Showing posts with label article. Show all posts
Showing posts with label article. Show all posts

Saturday, April 25, 2015

40K Opinion: Eldar Craftworlds Codex. Disappointment. But Don't Hate - Move Forward


I don't like to be negative - but this development does warrant at least a little bit of that if you enjoy the idea of army balance.

Cue the silly cheese memes.

Disappointment.
Dear Games Workshop, I am so very disappointed. I am so shocked that I can not even comprehend what you have done. You had the perfect opportunity to finally bring into line the most balanced playing field for 40K in like forever - and you blew it. Blew it big time.

How the sky fell.
GW fixed the Wave Serpent problem but then proceeded to give us to three more unbalanced problems: the Wraithknight and the Jetbikes and the D-weapons. One step forward and three steps backwards puts us into even more precarious territory than with the last Eldar codex. I'm baffled, even a little bewildered, at this lack of army balance after such a concerted effort to do so was commended by the community.

 I'm starting to wonder if the crazy release schedule for GW is starting to effect quality control? GW was doing a good job at codex balance (for the most part) for a couple of years then they just drop the ball all of a sudden and it was such a humongous drop - I'm left scratching my head in befuddlement.

We should not blame the player.

Let me say this one important thing: We should not blame Eldar players. Eldar players are given their codex just like everyone else and play with what they are given. I love you Eldar players just as much as the other players (except for Tyranid players, they still creep me out) and I know I rag Eldar a lot, calling them sissies, but it is because I love to hate the race, not the players. But if you are a band-wagoner, jumping on the Eldar ship just because they are on top of the 40K heap, I have news for you - nobody likes you.

Suck it up loser. Turn those lemons into some delicious lemonade.

Humor attempt.
Gads. Obviously I am quite disappointed but I want to turn this negative into a positive. Nobody but trolls wants to read a negative blog and I certainly don't want to feed said trolls.

Honestly, the good tournament players will adjust and find the best solution to dealing with the new Eldar meta, if not joining their ranks outright. Then there are those middling tournament players like me and hundreds of others whom look at this new development and shake their heads - the high hopes of seeing a balanced tournament playing field (among armies) is busted.

The end result is this: it appears the majority of my tournament days are over if this is what GW calls 'balanced', especially after mishandling such a golden opportunity to balance things out. My tournament schedule was already reduced but now it will consist of two, maybe three, tournaments a year that are fun and not so competitive in nature. Not that it matters much I won't be missed and I won't miss the drudgery of grinding out three competitive games in a single day. Actually this is quite liberating for me and it feels good to not have to make anymore excuses to friends for not wanting to be cooped up inside of a competitive environment on a weekend.

Game Room. My fresh lemonade.
On a personal level, one of the positive side effects of this codex fiasco is that it fuels my fires to get my game room up and running so I can jump right into some beer and pretzel games as quickly as possible. I also have designs on creating 2-3 video batreps a month and organizing some narrative campaigns with friends. Fun times ahead, indeed. No tournaments are needed and no worries about balance within the confines of a friendly game environment. If you are an Eldar fan and want to challenge me in a casual game I say bring it on! Let's have some fun.

Morale of the story.
If you were as dumbstruck as I was at this codex then take the time to absorb it all in, process it, settle down and then with a clear head decide how this will effect you going forward. Whatever you decide to do I implore you to make the best of it and not to blame those true Eldar players out there in the community. Humor helps, sarcasm doesn't.

What about you?
If this codex is really as crazy as it sounds do you think it will change any of your playing habits?





++++

Friday, April 3, 2015

40K Armies: Khorne Daemonkin Tournament Army List - First Go




My head hurts
Since Friday I have been searching, scratching, crumbling up dozens of pieces of paper and continually cursing at my feeble attempts to hammer together a Daemonkin army that fits my interpretation of a competitive Khorne army (or as close as I can get it). I've come to the conclusion that the new Khorne codex is pretty much more of the same for Khorne but with added points taxes that makes army list creation clunkier. I have also come full circle from trying to fit a Blood Host Detachment into my list to finally admitting defeat at that notion because of the Possessed tax.

