Thursday, May 23, 2019

DE: Evolution Of A Competitive List

Double-face Archon is the best Archon.

Man, I am freaking excited to write this article.  There has been a lot of questions floating around lately that I want to address and the more I think about it, the more I can root cause it to this very topic.  I want to talk about the evolution of a competitive list, the aftermath of several games after you've finalized your competitive list.  This is essentially the Part 2 of my rather popular Army Building Guide.

Before I begin in the earnest, let's talk about what kind of questions have been asked in the last couple of days.  Yes, I do get Email and comments both on here and on the Dark City forums.  Some of the topics that have been talked about are:
  • How many Dark Lances vs. Dissies?
  • Take me through your thought process after the Big FAQ?
  • General question asked to all: What does a competitive DE list look like?
  • Warriors or Wyches and why?

While all these questions might seem like they don't connect at first, I assure you they do.  At least to the min-maxy type of player like me who likes to play in a competitive setting, all of these questions are completely valid.  They are valid because I've put this list through a lot of thought, theory and practice questions against a variety of lists and opponents.  Some opponents bring harder lists than others, some not so much.  At the end of the day, a lot of these questions can be answered with "well, that depends" because every playing environment is different, and therefore, every meta is different.  Regardless of whether or not you're playing in a local meta or in a GT, you must go into every environment with a gameplan.  This means knowing the meta, predicting the meta, and taking your list through the gauntlet so you can answer what works best for you (in terms of playstyle) and what will be effective on the battlefield.

So, now that you've read through that guide and have a general idea of how I like to min-max my army lists, let's take a trip down memory lane to the very first army list I posted.

This was before the big FAQ:

1998 - 7 CP
Flayed Skull Battalion - 3 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, Agonizer, Blaster = 91

TROOP:
5x Warriors, Blaster = 47
Venom, 2x SC = 75
122

5x Warriors, Blaster = 47
Venom, 2x SC = 75
122

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

FLYER:
Razorwing, 2x Dark Lances = 145
Razorwing, 2x Dark Lances = 145

+++

Black Heart Spearhead - 1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Labyrinthine Cunning
Artifact: Writ of Living Muse

TROOP:
7x Warriors, Blaster = 59
Raider, Dark Lance = 85
144

HEAVY:
Ravager, 3x Dark Lances = 140
Ravager, 3x Dark Lances = 140
Ravager, 3x Dark Lances = 140

>>>
Firepower Analysis:
20 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
4 Splinter Cannons at BS3+
21 Splinter Rifles at BS3+ with Flayed Skull + Splinter Racks
19 Splinter Rifles at BS3+ elsewhere
2 Razorwing Missiles at BS3+

Possibly the best DE gif to ever exist.

This is not a bad list, but let me take you through all the thought exercises I put myself through while playing with this list over 12 times now.  Remember, when you take your list through a gauntlet, the objective here is to build knowledge and experience.  Knowledge in the sense that you know what every unit in the list is designed to do and what you purchased it to do (very different things), and experience in the sense that in X matchup on Y battlefield in Z scenario, you know what to do with said units.

Here are the thought exercises that I ran through in 12 games.  There might be more, but these are the highlights.  I will write a short blurb about each:

Balancing Dark Lances with Dissies
I started off with a lot of Darklight, and most importantly, a lot of Dark Lances that have 36" range.  This was because my meta is saturated with competitive builds of Imperials (double SR/Dante, Azrael Hellblaster Deathstars, Guard CP bats/Custodes, AdMech Robots/Guard CP, or just Guard CP Tank Park).  While I thought the results were decent, I was finding myself less effective against MEQ out in the open.  Shooting a Dark Lance at a Marine is always satisfying, but it's not the best use of points because it's typically overkill.  It's pretty much just wasted on Guard and less effective vs. Shield-Captains on Dawneagles.  Therefore, I needed to strike a balance between lances for longer engagements and Dissies for volume and more efficient killing those targets I just named.  I can literally go on with this forever, but what you need to do is do a firepower analysis (or whatever your primary killing method is) and range band everything with respect to what units you're engaging.  The targets depend completely on your meta and your predictions for the meta.  More on this later.  Just remember that lances are better vs. T6/7 3+ targets (so basically Rhinos/Robots) while Dissies are better vs. everything else.

