I might have been only person happy with the new TS points. They haven't really clicked with me this edition so far, they've been very strong but whenever I've dabbled I've wanted to go back to CSM and punch things in the face with Possessed, which is an experience TS tend not to offer (not helped but not owning any Vortex Beasts.) Combined with a very solved build quickly in both index, and a similar more goaty post Codex build they haven't really leapt out to me.
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30 Scarabs taking a flank each and the middle prepare to advance into Plague Legion |
Editors note after initial posting - I misread the wording Implacable Guardians (I saw Rubricae Psyker rather than Rubrice Marines Pysker) and my Scarab Occult Terminators used this on I think 3 occasions over the event to get -1 damage from shooting incorrectly. I have left the times I used in photos below for posterity and apologise to my opponents for the error!
Still the balance dataslate did throw out a crumb along with the large series of nerfs - Scarab Terminators and I'd heard anecdotal stories of people having saying how good the list was. It tended to be followed by "and then I won against them" but still. Plus after how my CSM list had slowly gotten less brawlery and more tradey I wanted something a bit more aggressive/midboard bully with some teams event lined up and the list felt like it could be a decent hammer. So when I got 10 in the post on a Thursday after proxing the list once, and saw their were still tickets available for a RTT Saturday my evening became filled with a mad gluing/painting spree to get them battle ready (the trim was out the question, but 5 colours + basing on all models was done) along with some Sekhetar Robots which looked much better in the flesh than their initial previous and the list came out as thus:
Allergic to hoovers - Thousand Sons - Rubricae Phalanx (2000 Points)
Character:
Daemon Prince of Tzeentch (210 pts)
• Dark Blessing
• Hellforged weapons
• Infernal cannon
• E: Risen Rubricae
• Warlord
Sorcerer in Terminator Armour (85 pts)
• Gaze of Hate
• Force weapon
• Inferno combi-bolter
Sorcerer in Terminator Armour (85 pts)
• Gaze of Hate
• Force weapon
• Inferno combi-bolter
Sorcerer in Terminator Armour (85 pts)
• Gaze of Hate
• Force weapon
• Inferno combi-bolter
Battleline:
Rubric Marines (105 pts)
• Icon of Flame
• Aspiring Sorcerer
• Warpflame pistol
• Force weapon
• Malefic Curse
• Rubric Marine w/ soulreaper cannon
• Close combat weapon
• Soulreaper cannon
• 3x Rubric Marine w/ warpflamer
• 3x Warpflamer
• 3x Close combat weapon
Infantry:
Scarab Occult Terminators (360 pts)
• Scarab Occult Sorcerer
• Prosperine khopesh
• Force weapon
• Malefic Curse
• 2x Scarab Occult Terminator w/ soulreaper cannon
• 2x Prosperine khopesh
• 2x Soulreaper cannon
• 2x Hellfyre missile rack
• 7x Scarab Occult Terminator
• 7x Inferno combi-bolter
• 7x Prosperine khopesh
Scarab Occult Terminators (360 pts)
• Scarab Occult Sorcerer
• Prosperine khopesh
• Force weapon
• Malefic Curse
• 2x Scarab Occult Terminator w/ soulreaper cannon
• 2x Prosperine khopesh
• 2x Soulreaper cannon
• 2x Hellfyre missile rack
• 7x Scarab Occult Terminator
• 7x Inferno combi-bolter
• 7x Prosperine khopesh
Scarab Occult Terminators (360 pts)
• Scarab Occult Sorcerer
• Prosperine khopesh
• Force weapon
• Malefic Curse
• 2x Scarab Occult Terminator w/ soulreaper cannon
• 2x Prosperine khopesh
• 2x Soulreaper cannon
• 2x Hellfyre missile rack
• 7x Scarab Occult Terminator
• 7x Inferno combi-bolter
• 7x Prosperine khopesh
Tzaangors (70 pts)
• Twistbray
• Tzaangor blades
• Herd banner
• Brayhorn
• 9x Tzaangor w/ Tzaangor blades
• 9x Tzaangor blades
Tzaangors (70 pts)
• Twistbray
• Tzaangor blades
• Herd banner
• Brayhorn
• 9x Tzaangor w/ Tzaangor blades
• 9x Tzaangor blades
Beast:
Chaos Spawn (65 pts)
• 2x Chaos Spawn
• 2x Hideous Mutations
Chaos Spawn (65 pts)
• 2x Chaos Spawn
• 2x Hideous Mutations
Vehicle:
Sekhetar Robots (80 pts)
• 2x Sekhetar Robot w/ warpflame projector and claw
• 2x Power claw
• 2x Warpflame projector
• 2x Close combat weapon
• 2x Heavy warpflamer
• 2x Hellfyre missile rack
Core of the list was very simple - 3 big terminator bricks with a Terminator Sorcerer in each, a Daemon Prince to give them Stealth and enactment to infiltrate a squad of terminator, some chaff/scoring pieces in the Spawn and Tzaangors plus some Robots for infiltrate and Rubrics for general overwatch/another caster. Basic plan was to try and trade a bit first couple of turns, then have a big go turn (probably started via Rapid Ingressing one of the Terminator squads) and roll over the middle.