Overall, I still love the codex, it looks a heck of a lot of fun and the Blood Tithe system is just great - it's both fluffy and it gives a much needed boost to mono-Khorne armies. I just run into a problem when trying to hash together a tournament army - it seems that the more things change the more they stay the same with Chaos. All the same units that were crappy are still crappy and all the good units are still good. Only now I have to deal with some slight points increases due to Blood for the Blood God! and Mark of Khorne taxes. It doesn't seem like that would amount to very much but it does, throwing a monkey wrench in my army plans, especially when you factor in that the good Formations and the Blood Host Detachment impose unwanted unit taxes on your army.

Saturday, March 28, 2015

40K Armies: Khorne Daemonkin - Codex Review




We have a winner.
If you are a chaos player, specifically a Chaos Space Marine player, and you are bad mouthing the new Khorne Codex I have four little words for you: Shut The Hell Up. This is the best chaos codex to come out in years since the Daemon codex and well, we all know that one is growing long in the tooth. Hands down this codex is the best for CSM in like three codex editions, maybe even more! Yeah, that old CSM codex, I gots no more use for it anymore, here let me illustrate for you.

Monday, December 8, 2014

40K TACTICA REVIEW: Chaos Space Marines - Maulerfiend

40K TACTICA REVIEW

Chaos Space Marines
MAULERFIEND


Version: 7th edition WH40K. 2012 CSM codex.

Forward
After playing a game against Chaos Pat he asked a question that neither of us could immediately put a finger onto an answer. I was intrigued. The question was, "Everyone seems to be using the Maulerfiend again, why are they good now?" The Maulerfiend is one of my favorite models so I was determined to figure out the answer. I knew they were better in 7th and it had to do with an improved ability to survive. Then it hit me, the new vehicle damage table was more favorable to the Maulerfiend because it cuts the chances of being made useless by a penetrating hit in half.

Monday, December 1, 2014

40K TACTICA: Space Wolves - Wolf Scouts

40K TACTICA:

SPACE WOLVES CODEX

WOLF SCOUTS



Version: 7th Edition. 2014 Space Wolf Codex

Forward
Yeah, those guys. The ones that fell out of favor when 6th hit because they lost the ability to assault on the turn they outflanked. Wolf Scouts may not be considered competitive anymore but they have their uses and are a fun unit to play. Nothing quite keeps your opponent on his toes like when Wolf Scouts are prowling around his flanks searching for the kill!

Friday, October 31, 2014

TRICK or TREAT: Want Scary? Civilization Dodged a Death Bullet in 2012.



TRICK OR TREAT

The Scary Fact That Earth Was Almost Hit By a
Catastrophic Solar Storm in 2012 and Hardly 
Anybody Knows the Truth! 


The Mayans were almost correct about the world ending in 2012, or at least the world as we knew it. On July 23, 2012 a massive solar storm barreled from the sun, a solar storm stronger than any witnessed since the 1850's. Luckily for us the Earth was on the other side of the sun when the eruption occurred. Had we been on the receiving side of that solar storm we would, two years later now, most likely be living in small tribes, growing our own food and defending what's ours from raiders. We would have no electronics, no government, no grocery stores, no outside help, and half of the human population might very well be wiped out from starvation, disease and violence. Sound too unbelievable to be true? It is true. It's real science and we almost entered our own Age of Strife 25,000 years before Earth did in the 40K Universe. And the truly scary part of all of this - hardly anyone knows how close civilization came to the edge of the abyss.

I am not trying to be an alarmist and trying to scare anybody; my intent is to educate. The reality is that Earth has a far greater chance of being hit by a catastrophic solar storm than a world altering asteroid. The good news is that, if we wanted to, we could make our power grid hardened against such destructive solar events. The problem, however, is that politicians would rather spend money on projects that show more immediate results that translates into more immediate votes.

OK, so still don't believe such a solar event could occur to us today? Here are the facts, in 1859 an astronomer by the name of Carrington witnessed a huge solar eruption from our sun. The Corona Mass Ejection tore past Earth some 17 hours later and was so powerful that it disrupted our magnetic fields (which acts like a shield) enough to shower the Earth with an electromagnetic radiation, thus electrifying the atmosphere and ground based electronics (of which almost none existed in Victorian times).

As far south as Cuba the aurora could be seen, something that normally only occurs far, far closer to the polar regions. The aurora was so bright that it is said Colorado miners woke up in the middle of night and started to cook breakfast because they thought it was dawn.