Venoms vs. Raiders
This one was an easier decision for me because I wanted more heavy weapons and transport space for Warriors.  It was either more Dark Lance presence for AT or Dissies for general purpose.  Either way, my meta called for less anti-infantry and more heavy weaponry which only the Raider can deliver.  I also noticed that in my first couple of games, losing Venoms also dropped my SCs which was surprisingly frustrating.  The next point will explain more.

Taking Dark Lances on Warriors
This is just playtesting at work.  I originally thought:  Great!  More lances the better right?  Not really, because I noticed that I tend to move around a lot while engaging, and the new Strategems like Fire and Fade kept my army active at all times.  Investing 20 points into a Dark Lance is good, but having it hit on 4+ after you move is not.  This is pretty much a 50/50 and after several games, I wanted to commit to something more efficient.  This is when I started weighing the importance of having a 10 point SC upgrade on my Warriors vs. 10 point Splinter Racks vs. Flayed Skull and the re-rolls.  I found that the Splinter Racks are good, but math says SCs are point for point much better.  It also stays there after you lose the Raider and further increases in damage with respect to range compared to racks.  Boom, made the switch and I've been liking the results so far.  In some ways, I would say that Warriors carrying SCs is more durable than Venoms because they're less of a fire magnet.

Converting from Flayed Skull to Black Heart
You can find me writing a lot about this, but I wanted to bring more units under Black Heart simply because I can take advantage of the Archon's Living Muse on the Raiders themselves.  The more I played with Black Heart, the more I saw an advantage in keeping my Raiders alive and thus, keeping the bulk of my firepower unharmed and alive as well.  As long as my Warriors are inside and shooting, I felt less pressure on my presence on the board and greater pressure on my opponent once more of his things started dying.  This is what I need because as Dark Eldar, you need to keep pressure and maintain momentum and tempo in a game.  Keeping my units alive was more important to me in that sense, and the more heavy weapons I can put in-range of my Archon, the better results I was having.  There's a follow-up to this below, and that's also because Black Heart transports work better for Obsidian Rose units.

Black Heart Air Wing to unlock AoV
I feel like a genius for discovering this and blogging about it, but not really because it was pretty much a braindead choice.  AoV is great and just having it in the army mindfucks your opponent every time he wants to use a Strategem.  Remember again guys, the more you make your opponents think, the higher your chances are of winning.

Min-maxing different detachments to spread obsession bonuses (Black Rose)
OK, this one I will take credit for because I think it's awesome.  My Kabal of the Black Rose is simply the original pure Kabal list min-maxed as much as possible to suit my playstyle.  Since I was already using Black Heart vehicles for their durability, AoV, re-rolls thanks to Living Muse and Cunning, I knew I needed to compliment that with an Obsession that would fit my particular playstyle.  Flayed Skull was great, I've played it a few times, but it was too much of a glasshammer that encouraged overly aggressive plays.  While I normally like that kind of play because I'm a highly aggressive player, my meta matchups needed something more flexible.  I also noticed that the closer I got to Shield-Captains, the more I subjected myself to losing Raiders.  This is more self-enlightenment more than anything else:  I'm an aggressive player but I needed more threat without exposing myself to painful Space Marine assaults.  I also needed something that I can poke and run because my meta have big scary melee units.  Great, Obsidian Rose it is.  Combine that with Black Heart and I have my Kabal of the Black Rose.  Boom.

