DE: Dark Eldar List Building Advice

Posted by KP-3မိသားစု |

Alright boys, school's in session again!

Warning: Long-ass post ahead.  Get ready to read, or not, up to you.

Alright everyone, this is the long-awaited guide for how to build Kabal and Cult lists with the new book.  This is my personal advice for building lists and I know the book is still super young, but please bear with me.  I have over a decade of competitive Dark Eldar play and have been doing this game for a long time.  I've played through the bi-polar 3rd edition book, enjoyed the awesomeness that was Phil Kelly's 5th, to the god damn terrible flavorless books of 6th and 7th.  Now I'm back after playing extensively with the 8th Ed. Index and now the time has finally come:  The 8th Ed. Codex is here.  What can I say?  I've been enjoying the hell out of the book so far.  Of course, there are some misses just like every other book, but there are also a few things that are absolutely great.  I want to tell you what those great things are.

Brainstorming is one thing, but having played 5 games already, I'm feeling damn good with what we have now compared to the garbage we had before.  For the most part, I can only speak from my experience so far using Kabals, pure Kabals, and minor using Cults.  The last game that I had was using some minor Wych support again (dual Raiders), but there's also some opportunity over the weekend to bring in my Eldar for some more rigorous games.  This Dark Eldar pain train has no brakes and I don't see myself stopping any time soon.  I'm back and excited for the first time in a long time.

Without further bullshit, let's get down to it.  This is how I think we should design a successful list.  Keep in mind again, I'm primarily a Kabal player but I dabble heavily in Cults.  Check my old school 5th Ed. articles if you don't believe me!

All in all, there are 6 key steps:
  1. Define theme and list goals
  2. Build a unit bucket to accomplish those goals
  3. Build a skeleton list
  4. Balance your list's firepower
  5. Perform a firepower analysis
  6. Min-max your list and adjust

Here is my recipe for success:

The FIRST thing you should do is come up with a theme and set yourself up with some list goals.  Do you enjoy shooting a lot and heavy firepower from range?  Do you like more melee and assault units?  Do you like a lot of resilience and having great attrition and durability?  Check out this earlier post of mine for ideas for how to pick a theme.  If you come to this blog a lot, it's probably because you like shooting shit to death and assaulting once in a while.

Also part of this exercise is to come up with list goals.  These goals are what you aim to accomplish with your army that is similar, but more specific than your theme.  If you chose speed and firepower for example, what units would you take to get this done?  What Obsessions are you going to focus on?  What are some of your must-have and must-includes?  Sometimes, these must-haves don't have to be completely competitive in nature.  People have pet units all the time, as in units that are not really competitive but they take them in every game because their girlfriend painted it for them, or maybe they like the fluff, or whatever else.  These are just some of your own personal must-takes.

I'll provide you with my example for list goals:
  • Must be "pure" Kabal
  • Must have Cunning and Agents of Vect
  • Must have amazing Alpha and follow-up (1-2 punch)

Side note - Aesthetics are important:
Remember this above all else:  Build the army you enjoy aesthetically (this includes theme).  I can't stress this enough.  I've taught GW Academy for years and one of the first things I teach to anyone jumping into the hobby is to pick the army you enjoy visually and thematically.  You will be building these units, painting these units, listhammering with these units, and playing with these units for a long time.  You will bond much faster with the army if it's the same one you wanted from the get-go.  You invest a lot into this hobby and quite honestly, money is the last thing I think about.  It's the time and energy that really stands out, and that is what will drive your need to improve your game.

Still with me?  Good.