The 1859 solar storm brought the aurora as far south as the tropics, that includes all of the United States.
Throughout the world telegraph machines sparked or outright caught on fire. Amazingly reports of telegraphs working without being connected to a power source were wide spread. No messages could be sent because touching such an electrified telegraph would bring shocks to the user.

The whole affair was called the Carrington Event. Now fast forward to present day and imagine what such an event would do to today's massive world-wide power grids? I will admit what what follows is only conjecture but smarter people than myself have made thought experiments into the idea. It is thought that if such an event occurred today the world's power grid would go dark because the grid's massive, vital transformers would blow up, completely destroying themselves and could not be repaired. The world would be thrust into a world spanning blackout.

Doesn't sound quite so bad, does it? We can fix that right? Well, here is the real kicker. Those destroyed transformers are essential for restoring the power grid and they can't be replaced right away. Some estimates say it will take years to build enough transformers to replace all those lost on the global scale. Our society is utterly dependent on electricity and being without it only invites an inevitable decline that will start to spiral quickly out of control as the dark days turn to even darker weeks.

Don't think we will lose control? Think we can keep it together for those months or even years that we have no access to electricity? Only an optimist would say yes. Here is why ----> food. Grocery stores and home pantries would be emptied within a week. Without power on a global scale there is no new food being canned or shipped to replace the depleted food. What happens then? The bad people start raiding their neighbors for food. The good people whom starve long enough will get desperate and either turn to raiding for survival or perish. Those that are still healthy enough will head out of the urban areas to flee the escalating violence because authority figures that did remain at their jobs will be too overwhelmed to adequately protect the population.

Once in the rural areas people will band together for survival, forming tribes. Some tribes will make it, learning how to work together to hunt, scavenge and make their own food. Other tribes will fail and die off to starvation or turn to raiding. Eventually famine, disease and violence will eliminate about half of the world's population. Civilization will be over, there is nobody left in the urban centers to rebuild the power grids. There is no more central governments, only tribal law. The Age of Strife will have begun.

What it might be like after a modern Carrington-like event.
It's sort of like The Walking Dead but with raiders instead of zombies.
Case in point, New Orleans after Hurricane Katrina. For a month the city was in chaos, half flooded and no electricity, it started to spiral out of control from the very beginning. There was an exodus out of the city for the poor, their neighborhoods got swamped and they had no place to go. Many police abandoned their posts to look after family or where simply unable to handle the stress. People in the French Quarter formed tribes and specialized with certain jobs within the new social structure. The authorities had flood refugees living by the tens of thousands in the Superdome and by all accounts it was a lawless hell hole. The only reason the city didn't fall completely into utter chaos was the fact that outside help was available - food and water. Nobody was going to starve and have to to start preying on their neighbors. Imagine what would have happened if there was no food coming into the city? An eventual fall into total anarchy and a near total exodus from the city would ensue.

What a downer. But the global blackout chaos scenario is only conjecture, although, most experts tend to think that civilization is a fragile thing and that it will unravel quickly when facing a global disaster of epic proportions. Governments might be able to keep control for some time with martial law but eventually even they will unravel or perhaps have to retreat into a more secure area, leaving most of the population to fend for themselves.

Still don't believe me? I wouldn't want to believe me either. Here is a video link to drive home the message.

Perhaps those disaster preppers aren't as crazy as we once thought?


Saturday, August 16, 2014

40K TACTICA: Space Wolves Thunderwolf Hammer and Anvil 1850 Army List

Unleash Your Inner Beast:


THUNDERWOLF HAMMER & ANVIL

1850 ARMY LIST & TACTICA


By Uktena
South Mississippi Gamers

Forward
Welcome to my first Thunderwolf list, it was a long time coming and the new codex has made it well worth the wait. Thunderwolf armies have come into their own with a points cost drop, cheap Storm Shields and an HQ choice that improves their effectiveness. I have already discussed in detail a Review and Tactica for Thunderwolf Cavalry if you would like to take a look at that.

So why Thunderwolf Cavalry?
Since their introduction the Thunderwolf Cavalry (TWC) have come to symbolize the ideals of the Space Wolves themselves; aggressiveness, individuality, anti-authoritarian and glory in battle. The models themselves look great and touch a sense of nostalgia that harks back to a time when warfare was heavily romanticized. A time when no solider was more revered or more idolized than the stoic cavalryman, proudly sitting up high on his expertly trained mount as he bravely galloped off to war.