Trying min-squad vs. decent squad Wyches in Raiders
This feels like the odd-man out here, but I needed to try Wyches because I have like 50 of them sitting in a bin.  They're great, I love them and I think they definitely will see play, but maybe not in a list like mine because the only thing I'm doing is taking away from my firepower.  This is the list schism that I was talking about in my previous articles on how to build lists, and that's if you start to branch off and try to do different things (especially polarizing things), you water down your ability to be effective.  When I mean polarizing, I mean specifically mixing shooting and melee whereas if you take the Meat Mountain + Wyches, you might get better results because there's more of a particular form of pressure that can overwhelm your opponent if they're not ready for it.  Either way, I see merits in both min-squads vs. the larger 8-9 man squads of Wyches in a Raider.  I still think Raiders are their best method of delivery, especially when you have shenanigans like Enhanced Aethersails and Fire and Fade (with a Dissie-mounted Raider) on T1.  If I wanted to play more casual, I'll mix up my lists some more, but if I wanted to just play the ranged game and shoot with my Black Rose, I will go for more shooting, period.

Switching to Dark Lances on my Razorwings
After a bunch of games, I started noticing one thing:  Once I converge with my Razorwings on that first initial high-five with my Living Muse Archon, they flew off to wherever I needed them to go.  I never saw them within ass-slapping range of my Archon ever again so I knew something had to change.  I knew I still needed Dissies, but just how many of them?  This goes back to the question about balancing Dissies with Darklight, but after even more min-max testing, I decided that Ravagers were enough for now.  Having 9 shots that are always in range of re-roll 1s to Hit and Wound was giving me the right results, whereas I've had more success moving Dark Lances to the Razorwings.  The range threat was still the same, but the big difference for me there was that my lances need 3s to wound most things I wanted dead vs. the 5s that I would need with Dissies.  Without the re-rolls, 3s are much better than 5s when dealing damage for sure.  The other factor for me was that I found my previous firepower analysis was a bit biased towards Dissies:  Having 15 Dissies and less 36" range lances.  My first couple of turns in my meta is more probing and poking, and I definitely needed some added long-range weight before I pounce forward with my superior threat range.  Notice how I'm using my experience in games to guide my decisions with what the list looks like in accordance to my meta and playstyle.

What my lists look like after the big FAQ
Well, the good news is that not much really changed for DE.  I min-maxed some shit here and there but overall, the Black Rose emerged pretty victorious after all the dust settled.  My lists are not overly ridiculous with more Ravagers than a bag can hold, and I typically build for more balanced lists than something completely over the top.  OK, the 20 36" lances were kinda hilarious though.  What I need to pay attention to going forward is not how my lists adapt, but how my competitive meta evolves.  I have initial predictions that I will see more Guard players because I think they came out pretty good with the CP boosts for Bats and Brigades.  Armies that relied heavily on alpha-striking with CC and dropping in the first turn also got hit, which further strengthens the power of gunline-oriented armies.  With that said, I need to think about which armies out there will take advantage of the FAQ the most and prepare my list accordingly.  For now, I think my mix is pretty decent since I just converted more units to carry lances, but only time and more playtesting will tell.

Well, there you have it folks.  The first list I posted was on the last day of March.  After all the experience and games, this is what I landed on today:

An artistic expression for my contempt for bad lists.

Kabal of the Black Rose
1999 // 10 CP

Obsidian Rose Bat +5 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104

+++

Black Heart Spear +1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Cunning, Living Muse

TROOP:
7x Warriors, Blaster, BP = 69

PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

+++

Black Heart Wing +1 CP

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

>>>
Firepower Analysis:
11 Dark Lances at BS3+
9 Dissies at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
4 Splinter Cannons at BS3+
41 Splinter Rifles at BS3+

Is this list perfect?  Hell no.  The big question up in the air right now is what the new competitive meta is going to look like.  However, you bet your ass that I will be actively thinking about all the topics I went over today as we keep on murdering our opponents.  Luckily, I've had enough games with the list above that I'm feeling pretty good, so I'm currently testing other lists to gauge which is more competitive.  That's another story for another time.