Game 1 : Supply Drop/Tiping Point on GW Layout 2 v Ollie Sherress's Leagues of Votann
Breakfast Oatbran 2 (1985 points)
Leagues of Votann
Strike Force (2000 points)
Brandfast Oathband
CHARACTERS
Brôkhyr Iron-master (105 points)
• 1x Brôkhyr Iron-master
• 1x Graviton hammer
1x Graviton rifle
• Enhancement: Trivärg Cyber Implant
• 1x Ironkin Assistant
• 1x Close combat weapon
1x Las-beam cutter
• 1x E-COG
• 1x Plasma torch
• 1x E-COG
• 1x Manipulator arms
• 1x E-COG
• 1x Autoch-pattern bolt pistol
1x Close combat weapon
Memnyr Strategist (45 points)
• 1x Autoch-pattern bolt pistol
1x Close combat weapon
Ûthar the Destined (95 points)
• Warlord
• 1x Blade of the Ancestors
1x Rampart Crest
1x Volkanite disintegrator
DEDICATED TRANSPORTS
Kapricus Carrier (75 points)
• 1x Armoured hull
1x Magna-coil autocannon
1x Smoke Launcher
1x Twin magna‑coil autocannon
Kapricus Carrier (75 points)
• 1x Armoured hull
1x Magna-coil autocannon
1x Smoke Launcher
1x Twin magna‑coil autocannon
OTHER DATASHEETS
Brôkhyr Thunderkyn (160 points)
• 6x Brôkhyr Thunderkyn
• 6x Close combat weapon
6x SP conversion beamer
Brôkhyr Thunderkyn (80 points)
• 3x Brôkhyr Thunderkyn
• 3x Close combat weapon
3x Graviton blast cannon
Hekaton Land Fortress (240 points)
• 1x Armoured wheels
1x Heavy magna-rail cannon
1x MATR autocannon
1x Panspectral Scanner
2x Twin bolt cannon
Hekaton Land Fortress (240 points)
• 1x Armoured wheels
1x Heavy magna-rail cannon
1x MATR autocannon
1x Panspectral Scanner
2x Twin bolt cannon
Hekaton Land Fortress (240 points)
• 1x Armoured wheels
1x Heavy magna-rail cannon
1x MATR autocannon
1x Panspectral Scanner
2x Twin bolt cannon
Hernkyn Yaegirs (90 points)
• 1x Yaegir Theyn
• 1x Bolt revolver
1x Close combat weapon
1x Plasma knife
• 9x Hernkyn Yaegir
• 1x APM launcher
7x Bolt revolver
9x Close combat weapon
1x Magna-coil rifle
7x Plasma knife
Hernkyn Yaegirs (90 points)
• 1x Yaegir Theyn
• 1x Bolt revolver
1x Close combat weapon
1x Plasma knife
• 9x Hernkyn Yaegir
• 1x APM launcher
7x Bolt revolver
9x Close combat weapon
1x Magna-coil rifle
7x Plasma knife
Ironkin Steeljacks with Heavy Volkanite Disintegrators (180 points)
• 1x Steeljack Theyn
• 1x Autoch-pattern bolter
1x Plasma sword
1x Preymark Crest
• 5x Ironkin Steeljack
• 5x Heavy volkanite disintegrator
5x Plasma knife
Ironkin Steeljacks with Heavy Volkanite Disintegrators (90 points)
• 1x Steeljack Theyn
• 1x Autoch-pattern bolter
1x Plasma sword
1x Preymark Crest
• 2x Ironkin Steeljack
• 2x Heavy volkanite disintegrator
2x Plasma knife
Ironkin Steeljacks with Melee Weapons (180 points)
• 1x Steeljack Theyn
• 1x Autoch-pattern bolter
1x Plasma sword
1x Preymark Crest
• 5x Ironkin Steeljack
• 5x Autoch-pattern bolter
5x Plasma sword
Pregame thoughts: A lot of T12 2 up save to chew up! Hope this doesn't become a recuring thing. To be fair the bigger threats are probably the Thunderkyn, having experienced them once their damage is pretty nutty in the 6 squad. The good news for me is that the other squad end up really telegraphing the big squad with the ignore cover giving me a chance to -1 damage their damage. I initially thought Stealth on the Prince would be really key in the match up especially on units off objectives so Votann didn't get the early +1 to hit...but so much of Votann either ignored modifier or had Crit 4's that this turned out to be very wrong. Arguably the biggest problem is the blooming Yeagir/Carrier package, on a low scoring mission their reactive move/command phase disembark/transport shenigans gave Votann a really strong way to control primary that I couldn't interact with if I got close (am I the only that thinks reactive moves into transports are too strong and shouldn't exist, especially with inch from wall?) So trying to stay 9 away and shooting them off early and scoring big late on was the key, helped by going second.
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Votann deployment, 3 big tanks split up with the 6 Thunderykin in the top of shot one. |
