implementation could end up better than it sounds, but for now it sounds pretty bad. Just wanted to talk about that a bit, until next time all.

Thoughts about my Death Guard.

Now I know I have a lot on the go right now 40K wise, but that is just how I do it. I go between my armies and slowly get progress on one before moving to the other, just to keep things fresh. So what I had in mind for this post was talking about my plans to further expand my Death Guard force.

I was at a point where I met my 2000 point goal with my Death Guard and that was good enough for a while, until I started REALLY thinking about it. I was sitting there and had a though I was like “Whoa wait why didn’t I actually craft a Brigade and now have just a battalion?” Turns out the answer is that I was just getting back into the game and had just been trying to fill out points with all the cool stuff I wanted. Now that I have had more time with it I realize I want to have a brigade for all the CP. I suppose I could also swing a double battalion as well, but I want to keep it as one whole detachment.

So without further ado this is what I have currently as a main force. There is heavy investment into elites and soaking up a huge amount of points. The distinct lack of troops and heavy support make a conversion into a brigade a daunting task, considering the cost of plague marines.

Death Guard Battalion

++ Battalion Detachment +5CP (Chaos – Death Guard) [104 PL, 1981pts] ++

+ HQ +

Lord of Contagion [7 PL, 130pts]: Plaguereaper

Malignant Plaguecaster [6 PL, 110pts]: 2. Gift of Contagion, 4. Blades of Putrefaction

Typhus [9 PL, 175pts]: 3. Plague Wind, 6. Curse of the Leper

+ Troops +

Plague Marines [7 PL, 144pts]
. Plague Champion: Plague knife, Plasma pistol, Power fist
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ Special Weapon: Blight launcher
. Plague Marine w/ Special Weapon: Blight launcher

Plague Marines [7 PL, 149pts]
. Plague Champion: Plaguesword, Plasma pistol
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ melee weapons: Great plague cleaver
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Plague Marines [7 PL, 139pts]
. Plague Champion: Plague knife, Plasma pistol, Power fist
. Plague Marine w/ boltgun
. Plague Marine w/ melee weapons: Mace of Contagion and bubotic axe
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Blight launcher

Poxwalkers [6 PL, 120pts]: 20x Poxwalker

+ Elites +

Biologus Putrifier [4 PL, 74pts]

Blightlord Terminators [14 PL, 253pts]
. Blightlord Champion: Bubotic Axe, Combi-plasma
. Blightlord Terminator: Balesword, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Bubotic Axe, Combi-bolter
. Blightlord Terminator: Balesword, Reaper autocannon

Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets

Foul Blightspawn [4 PL, 77pts]

Helbrute [7 PL, 130pts]: Power scourge, Reaper autocannon

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Myphitic Blight-haulers [7 PL, 142pts]
. Myphitic Blight-hauler: Bile spurt, Missile launcher, Multi-melta

++ Total: [104 PL, 1981pts] ++

So that is what I sit at now, and had planned numerous additions to get brigade ready, the list is as follows;

HQ
Daemon Prince of Nurgle – Now this isn’t necessarily a necessity for creating a brigade, but more something of a comfort that I would like to have at some point as they are strong and pretty cool honestly. Also wanted to think of some cool conversions to create that would have the wings.

Troops

Cultists x 20 – I have heard stories of how effective basic cultists actually are despite how cheap they are. An easy spot filler for the troop slots that don’t cost an arm and a leg like plague marines do. ( I also got ten of them sitting around already).

Fast Attack

Myphitic Blight Hauler – I really like these guys, because they are fast, have many weapon options and can be purchased for cheap. There is nothing to dislike about these in my opinion.

Heavy Support

Plagueburst Crawler x 3 – The obvious choice for the heavy support slot with their long range support, making them perfect for the foot slogging Death Guard. The only issue? Is their money price especially considering I need THREE of them.

Conclusion

This is what my standard 2000 point army would end up looking like in brigade form:

++ Brigade Detachment +12CP (Chaos – Death Guard) [109 PL, 1998pts] ++

+ HQ +

Lord of Contagion [7 PL, 130pts]: Plaguereaper, Warlord

Malignant Plaguecaster [6 PL, 110pts]: 1. Miasma of Pestilence, 3. Plague Wind

Typhus [9 PL, 175pts]

+ Troops +

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun

Plague Marines [7 PL, 150pts]
. Plague Champion: Plague knife, Plasma pistol, Power fist
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ melee weapons: Flail of Corruption
. Plague Marine w/ Special Weapon: Plasma gun
. Plague Marine w/ Special Weapon: Plasma gun

Poxwalkers [3 PL, 60pts]: 10x Poxwalker

Poxwalkers [3 PL, 60pts]: 10x Poxwalker

+ Elites +

Biologus Putrifier [4 PL, 74pts]

Deathshroud Terminators [11 PL, 180pts]
. Deathshroud Champion: Manreaper, Plaguespurt gauntlets
. 2x Deathshroud Terminator: 2x Manreaper, 2x Plaguespurt gauntlets

Foul Blightspawn [4 PL, 77pts]

+ Fast Attack +

Foetid Bloat-drone [8 PL, 158pts]: 2x Plaguespitters, Plague probe

Myphitic Blight-haulers [7 PL, 142pts]
. Myphitic Blight-hauler: Bile spurt, Missile launcher, Multi-melta

Myphitic Blight-haulers [7 PL, 142pts]
. Myphitic Blight-hauler: Bile spurt, Missile launcher, Multi-melta

+ Heavy Support +

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

Plagueburst Crawler [8 PL, 140pts]: 2x Plaguespitter, Heavy Slugger

++ Total: [109 PL, 1998pts] ++

This is my goal for my Warhammer minis for the next little while is to get these guys purchased and base painted over the summer here. Also to get my other units painted which I have a slight bit of progress on:


That is all I really had in mind for this post, any comments or advice just let me know! Until next time!