The SECOND thing I suggest you guys do is to build a competitive unit bucket.  No, seriously, get out a piece of paper and write down all the units that have the most impact on your game.  It doesn't matter what it is, but it should look something like this:

Archon, Blaster = 89
5x Warriors, Blaster = 47
5x Trueborn, 4x Blasters = 123
Venom = 65
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
Razorwing, 2x Dinsintegrators  = 135
Ravager, 3x Dinsintegrators = 125
...etc

These units should have their costs laid out according to the bare minimum for what you will never leave home without.  Everything else is considered EXTRA points and therefore LUXURY.  You only add points when you have your skeleton list in place.  You don't build a house with all the bells and whistles first.  You must lay the foundation with what you know for sure works and go from there.  I will always, especially to new players, recommend they write their unit costs and abilities on pen and paper over something like BattleScribe.  BS is great and I'm not a dinosaur:  I only advocate the pen and paper route because it helps build familiarity and knowledge with your units so you're not reliant on your applications.  Think about it like driving to a new place to work:  Do it enough times and it will stick; the same could be said about unit stats and point costs.  Yes, I wrote all those above off the top of my head.

Side-note: Warriors, 5 or 10?
Always take 10 unless you need the cargo space in a Command Raider (space for your HQs), intend on taking Venoms, or you don't have enough points.  Obviously, if you take a Venom you're kinda forced into a 5-man getup, but otherwise always take 10 because it unlocks the heavy weapon choice.  The only time I would not recommend taking the heavy weapon is if you need a Battalion happen with 1 more Troop choice for example.  Since you can fit 2 5-man units into a single Raider, you can spend the points to pile into the same transport.

Die, filthy Mon-keigh.

The THIRD thing you should do is build a skeleton list.  What I mean by this is to put down the list that will make your list work at a bare minimum.  For starters, I will always recommend following a Battalion layout because our Troops are actually good, and we'll want to have Archons in our list for those sick 6" bubble re-rolls.

The one thing to keep in mind here is redundancy.  You want to make sure that you're not taking 1-ofs everywhere unless you're experimenting or going for a very specific goal with a very specific combo.  Only when you can't make something redundant due to points restrictions do you hold back.  This is why most competitive lists tend to look spammy, but this truly is the most effective way to build lists that are durable and threatening.  Single targets are easy to isolate in terms of targets and you want to increase your threat level by giving your opponent a larger array of dangerous targets.  The more you make them think of the game, the higher your chance of winning.  This is because the more things there are to think about, the higher the chances they will make a mistake and therefore, make a poor decision that will benefit you.

A sample skeleton Battalion:

HQ:
Archon, Blaster = 89
Archon, Blaster = 89

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

There you have it.  This is all I'm going to take to reach Battalion requirements so you can unlock that sick +3 additional CP.  You want CP to be a factor in your game, but it should not be a requirement.  You should not enter list building with a mindset that you're going to shoot for 9 or 12 CP or something like that.  You run the risk of taking a lot of ineffective units that do not jive with your theme and/or doesn't provide your army with the kick that it needs to be effective.  How do we determine what's effective and what's not?  Well, for one, look at what other people take and write about (such as this blog) and above all, experiment yourself in your local meta.  I don't know what's best for your friends or enemies, but I can sure tell you what I personally find to be great.  If we want to put some data behind this, we'll have to do a firepower analysis, which I'll talk about in a bit.

Side note - Raider vs. Venom:
There's a lot of discussions about which one is the better choice.  Frankly, this depends a lot on your meta first and foremost, but it also depends on whether or not you need the cargo space.  With the new book, the Raider got a massive points drop so it's more comparable to the Venom (who also got a points drop).  If you do some quick addition, a 5x Warrior squad with a Blaster in a Venom is 112 points vs. 132 from a Raider with a Dark Lance carrying the same units.  The only big difference there is not durability, it's actually about the armament and purpose.  The Dark Lance is an anti-tank weapon whereas the Venom is better at killing infantry.  However, a Raider has the ability to take Splinter Racks and Disintegrators as well so I would say that it's generally more flexible.  Keep in mind that unlike the Raider, the Venom does not degrade in potency once it takes damage.

Slayin' ain't ez.  For Dark Eldar, it is.