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TS deployment - forward deployed Scarabs/Robots at bottom to hide were they can threaten two objectives with other squad in middle. |
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Votann scoot up abit but other than few secondaries don't do anything turn one. They pop onto top left objective as my Rubrics stay 9 away and burn them away stop a squad of them at least. Robots go onto bottom right objective as rest of army mostly hides. |
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Votann turn 2 - Land Fortress's take some shots into Robots killing them but doing little putting their shots into the Scarabs. I move up in response and Tzeentch decides I should fail my spells (including 5+ to cast re-roll 1's on 3d6) other than a little doombolt, I end up doing more damage to myself than Votann though! |
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Blurry shot as Spawn and Tzaangors move up to try and pressure the transports - I want to try and move block them/reduce space for them to disembark onto objective in command phase but end up failing charges. It had been an attempt as a full send turn but other than sprinkling of damage onto a single land Fortress I'd mostly bounced. |
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I did at least pick up the Carrier in the middle though, as Votann prepare to return fire into me. |
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Intense measuring going on. Apparently some people that read this really enjoy shots of the tape measure in action during games and who am I to say no? (Hi James and Nicola.) |
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Votann unload their firepower into a Scarab unit killing most of them and clearing the middle of most of my chaff. |
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Given most of my units are in the open I rapid ingress the other Scarab unit to try and overload Votann with targets. |
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Side on view of the battle. Objective 4 on bottom right is about to disappear. |
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TS turn 3 - with objectives going I move towards centre and overwhelm it with bodies. Every available gun goes into the Thunderkyn and they get blown away. |
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Steeljacks are a pain, their devestating wounds especially are strong into my terminators but they are out of position and can be ignored as Votann try to get back into position. |
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Scarabs take the top objective and leave just a single Yeagir left. |
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Very good turn for TS as they take attrition and score lead. |
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Votan move up and take out my Prince but it takes almost everything of theirs. Scarabs up top start to move towards middle for end of game scoring. |
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TS turn four Scarabs clear up the Land fortress and stay resolute in the middle. |
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Given the mission I abandoned my home objective long ago, Thunderkyn hold it and I ignore them. Feels wrong but only the middle matters. |
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Votann make one last play for the middle and take control... |
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But its no match for the last two Scarab squads who manage to kill it and secure a comfortable win for TS. |
Thousand Sons win 78-47
Post game thoughts: So I overestimate my damage and had a whiff of a go turn, but thankfully the Thunderkyn had even more of a whiff pack and when I functionally took them all out on the swing back was able to coast to a comfortable victory. Not a big fan of Supply drop, and it was wierd feeling to recklessly abandon my home objective with no consequences but it helped me here. Ollie played TS and actually had some very handy spell tokens on them which they lent to me for the event and were very helpful.