Maybe that wasn't the best of comparisons, Thunderwolf Cavalry are a snarling rage of fur, fang and steel - but it works for me. As for play styles I enjoy assault armies, shooting armies just annoy me. If one wishes for a Space Wolves assault list then one should look no further than the Thunderwolf Cavalry.

Enough already, now on to the glory of battle!

THE LIST


THUNDERWOLF HAMMER & ANVIL 1850

Detachment Type: Company of the Great Wolf
(From the Champions of Fenris Supplement)

Wednesday, July 30, 2014

40K Rules Review: MURDERFANG



SPACE WOLF DREADNAUGHT KIT

MURDERFANG


Wolf Brothers, Feast yo' Eyes Upon This....



Click Image for bigger Picture.
What? What? Did that read 135 points for a death train o' destruction!?
Yep. That is exactly what it said. A cheap aggressive model with so many special rules on it that it reminds me of the Chaos Space Marines Maluerfiend. Only this one has freak'n Relics of Murder on it. Makes me wonder if they put them on the wrong model in the wrong codex?

 OK, the comparison isn't perfect, because the Maulerfiend has Move Through Cover, a 12" move, ignores terrain and has Fleet. Murderfang is, unfortunately, much less maneuverable. I would have been happy if he had just gotten Fleet, but he didn't. What this means is that when taking Murderfang to battle a Drop Pod is an automatic buy for him; it is the only way you should ever try to deploy him unless you can find a way to give him Outflank.

OK, lets break it all down.

Monday, July 14, 2014

Aiming for That Sweet Spot with Chaos: Part II


Tapping that Chaos Sweet Spot, Part II

The Angry Red Tide

A 7th Edition Chaos Assault Army & Tactics

The Second Act.
Greetings again, last week I discussed what I thought was the Sweet Spot for my new Chaos tournament army. You can read about it here: Aiming for that Chaos Sweet Spot, Part I.

As promised, this week I am presenting my tournament list to illustrate all the sweet spots that I like to touch upon. And without further ado, I present to thee:

The Angry Red Tide

PRIMARY CAD: Crimson Slaughter Chaos Space Marines

HQ
CHAOS LORD of KHORNE
Mark of KhorneJuggernaut of Khorne, Sigil of Corruption, Melta bombs, Power Fist, Lightning Claw, Daemonheart

CHAOS LORD of KHORNE
Mark of KhorneJuggernaut of Khorne, Sigil of Corruption, Melta bombs, Power Fist, Lightning Claw

TROOPS
Chaos Cultists x10
Chaos Cultists x10

FAST ATTACK
Chaos Spawn x5
Chaos Spawn x5

HEAVY SUPPORT
Maulerfiend w/ Lasher tendrils
Maulerfiend
Maulerfiend

ALLIED CAD: Chaos Daemons

HQ
SKARBRAND

TROOPS
Plague Bearers x10 - Instrument of Chaos
Bloodletters x10 - Icon of Chaos

FAST ATTACK
Flesh Hounds of Khorne x15

Total Points = 1850

Tactica Overview
This list, if anything, is all in for the assault phase: it's hard, it's fast, it steals candy from babies and hits like a wrecking ball to the face.

It's the bomb stoopid.
OK, so this list isn't so single minded, you see there is a Skarbrand bomb in there to act as a force multiplier. The bomb hits when your tide charges into the enemy chumps on turn 2. That is the secret to the list's hopeful chances in a competitive environment.

For those of you not in the know, and I will forgive you if not because Skarbrand is often the red-headed stepchild of Chaos, Skarbrand has a special rule called Rage Embodied. What this rule does is give Skarbrand a 12" bubble of pure, unadulterated ANGER. Any unit, friend or foe, within that 12" bubble gains the universal special rules of Rage and Hatred. Imagine landing that force multiplier into the middle of your assaulting front lines and you will start to see the obvious rewards; an extra attack per charging model and you are re-rolling misses to hit.

To give myself a little bit of insurance I have my Plague Bearer unit sitting in deep strike reserve with an Instrument of Chaos. This will double my chances of getting Skarbrand in turn 2. Perfect! Then to make sure I can put Skarbrand exactly where I want him I have a unit of Bloodletters, with an Icon of Chaos, following just behind my charging front lines. With all that other scary junk charging the enemy I'm thinking that the Bloodletters will avoid being targeted, thus being able to deliver Skarbrand exactly where I want him to be.