Now that you have a skeleton list established, the FOURTH thing I would do is to balance your firepower.  What do I mean by this?  I mean you should always build for balanced lists.  Don't go too heavy in any one direction (anti-tank vs. anti-infantry), try and balance it out so you can fight a multitude of different foes.  I like to think of this balance as the PUG-ready list.  This meaning that you can show up at any local game store and throw down the gauntlet for who wants to take a beating at 2K points.  You should then feel confident that no matter what the other dude puts on the table, you should feel like you have a decent chance to win if you're playing right.  I'm not even going to talk about potential mismatches where you show up and want to play with like a 7/10 power level list and the other dude has 9 bubble-wrapped Ravagers or some other shit next to his Adepticon Tryhard trophy.  No, we want to build lists that are nice and balanced against similar-minded opponents.  That's where the true challenge of the game is at.

So what does this list expansion look like?  Something like this:

2000 // 8 CP
Black Heart Battalion +3 CP

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

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

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Blaster, PGL = 92

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

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

What I did here was:  Look at my skeleton list and build on what was missing.  I calculated the points there and added in competitive units from my unit bucket that covers my list's weaknesses.  I wanted to add more killing power through ranged attacks so I added Ravagers and Razorwings.  I'm on a Dissie kick right now because of their killing potential (and I recommend them too!), but I also caution that we should balance that around with some Dark Lances.  Lances are better against heavier targets, but you can always supplement that shooting with a high volume number of Dissies.  Again, this is a meta call:  If your meta is saturated with IG Tank spammers running dirt-cheap Brigades, show up with a list with 20+ Dark Lances and feel no pity.  You shouldn't anyway!

Add the core elements from the unit bucket first before adding on anything else!  All the PGLs, Agonizers, and even extra 2 Warriors that started from a unit of 5 in a Command Raider is LUXURY.  It is not part of what you consider a core part of army construction and should be purchased only when you have spare points.  A mistake that I see people do after so many years in the hobby is going upgrade heavy on a single unit.  DO NOT do this!  Buy everything barebones for it to be fully functional (as in, does it fulfill the role you bought it for), then add on the upgrades only after you've done this with everything else in your list.

Pro-tip: Always buy PGLs on your BS2+ Archons and Succubus first.  All you need is for them to hit and you're golden.  Why not hit with the best chance you have?

Side note: Dissies vs. Dark Lances:
I like data and mathhammer for determining which targets you will frequently encounter and which weapons you should take to deal with them.  Generally, the Dissies are much better now for the cost than they were before, but you will still need Dark Lances to punch through that T7/T8 and to deliver those killing blows with burst damage (6 on a D6 for example).  Check out the calculator that I linked to analyze what targets saturate your meta and prepare for it accordingly.

Take no prisoners.

The FIFTH thing I do at this point is to double-check my math and weigh in your firepower.  You do this by performing a firepower analysis of what you have on the alpha with respect to the range band.  You do this by listing out all your weapons (including ranges if you want), their Strength/AP/Damage if you don't know them by heart, and the BS that they're shot with.  You don't need to write absolutely everything, you only need to write what you think is the most relevant.  It should look something like this:

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
41 Splinter Rifles at BS3+

For me, I've been playing this damn army enough to know all the stats of these by heart, but if you want to get more elaborate you should follow my formula above.  Write out all the stats, on paper (it will help you remember) with how many, from what range, at what BS, and what their stats are.  This will also help you during deployment so you know what you can realistically dish out from your total THREAT range, which for shooty armies, is your move + your weapon's range.  Don't forget that most of our shit is open-top and our guys inside should factor into that equation as well.

This exercise right here is also a damage/gear check.  Just like a raid boss in an MMORPG, you should have something that tells you if you're putting out enough damage for the points.  If you're at 2K points and not within half of what I'm throwing out here, you know that you're at a huge disadvantage if I'm going first (Alpha).  This can also tell you if you're CP whoring and your list is actually "ineffective" at putting down shots down range.  From all the games I've played in 8th, I can tell you that the damage and lethality of the game is a lot higher than it was in the previous editions.  Everything tends to die really quick and there's a much larger emphasis on getting those potential backbreaking blows in the first couple of turns.  This is why the firepower analysis with respect to range bands is important:  You need to know what you can do on your first turn from as far away as you can (because you're wearing T-shirts flying around in paper planes), and what you can do as a follow-up strike when you get near your opponents.