Vermintide 2 Patch – Okri’s Challenges and more!

So there was a nice “free content update” for Vermintide 2 that added a whole lot of stuff, making it even more valuable of a game. I must say I have a few thoughts about this update, first off I think the addition of challenges, cosmetics, and mod support definitely aids the longevity of the game.

The lot of changes are detailed here: http://www.vermintide.com/news/free-content-update/.

Challenges

Challenges however aren’t entirely retroactive ignoring most of the things you would have done before the update came out, which is definitely annoying. So it basically sets you back to square one making you almost feel like your efforts were ignored somewhat, especially when it comes to some of the challenges that want you to have 100 completions of Champion difficulty or higher to get a certain cosmetic. Like for example as shown below, the fact that it didn’t count my mission completions as Kruber from before so I have a measly four completions as Mercenary Kruber.

I have done more than four previously, I promise.

That is a minor gripe with the challenges in the grand scheme of the update, but still a bit annoying. The challenges are largely geared towards newer players as most reward commendation chests which once you reach a certain average item level aren’t so great, but still have a small chance for a cosmetic item.

Cosmetics

Now there were claims to have been 100+ cosmetics to the game and I have seen some of them so far, and they range from cool to damn near pointless. Some of them, like my buddy, has a Saltzpyre with nails in his head, just two nails. I will update and get the screenshot whenever I get the chance next time as it is hilarious. Either way the addition of cosmetics is rather nice and adds to what you can get in the game, making commendation chests more useful. I still haven’t gotten any cosmetics either way.

Quests

Now here is where my only issue with the update is at all, the additions of “quests”

There are two varieties to these, the daily and the event quests. The daily quests are at best a positive and a negative at the same time. It adds a nagging necessity to play with a pre-mandated frequency to make use of these dailies, I mean you could ignore them, but that is inefficient. The daily quests award an emperor’s chest at Champion difficulty which is nothing to sneeze at as it does have a chance to get you a coveted “Red” item, which are the highest rarity. You get one daily quest a day which can range from “Collect 4 tomes” to “Kill 3 bosses” (which the kill three bosses one is buggy) so there is a decent variety, and with the ability to re-roll them isn’t too bad. There is a maximum of three that you can hold on to at a time so you can save them up to do three at a time, so there is less of a strictly daily commitment. It is worth mentioning that both a friend and I got a Red rarity item from daily boxes so they are just even more justified. The aspect of dailies is just something that bothers me as every game feels the need to have them, and they are usually near pointless, so at least these ones have a point to them. As for the event quests, so far the only one is an easy “10 quick play completions” so there is nothing to complain about there as you will be doing those anyway.

 

Conclusion

In conclusion this free update is a great thing for the game adding so much added content, that in my eyes makes it even more worth getting. Basically if going for challenges, you can mostly do do recruit or the other lower difficulties, and if going just for red items you just do Legend runs, leaving Champion difficulty in a bit of a useless spot nowadays. For an example of how good Legend is for getting red rarity items:

Halberd doesn’t have a fancy skin 🙁

 

Anyway more than ever I recommend Vermintide 2, as it continues to add more stuff.

That Cody trailer (Street Fighter V)

I get that lately I have been far more about blabbering on about fighting game oriented stuff, but man Combo breaker was awesome. These tournaments never disappoint, love seeing Guilty Gear, Street Fighter, Tekken and others. The real highlight though? That Cody trailer.

Now Cody Travers is a character who was my absolute favorite especially in Street Fighter IV, so the minute I saw that they were putting him in the latest installment during their third season of character releases I was ecstatic. People were playing with estimates on how long it would take for him to come out, finally we would be met with the Street Fighter pages on Facebook and Instagram changing their profile picture to a brick wall being broken open. For those who know about Cody they will know that is his thing, breaking out of jail just to partake in his favorite past time of street fighting. Now given past experiences it was known that a trailer would be coming very soon, and with Combo Breaker coming up the stars were lining up perfectly.

After the grand finals of the Street Fighter portion of Combo Breaker, we would get that trailer. Also funny that there is a live action portion to it.

Now we can see how different he is from Street Fighter IV in so many ways, but I am truly excited for his changes. For some examples he gets the knife or pipe for V-trigger, throws the little tornadoes at people now, has some sweet looking target combos, and in conclusion just looks great. Cody has evolved as a character story wise too, from convict to mayor he is changing things up, but still has that thug alive in him as he still totes those knives claiming that “desk work just isn’t his thing”. It is all these things that make him so compelling to me as a character both in and out of game-play. Also can’t forget those upcoming costumes too, definitely need all of those, show that Capcom is putting extra care into this one after the flat release of their last character Falke. Either way I am super stoked for Cody, wish he was coming out earlier, but the more time to polish the better.

Also another bonus his theme is definitely pretty sweet sounding so far, VesperArcade has done a preview theme from what we got so check that out:

I just wanted to talk about Cody some as I am so excited for him to come out, and since I have been really getting back into Street Fighter the time is definitely right. Aside from that definitely been meaning to talk about Fortnite some as that persistently bothers me, perhaps get that battle report up that is weeks overdue, and also been playing Pillars of Eternity 2 casually so there will be something about that in the near future.

“Punishment by fist, not a bad policy ain’t it?” I dig it.