When he does comes in, try to place Skarbrand in a spot to benifit as many of your units as possible without giving the enemy the same benefit. Remember you can still Run after deep striking - just in case you need to move a little more.

So there is a bomb but what else? Kill, Murder, Maim.
Pair your Chaos Lords with the Spawn units and hurl them towards the enemy. The Lord with the Daemonheart should seek out the toughest to kill units. The Lords must watch out for S 10 and Force Weapons and be sure to drop wounds on the spawn escorts because they have 15 to spare.

Khorne dawgs are useful for distraction and running down infantry. On the charge they can bring down vehicles with their Furious Charge and can operate outside of the Skarbrand bubble just fine. Use them to flank so to help your other assaulting units or get back behind the enemy lines and wreck havoc. Because you have so many other assaulting things in your army the Hounds will have the luxury of being the utility unit that they always wanted to be.

The Maulerfiends are your anti-vehicle weapons. Use the magma cutter Fiends to slice up anything from Rhinos to Land Raiders and everything in between. Don't forget to use your Daemonforge ability because it is easy to forget just like your It Will Not Die roll at the end of your turn. If facing Knights gang up on them with your Maulerfiends and tear them apart. Don't fear Monstrous Creatures either, they can only Smash you once this edition. If no good targets present themselves for the Fiends then think about running one up each side of the board to flank.

The single Lasher Tendril Maulerfiend is best used when helping other units assault as the tendrils will cut down the attacks against you. Don't assault the Lasher Maulerfiend by himself, he usually needs help because of his paltry few attacks and WS 3.

And lets not forget Skarbrand! He can't move fast so try and move him towards the biggest and baddest unit in range and DESTROY them. It's Skarbrand after all - things die easily to him. The only thing Skarbrand fears is lots of shooting. Doh! Try not to make him a target, that is his weakness along with his slow movement.

Lastly are the troops. The Bloodletters can be used to mop up behind the main assault. All other troops are  pretty much for objective taking once the tide has washed over the board.

Weakness of The Angry Red Tide
This list will live and die on match ups. Either the opposing army will fold up and perish or they will have an army that can out maneuver you or spit out so much torrent of fire that it destroys your big push. Going first helps and going second sucks, it gives them more time to shoot you off the table.

If you fail to get the Skarbrand bomb in on turn 2 then that is not according to plan. This will happen on average about once every five games. Suck it up and rethink your plan for when he arrives next turn (hopefully).

Flyers are another weakness, you have no way to deal with them. This is a consequence of going all out on the assault phase. Hopefully you can ignore them, which you can up to a point. Extreme flyer armies like the Necron air force will spell almost certain doom for The Angry Red Tide.

Have Fun.
Win or lose I believe that I'll always enjoy playing this list. It is the kind of list I've always wanted to play and 7th Edition is the time for it to step forward. Sweet spot found.



Monday, July 7, 2014

Aiming For That Sweet Spot With Chaos


Tactics for a 7th Edition Chaos Assault Army

Tapping that Chaos Sweet Spot


Bow chicka wow wow.
IMHO this seems to be how it is for the current 40K meta: there is a plethora of shooting armies that shoot very well and then there is the rest. How do the rest compete? Well they have to aim for that special sweet spot where their army does very well. For Chaos that sweet spot use to be the Flying Circus and ScreamerStar. And I was well into the beginning stages of putting together my Flying Circus tournament list when low and behold 7th broke and turned my Chaos sweet spot upside down. ( <-- did that sound dirty? Eh, probably just me.)

It was a real shame too, I was enjoying playing the Flying Circus; all the flying and swooping; all the psychic powers; all the very fast models; all the assaulting monstrous creatures and it played fast too. I was having a ball until 7th took that proverbial ball away and poked big angry holes into it. Oh well! Looking on the bright side of the situation one thing can be said about 40K - it is always evolving. It might be a slow evolution at times but it constantly changes and that is a good thing.

My personal feeling.
After about a month of reevaluating Chaos I tossed out the Flying Circus and came to a personal conclusion: The only thing Chaos (especially Chaos Marines) still has going for it in 7th is either a Nurgle list or an all in rush assault. That's it. Neither Chaos army can shoot very well unless you want to argue a daemon Tzeentch list. And I'm not even so sure about the Nurgle list being able to hang against prolific shooting but I do feel much more confident about the rush assault being competitive.