The example here is that by looking at the firepower analysis above, I know that:
I can open at 36" range (14"+36" for 50" threat from my vehicles, with my Razorwings being pretty much unlimited range) with 9 Dark Lances at BS3+ if no one moved, less if I moved due to -1 to Hit for guys inside moving vehicles, 15 Dissies, 3 Razorwing missiles.  I know that if I move all my Raiders up into max range, and my opponent also moves up, potentially next round I can bring 12 additional Blasters into play in addition to X amount of Splinter shots.

This right here is how you should think about playing out your game.  I'm not saying go full rainman on your opponent and trip out midgame, I'm saying that you should be aware of all your weapons ranges so you can better prepare for the next turn and maximize your damage potential.

Pro-tip:  If you're up against a list with higher "alpha damage" than you, it's best to deploy defensively and seek shelter and line of sight blockers.  Alpha damage is someone's killing potential in that first volley of the game.  You want to be highly aware as a Dark Eldar player if you're at a disadvantage here.  You literally afford to eat shit like the other races.  Likewise, you should also be aware when you have the firepower advantage.  This means you can afford to be more aggressive (for that 1-2 punch) if you're the one with the alpha advantage.

Cult of Strife is just.. beauty and pain incarnate.

The SIXTH AND FINAL thing I do now is:  Count up the CPs AFTER the army is complete and see what more I can squeeze out of them.  This is the min-maxing portion and where I spend 70% of my list construction time.  This is because a lot of this comes from experience building lists as a primary aspect of my hobby, but also because a lot of this comes from post-battle reports where I sit back and think really hard about what changes I want to make.

For example, I ran a very similar list during my first game with the new book and that's with a Venom.  However, after playtesting, I found the Venom to be kinda lonely and didn't really serve too much of a service except for the Blaster guy inside.  I thought this through and came to the conclusion that I would rather have another Archon to unlock a Spearhead Detachment to bring my total CP up to 8 from 7, at a cost of a few Poison shots for sure, but I gain a better BS2+ Blaster, another PGL, and another 6" bubble.  The costs were very similar: 112 vs. 92, so the 20 extra points for me was even more worthwhile because I gained a CP at a net "loss" of a few Poison shots.  This is also when I go back and tweak those "luxury" upgrades to different units or replace them with things I feel works better against my opponents.

Welp, I think that's it.  Just keep in mind that this is not meant to be a definitive guide to the Dark Eldar book in the new edition, but it was more like a brain-dump of how I go about building lists that so far, has been working great for me.  Of course, feel free to let me know what you guys think, and I welcome you all to learning the game with me in the next couple of weeks!

Planet's Edge: Two Seasons

Posted by KP-3မိသားစု |

The Moonbase commander congratulates us on retrieving one of the eight artifacts.
           
As several commenters have noted, Planet's Edge has shaped up to have a real Star Trek feel, with the quest titles obvious analogues for episode titles. In fact, it's safe to say that without budget constraints for things like costumes and special effects, Planet's Edge's scenarios are considerably more imaginative and innovative than the typical Star Trek episode (particularly the Original Series). Like their counterparts on Starflight II, the authors here clearly don't believe in convergent evolution. We've seen aliens based on birds and plants and lizards, some with no mouths, some with multiple arms, although all exhibiting fairly human-like personalities and flaws. I just wish the game had given us more portraits for these creatures; there's only so much you can tell from the icons.

I remarked last time that their stories were "a bit silly and trite," and I'll back off a bit now. At the time, I was thinking primarily of the princess looking to escape her arranged marriage, but the subsequent stories have been a little more interesting.