The Three Mulla-mulgars By Walter De La Mare

The Three Mulla-mulgars by Walter De la Mare

Panzerjager And APC Back In Stock!

Helllooooo Ladies...
 
 
We received a restock on our OOS Panzerjäger and Kielerkopf APC kits!
 
 
 

Now through April 30th we are also offering a 35% off sale on select kits...

 
 
We are waiting on some packaging to arrive to fill in other OOS products such as 15mm Leviathan arms.
 

We will be releasing two new kits shortly, 15mm scale capacitor coolers and a large scale Valkir Assault Trooper for all you painters and collectors out there. Stay toned for more info....

 
 
 
 
 
 
 

Download Counter-Strike: Global Offensive For PC

Download Counter-Strike: Global Offensive For PC

| Counter-Strike: Global Offensive [ Danger Zone ] | Steam Backup |



 Platform:  PC
 Game Size: 9.6 GB
 Type: Online, Network
 File Type: .RAR
 Game Language: English
 Publisher: Valve
 Price: 5$
.
 Minimum System Requirement:
OS: Windows® ۷/Vista/XP✔
Processor: Intel® Core™ ۲ Duo E6600 or AMD Phenom™ X3 8750 processor or better✔
Memory: 2 GB RAM✔
Graphics: Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0✔
DirectX: Version 9.0c✔
Storage: 17 GB available space





Download Link

The Nocturnal Financier

I may be a lot of things, but I'm essentially a Capitalist. A Capitalist believes in nocturnal finance. The way you retire is to have your money work for you while you sleep. For many, that's a 401K, but for the small business owner, it's the exploitation of labor, to quote Marx. Most small business owners have little in savings, and I'm ashamed to say, I'm not an exception.

To be a Capitalist is to put your eggs in the nest of others, hoping they'll warm and nurture them in exchange for payment. It's also to accept the rightness of your willingness to work for others back in your day as a nest warmer. That's the main difference between my nest egg and the nest egg of an employee. Rather than relying on the numerical supremacy of an index fund, I let some kid in their 20's, with little nest sitting experience, sit on my valuable eggs. Hopefully you discover the cracks early enough.

This Capitalist egg sitting may seem to fly in the face of the general social welfare, but I believe we can work towards a more equitable society while insisting people take the initiative to improve their individual situation. Only a cretin truly believes there's a level playing field. The game is rigged. Sometimes it's rigged in my favor but most of the time, not so much. I like the game, but it is a system designed by the winners to keep them winning. I know we can fix the game with a well thought out expansion (with a lot more players), rather than tossing the game (an egg toss).

I vacuumed my million square feet to get to my exalted seat known as "the middle." If I can keep the balls in the air long enough, I may slowly recede from my business while others do the heavy lifting. Because I have a bad back from that heavy lifting and no workers comp insurance. If I can raise up, mentor, or at least pay well my employees along the way, I consider that a double victory. One manages a game store now. Another is head buyer at a major distributor. I am a stepping stone, so I can't take credit for their victories, but I hope we came together to build something wonderful that positively impacted their future.

All of this could come crashing down with a couple bad months. Perhaps I injure myself. I have key man business insurance if I die, but a good maiming? Not covered. Perhaps a national tragedy keeps people at home. A major Bay Area earthquake, long overdue, could eliminate my entire community in a moment. There is no backup plan, no unemployment, no explaining the situation to the boss. The vast majority of my nocturnal capital is tied up in worthless cardboard. Does this instability and painful chance of failure make the true socialist feel any better about my exploitation? Doubtful, but there it is.