Game 2 : Purge the Foe/Hammer and Anvil on Layout 1 v Steven Aminzade's Chaos Daemons
Stink (1975 Points)
Chaos Daemons
Plague Legion
Strike Force (2,000 Points)
CHARACTERS
Epidemius (80 Points)
• Warlord
• 1x Balesword and Nurgling attendants
Great Unclean One (285 Points)
• 1x Bilesword
• 1x Plague flail
• 1x Putrid vomit
• Enhancements: Droning Shroud (Aura)
Great Unclean One (270 Points)
• 1x Bileblade
• 1x Bilesword
• 1x Putrid vomit
• Enhancements: Font of Spores (Aura)
Great Unclean One (250 Points)
• 1x Bilesword
• 1x Plague flail
• 1x Putrid vomit
Poxbringer (55 Points)
• 1x Foul balesword
Rotigus (250 Points)
• 1x Gnarlrod
• 1x Streams of brackish filth
Sloppity Bilepiper (70 Points)
• 1x Marotter
• Enhancements: Cankerblight (Aura)
BATTLELINE
Nurglings (40 Points)
• 3x Nurgling Swarm
◦ 3x Diseased claws and teeth
Nurglings (40 Points)
• 3x Nurgling Swarm
◦ 3x Diseased claws and teeth
Plaguebearers (110 Points)
• 1x Plagueridden
◦ 1x Plaguesword
• 9x Plaguebearer
◦ 1x Daemonic Icon
◦ 1x Instrument of Chaos
◦ 9x Plaguesword
Plaguebearers (110 Points)
• 1x Plagueridden
◦ 1x Plaguesword
• 9x Plaguebearer
◦ 1x Daemonic Icon
◦ 1x Instrument of Chaos
◦ 9x Plaguesword
Plaguebearers (110 Points)
• 1x Plagueridden
◦ 1x Plaguesword
• 9x Plaguebearer
◦ 1x Daemonic Icon
◦ 1x Instrument of Chaos
◦ 9x Plaguesword
Plaguebearers (110 Points)
• 1x Plagueridden
◦ 1x Plaguesword
• 9x Plaguebearer
◦ 1x Daemonic Icon
◦ 1x Instrument of Chaos
◦ 9x Plaguesword
OTHER DATASHEETS
Beasts of Nurgle (65 Points)
• 1x Putrid appendages
Beasts of Nurgle (65 Points)
• 1x Putrid appendages
Beasts of Nurgle (65 Points)
• 1x Putrid appendages
Pregame thoughts : Alot of T13 monsters with an invul to chrew up. Hope this doesn't become a recuring thing. First time against Plague Legion and some good and bad. The good - I can deploy aggressively and I'm not really worried about any shooting they have. The bad - apart from general unfamiliarity with a very skew list and its tricks the biggest issue is that with 3 units doing the heavy lifting, any failed battleshock on them is so, so crucial especially as it functionality locks me in combat (as I can't use fall back and shoot/charge on Scarabs) and removes most of my damage as a result. General plan to be aggressive in this game, if I try and take it slow then the amount of OC and random battleshocks have more a chance to upset me - more battleshocks are bad in themself, but it gives me more chances to hold, rather than have one cruical fail later.