So what do you mean 'rush assault'.
Here are three rules that I believe a successful assault oriented army has to abide by:

1. Be all in.
Pretty much what it says. Forget psychic phase, forget the shooting phase --> live for the assault phase. Basically you are focusing your army all on one phase to increase your potency in that one area. You either sink or you swim so do your best to make sure you swim. Now I'm not saying to completely avoid having psykers or support fire in your army I'm just saying those should be a side dressing at best. Just remember whatever you do you want to hit 'em hard and hit 'em often.

2. Fast, fast and faster.
This is a no brainer really. You want the majority of your army in the enemy's grill turn two, turn three at the latest. Wait any longer and you probably have been shot off the table by then. Your army must live in the Fast Attack section of your codex and I'm not talking about flyers. Then branch out and grab all those fast assault units not found in your Fast Attack section. Chaos players you know what your good fast units are already, for everyone else here is a quick list: chaos spawn, chaos bikers, raptors, maulerfiends, flesh hounds, screamers, daemon princes (winged), daemonettes.

So to elaborate on the mantra from Rule 1; hit 'em hard, hit'em often and hit 'em fast.

3. Have a knockout punch and don't hold back.
To deal with the enemy lynchpin/deathstar/super HQ you must have an answer. You are playing to be all in remember? If you don't have a unit powerful enough to defeat their most powerful unit then you have already lost the battle. At the very least you must be able to weaken, stall or tarpit the enemy super units while the rest of your army murders the rest of the bums.

The knockout unit must be fast so that it can keep up with the rest of the army. Don't let your best unit be left out in the open to be shot off the board - ram them into the enemy immediately. Not only will this put pressure on the your opponent but with so many dangerous units charging them in a hurry your big scary unit has a better chance to make it into the assault. That's what the smart peeps call target saturation. That's what I call bum rush tha' lot and murder 'em all!

The likely prospects for your knockout punch? Take a gander at some of these fast and mean guys: Chaos Lord on Juggernaut/Bike, Chaos Lord in Land Raider, Daemon Prince, Bal'akor, Blood Thirster, Thypus or  Abaddon in Raider, Skulltaker on Juggernaut, Karanak with flesh hound pack. Can you tell I like Khorne? Heh.

To elaborate even further on our mantra; hit 'em hard, hit 'em often, hit 'em fast and hit 'em in the jimmy!

Let's build a tournament list.
Alright, I found a sweet spot that I like and it sounds like a hell of a lot of fun to play with. And after many revisions I have come up with a new army that I'm happy with. Win or lose I know that it is the type of army that I enjoy playing. It is fast playing, all in for assault, steals candy from babies and hits like a bowling ball to the solar plexus.

To be continued.

Coming Soon: Part II
The Angry Red Tide.

Found the Sweet Spot!




Thursday, June 19, 2014

Building Armies for 7th: Typhus Zombie Stomp 2000


Detecting Incoming Transmission ...
Source: Blood Star Cluster, Eye of Terror ... The Brigadoom Chaos Legion ...
Initiating 13th Black Crusade Code Verification Protocols ...
Verified ...
Downloading ...   ...   ...
Deciphering Encryptors ...0130V010L11101010101  010130V010L11101001 ...
Displaying Transmission ...


BUILDING ARMIES FOR 7th:
ZOMBIE STOMP 2000

By Uktena
(AKA Ryan)
 South Mississippi Gamers

Dawn of the Dead New Edition.
 It's that time again, time to learn a new edition. Sixth, unfortunate for it, pasted away while still in it's prime. That might have been a good thing, after all, we had a meta dominated by this 'star and that 'star with crazy combos and 2+ rerolls. Seventh, while not a giant leap in rule changes, does attempt to even out the playing field again, albeit by throwing everything but the kitchen sink into the game! That is why I refer to 7th as 'Choosehammer'. Each gaming club, group of friends, tournament organizers or whatever can go through the rule book and pick out the things they like and don't like and play their games accordingly. There is so much to choose from here, everything from maelstrom missions, unbound lists, unlimited detachments, super-heavies, stronghold, a psychic turn and so much more. I have also noticed that they cleaned up some rules and redefined others to make things more streamlined in order to improve game flow. All in all I like what I see. We just need to have an adjustment period to figure out what parts we personally like and what parts we don't and weed them out.

New rule, it's called Objective Secured.