The restless sleep of the nocturnal financier means you're never quite rested. I taught my young nephew the phrase, "I'll sleep when I'm dead!" It angered his mother, but it should be the mantra of the small business owner. No safety net. No rest. No real time away. The boss is a jerk. The customers are unreasonable. The employees are stealing. Your partners carry knives for the inevitable stab to the back. I can't imagine life any other way, and if I had to have my labor exploited again, if I had to mind someone else's eggs, I would be longing for the sleepless nights of the nocturnal financier.

The Caligula Effect: Overdose Review (NSW/PS4)

Written by Anthony L. Cuaycong


Title: The Caligula Effect: Overdose (NSW/PS4)
Developer: FURYU Corporation, Engine Software BV
Publisher: NIS America
Genre: RPG
Price: $49.99
Also Available On: Steam



The Caligula Effect received mixed reviews as it made its way to the Sony PlayStation Vita in June 2016 (and localized on the same platform about a year later), with not a few quarters expressing disappointment on its inability to live up to promise. In part, it suffered from an unfair comparison to iterations from the Persona series; the involvement of publisher Atlus and writer Tadashi Satomi in the intellectual properties gave rise to heightened expectations the new release wasn't likely to meet. In larger measure, it was bogged down by the depth of its ambition; it put forth novel ideas that could not be executed fully in light of the inadequacies of its host hardware.

Creditably, developer Aquria took the reactions to heart and resolved to work off the feedback to come up with a bigger and better product, and on bigger and better consoles. The result is Caligula Effect: Overdose, just released out West on the PS4 and Nintendo Switch. As the title suggests, it's an improved version of the original, presenting gamers with crucial choices from the get-go, additional characters, narrative tweaks that allow for alternate endings, and graphical enhancements otherwise unavailable on the constrained Vita.




Story-wise, The Caligula Effect: Overdose prudently retains the already-compelling approach of its source material, albeit with a vital twist. At the outset, gamers are afforded the freedom to provide the name and gender of their character, and the tweak, while seemingly subtle, ensures expeditious engagement and enhanced empathy. And as they go through the narrative which has them realize that Mobius is a Matrix-like made-up world created by the sentient vocaloid Mu, their heightened identification with their dramatis persona informs their decisions. Do they help other equally wisened protagonists in the Go-Home Club expose the dichotomy? Or do they act as a de facto double agent and perpetuate the status quo, leaving affected individuals stuck as high school students in an artificial representation of life?

The Caligula Effect: Overdose unveils the blue pill-red pill dilemma in compelling fashion. The Go-Home Club is composed of enlightened students determined to expose the truth and free the minds of unwitting victims (or, as the case may be, beneficiaries) of Mu's creation. At the other end of the spectrum are Osinato Musicians, who compose songs for the latter to perform in order to keep Mobius' inhabitants in a trance. Along the way, gamers are aided by Aria, a virtual doll, in their mission and in harnessing Catharsis Effects, which develop from tense situations and, in her absence, which could have turned their character into a Digihead. Instead, the emotional reactions become weapons that manifest in radical alterations to their character's body.





Parenthetically, The Caligula Effect: Overdose boasts of a unique system triggered when members of the Go-Home Club do battle with the Osinato Musicians and brainwashed Digiheads en route to Mu. For every turn-based cycle, gamers can line up three courses of offensive or defensive action and then preview the timing of these courses via an Imaginary Chain. Period- and position-specific adjustments can be made to unleash effective combos, although the presence of mini bosses can stunt progression as initially envisioned. The flipside, to be sure, is that preparations take a while even for seemingly perfunctory combat. The math is clear: the Club's party of four requires 12 choices per turn, even during random encounters.

As with other turn-based role-playing games, The Caligula Effect: Overdose compels gamers to go through no small measure of grinding to earn Stigma and skill points and get ahead. Thankfully, there's an auto-battle option that can be turned to at any given instance, not to mention a more indicative map that allows for better location and level navigation. There is likewise the Causality Link, which, in a nod to the Persona franchise, enables the main character to develop social relationships with party members and over 500 non-playable characters. These, in turn, open up side quests aimed at solving personal problems and requiring quirky solutions.