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TS deployment - Tzaangors strung along the back to stop deep strike with Scarabs forward deployed behind Robots. |
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TS win turn one and Daemons start scouting up |
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TS deployment and reserves with Greater unclean one and Plaguebearers ready to come in. |
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Rather have gone second but alas. TS move up, kill some Nurglings and that's a turn. |
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Plague Daemon infantry are surprsingly fast! |
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I'm not really worried about Plaguebearers damage (although Sloppity Bile Pipers ability to instantly kill a Scarab via failed batteshock is scary) so I heroic in to start trying to chew my way through the Daemons. |
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TS at end of turn 2 - Scarabs and Spawn combine to deny Daemons primary at top of shot and I clear out the Plaguebears on the bottom of shot objective via shooting after falling back with Scarabs. I charge into the Beast of Nurgle but it passes all its saves so I sit their gormlessly as a GUO rapid ingress's close by. |
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Scarabs, cursed by only having been in my possession for 48 hours at this point don't look entirely terrible but their lack of trim does leave them lacking and its presumably why they don't damage the Beast. |
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Great Unclean One storms the objective assisted by Nurglings to help split attacks and provide -1 to hit. The Scarabs can't focus enough damage of note on the GUO but do kill the Beast. |
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TS resources are stretched, I full send in the middle as much as I can and deploy Terminators in position to start chewing through from the Centre (mostly obscured by ruin.) However it does leave position for Daemons to rapid ingress between the two white lines. |
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Shot from the other side of the table. Most of the action is on other side, as I want to try and stay away from two GUO behind the ruins and I use my Spawn to block off space for them to come through. |
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Plaguebearers deep Rapid ingress in to threaten my backfield as I do manage to take out most of the stuff in the middle to deny Daemons. |
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Still 2 GUO's and Rotigus are unhurt and prepare to move up. |
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Great Unclean ones move up, through a wall or around them. |
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Reverse shot. TS haven't lost much of note but neither have Daemons. |
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Plaguebearers charge Tzaangors - however they don't charge well enough to get onto the objective (and avoid HI from Scarabs nearby) |
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On top of shot Beast and GUO charge spawn but only kill one. Scarabs HI and kill the beast. Last turn my Daemon Prince charged Epidermis. He did the same amount of damage as the rest of the tournament in a single combat combined, dealing 3 wounds. |
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Primary is a struggle, and I fail Daemon induced battleshock on the bottom squad of Scarabs so they can't fall back and shoot, so stay in combat. |
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Scarabs in the back have to secure my home objective, they clear out the Plaguebearers as Tzaangors disspear to other side of board to get an Establish Locus. |
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Scarabs can't clear the middle as Daemons get a hold more primary before the end as score remains very tight. Two GUO's join up to fight Scarabs. |
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Rotigus clears out most of the Scarabs on his objective, however on my turn 5 I manage to kill it via shooting and slingshot onto the objective via charging Nurglings for some vital Secure points. |
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Final turn of the game, my phone wasn't working on time so opponent was scoring so unsure of score at various points during the game. However TS can't lose going into Deamons turn 5, but Daemons can draw. Daemons need a 7 charge without a re-roll succussed and need to kill 10 Tzaangor to tie the game. They roll 4/5ish lethals off the bat, but only 2/3 wounds so Tzaangor manage to survive and TS take the win! |
Thousand Sons win 87- 81
Postgame thoughts: Really tight, really fun game. A lot of hard work, but durability on both sides in very different ways I always thinks makes a game more fun than "I see you, you die" as it gives more chances for things like positing and multiple turns of micro to come out. A slog of a game, but in the best way! I was very happy with the tempo of the game, Daemons were very low on stuff at the end but even so were just clawing back into the game and had a chance to draw it right at the death and it was a huge sigh of relief when Tzaangors just managed to hold on to stop a No Prisoner and allow me to score kill more that would have otherwise tied the game.
Game 3 : Scorched Earth/Crucible of battle on Layout 1 v Ryan Osborn's Tyranids
Pregame thoughts : Alot of T12 monsters with a 2+ saves, I guess this became a recurring thing. Ryan has very much become my nemesis in recent times, a local player I've played him 3 times previously and haven't beaten him yet (couple of draws in their and we joked pre game about getting another.) Nids have always posed a really nasty counter to Chaos armies, lots of cheap OC bodies and just about every weapon/gun of theirs seems to be damage 3 to punch very nicely into any counter attack I could muster. Subterranean dials this problem up to 11 with the re-rolls, easy reserve charges and teleporting shenanigans (not that invasion fleet doesn't have its own issues.) I had screens to counter this for awhile...but not forever. Try and screen for early turns, be aware it won't be perfect, big all in turn, see what happens?
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TS deployment - Scarabs slightly upfield (denied by Lictor from bieng in a prime spot) with Robots infiltrating between two objectives. |
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Close up look at that Lictor with Tzaangors/Spawn ready to jump onto objective 4 and try and push back Nid tunnel threats. |
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Large angry mountain of Biomass hides (or Nids deployment if you prefer.) |
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TS win turn 1 which I really didn't want, I soften up a Lictor with some flames, screen abit, pass the turn. |
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Daemon Prince in open protected by Lone Opp. Its also sort of screening - I don't really care for him so he's forward, its not a deliberate choice to throw away or anything, but he's not especially protected in the same vein. |
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I shuffle Ryan's card and suggest he will draw Assassinate and Bring it down, and Tzeentch will it to be so. Trygon comes up 6 away to try and score it. |
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Trygon makes it charge after Gaunts and Lictor take objective 6. Trygon low rolls its damage as Daemon Prince deals 3 damage...the rest of the damage it deals in the tournament. |
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Scarabs shoot out the Trygon, Rubrics Warptime up to take out Gaunts and Spawn contest objective from Lictor. |
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Overview going into Nids turn 2. |
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Trygon moves up to objective 6 were it will remain for pretty much rest of the game. Lictor reverses the odds from earlier and contests middle objective from Spawn. |
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All the measuring sticks come out - this took awhile to measure! 2 Haurospex's come out and one makes it charge, Scarabs unit Rapid Ingress's in and threatens to HI, but wait for the second charge and don't need to after the failed charge. |
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Thankfully Scarabs roll hot on saves and don't take much damage.