In this regard, The Caligula Effect: Overdose shines in comparison to others in its genre. Even Osinato Musicians have Character Episodes that gamers can delve into, thereby enriching their appreciation of the overarching narrative. Heavy themes are tackled, in the process showing the marked differences between the lives of the protagonists and antagonists in Mobius and in the real world. They may be high school students in Mu's structured handiwork, but, in truth, they actually live more complex, and complicated, lives. Where are they happier? And where are they truly better off?

In any case, The Caligula Effect: Overdose's technical superiority vis-a-vis its predecessor is a plus. Gone are the frame drops that marred the presentation of The Caligula Effect on the Vita, as well as the soft tones and washed-out colors that then prevailed over the graphics. In their place are sharp outlines and distinct blends, and striking animation effects benefiting from its use of the Unreal engine. Notably, the soundtrack retains its appeal; original Japanese voices are backed up by music that draws the appropriate emotions for the moment. On the more powerful PS4 and Switch, though, their impact is pronounced.




In the final analysis, The Caligula Effect: Overdose makes good on its promise. It's what the original was envisioned to be. In fact, it's better, if nothing else proving that developers can, indeed, take criticism constructively and come up with improvements that lift up the overall experience. It's still far from perfect; among other things, Casualty Links involve too many characters for gamers to keep up with, and the presentation of their backstories can come off as heavy-handed, particularly when stereotypes are promoted. Still, it's a notch above the dregs that permeate the RPG landscape, offering notable features not found in supposed peers. Two thumbs up, and, whether at home on the PS4 or on the go with the Switch, well worth its $49.99 list price.



THE GOOD
  • Compelling narrative
  • Unique gameplay characteristics
  • Technically superior to predecessor
  • Use of Unreal engine allowing for graphical improvements on more powerful platforms
THE BAD
  • Grinding required, and not always providing the desired rewards
  • Can come off as heavy-handed
  • Relationship-building component can prove too taxing for comfort


RATING: 8/10

Anthem | Release Date, Latest Trailer, Latest News

Anthem Release date, Anthem Latest news, Anthem, Anthem trailer, PS4, Xbox One, PC

Anthem | Release date, Latest Trailer, Latest News

Anthem is the following huge IP from Bioware, the makers of the Mass Effect and Dragon Age series. First revealed at E3 2017, the epic science fiction RPG expects to unite single-player, multiplayer, shooting, and RPG components in a comparative vein to Bungie's Destiny franchise — yet from a third-individual point of view. 

Pro-GamersArena has compiled everything you need to know about the upcoming BioWare's 'Anthem' including all the latest news, release date, gameplay and more...


Anthem: Quick Facts

  • Initial release date: 22 February 2019
  • Developer: BioWare
  • Engine: Frostbite 3
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows.


Anthem: Releasing On 22 February 2019.



Anthem has officially been delayed to 2019 to prepare for Battlefield 5 in October 2018. The upcoming RPG will now release for PS4, Xbox One and PC on February 22nd, 2019, or, in other words previously the March 2019 release date EA proposed the game would have in a recent earnings report.


Anthem: Latest Trailer

Bioware shared a new story trailer for Anthem at The Game Awards 2018, finally offering a closer look at the mysterious force, the Freelancers are fighting, and what seems to be the main antagonist. He's absolutely dressed like a bad guy, anyway. The titular Anthem is on a rampage, and this bad guy is harnessing it for no-doubt evil purposes.






Anthem: Latest News

BioWare has given an update to when the demo for Anthem will be released, giving more specific time frames for when fans can hope to play it. 

Announced on EA's site, there will be two release dates for the demo: Players who pre-order or subscribe to Origin Access will get the chance to play the previous weekend, January 25-27. And the open demo will run from February 1-3 on PS4, Xbox One, and PC and will be available to all players.


Related Article: Anthem Detailed Preview.