|
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I really want to deny objective 6 to Nids but Tyrannofex presence means I can't as Swarmlord moves up, mostly to provide his Vect Aura. |
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TS fall back and start to smash as Scarab units combine to take out both Haruospex's. I actually try hardest to take ou the Ravenors and stop some of the tunnels but one manages to live on a wound or two. The Spawn try to charge the last (multi-charging the Tyranofex to stop it shooting Prince next turn) but fail. |
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The Prince this time does move up to screen Scarabs deliberately and block access to Swarmlord. |
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Close in view - Spawn charge Lictor/Tyranofex and just lock them in a combat over several turns, neither side do any real damage. The middle Tyrannofex's shoot my Prince in the middle to death. |
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Nids teleport a Excorine over to join its mate, but they do almost nothing (they inflict an impressive 14 saves, I pass 10 of them with -1 damage up.) Scarabs shoot one out back. |
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Swarmlord charges Scarabs and manages to kill..like 2 of them? Scarabs have to spend 2 CB to fall back and shoot/charge and take him out in Response and go into Tryanofex. |
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Reverse shot of battlefield. |
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TS are up but Nids keep primary ticking over due to Tyrannofex on objective and stay in the fight. |
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Final shot going into Nids turn 4 as clock pressure became a thing. TS top Squad gets charged by Trygon and it blows through most of them accompanied by Hormagaunts to take objective and deny TS primary. TS struggle to get any secondaries (the full unhurt Scarab unit has to Establish locus in the middle) or dislodge the remaining monsters well enough to stop Nids and they score very heavily in last turn. |
Tyranids win 72-70
Postgame thoughts: Another loss to Ryan! Ryan might have won by a few more points, but with time in the round almost out Ryan's last turn was "what can be done to secure win without dice" and a few more points were likely possible in his final turn if we had time (their was a lot of complex measuring of 9/6 away from units to work out what was possible for DS.) This was a disappointing loss, it felt like I had the chance to take control. Looking at end of turn 3 I had 49 point to Ryan's 36 and killed a lot of big stuff but I just ran out of OC and spare units (6 secondary points on last 2 turns, often causing big units to do actions when I wanted to punch.) TS damage is really high, but only one a unit or two (and very spell dependant to get through T10+) and the sheer quantity of tough wounds on different monsters made it a relentless process that ground out TS's momentum. Ryan joins David Gaylard and possibly Tom Green in the exclusive and highly niche "people who I've played 3+ times including at least once at a tournament an not beaten yet" list.
Finished up respectable 6th out of 23 players. The list was really fun, very different change of pace. With teams view on, I didn't really get a chance to go full hammer, having 3 lists with mass T12 (or higher) would probably have caused a few angry words to the captain if that had been my pairings (especially with 3 of my least favourite missions with none really benefiting from holding 3 objectives.) For the list itself I'd probably look at switching out the Prince, Stealth didn't come up often and 180 points for Stealth and a pitiful combat profile didn't really seem worthwhile for me (and the shooting isn't really what the list needs.) Splitting him up into 2 units for some more screening/actions and even really damage seems like a good choice, with the rest of the list working well for the most part. MVP were probably the Spawn - cheap, annoying, brilliant. Not sure they killed anything all event, but awesome.
(Also sorry for even less proof reading than normal in this and last blog, these take a lot of time to write and normally running low of motivation to do them by the end. As this is a just for fun thing for me and I don't want it to be obligation if I stop having fun I stop to make sure I want to do these in future.)
Next time - Probably teams as everyone points that that I should just play World Eaters.
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