But while I concede that this game could be fun and interesting, I still don't like it. There's nothing in it that I particularly like about RPGs. A certain quality of narrative and variety of quests are important to me, yes, but only when accompanied by meaningful character development or tactical combat. Still, I think the thing that bothers me most about Planet's Edge is not what it lacks but rather a particular quick unique to me: I don't like to know exactly how long something is going to last, or exactly how much time I have left. When I have to do a long, boring chore, I typically find a way to hide the amount of work I have to do or how much time I have remaining. For instance, when I decide to walk on the treadmill for two hours, I put a magazine over the display so I never know exactly how much time I have left. If I have to clean 200 data records, I'll write a process that feeds them to me one at a time without showing me my overall count. I prefer the unknown even when making it unknown makes a task longer or require more effort. If I have to drive somewhere, I'll often take a longer route with an unknown time rather than stick to the empirically shortest route. Yes, I know I have issues. Irene tells me all the time.
             
Planet Edge's sin was telling me that I had to recover exactly eight pieces, then giving me a map that shows the galaxy divided into eight roughly-equal sectors with similar numbers of stars, so that I know each part is going to require about the same amount of time--and that means a 40-hour game at least. I want to know I'm facing a 40-hour game at Hour 37, not Hour 10. This is why I always insists that quests that are about assembling n parts of something always vary the length and difficulty of finding each part. Some you should just be able to walk up and grab. Ultima VI did that particularly well.
           
I had to get rid of all my weapons just to get six cargo units on board.
         
My final complaint, though, is that I don't particularly enjoy blogging plot-heavy games. It's a bit exhausting. If I ran The Adventure Gamer, I probably would have given up already. There's always a question of how much I should include and how much I should summarize. Challenge of the Five Realms was a recent challenge; in blogging that game, I erred on the side of describing nearly every plot point. Other times, I've tried to summarize large sections of plot. My readers don't seem to have a strong preference either way. I'll try to take a middle path here.
               
When I left off last time, my crew was in Sector Algieba, where we managed to get ourselves appointed as emissaries from the Magin to President Ishtao. The president was on Ishtao station, orbiting Algieba, and I couldn't even scan the planet until I'd paid 6 cargo units to the orbiting platform. I had to go back to Moonbase, remove all weapons from my ship, and load up with cargo.

Upon my return, I donated the units and the crew was able to beam down to an episode titled "Inauguration Day."
          
On television, this would have been a two0-parter.
        
It was the best scenario so far. The Algiebians are a reptilian race fond of extra-long "s" sounds in their speech, which would normally make them evil, but they don't seem to be here. They were in the midst of a celebration for the second inauguration of their president, Ishtao. The festivities had been infiltrated by the Geal A'nai, the Algiebian faction that had also tried to kill the princess in my previous session. They also plotted to cripple Ishtao's space yacht and drive it into the sun, killing all of the visitors to the inauguration, and using a body double of Ishtao to give the order. It was a complicated plot. There were signs that the Geal A'nai may not in fact be the "bad guys" of the scenario, and that Ishtao had been mercilessly persecuting them, but it wasn't fully explored.
          
I ended up on the yacht almost immediately after entering the palace, owing to my order of exploration, but I think the events could have been done in any order. The inhabitants of the yacht were obsessed with a card game called, probably, "Chasqua." I say "probably" because the natural speech of the Algiebians put a variable number of letters "a" and "s" in the name. It involves a group of five cards, each aspected to a particular color, which must be inserted into a number of slots in a defined order--specifically, red, yellow, green, orange, and blue. The problem is that there's no objective way of telling which card goes with which color. They all look the same to humans, I guess. You have to show the cards to other denizens in the station and get their opinions. They look at them and say things like, "I'm pretty sure this #2 card is blue," but they give no indication how they're coming up with that information. In any event, they're often wrong, so you have to take notes to whittle it down and go with the highest probability.
          
I'm going to get a second opinion.
         
In the midst of this exploration, a bomb went off on the ship, crippling the engines and the electrical system. The engineer explained that to fix the doors and teleporters, he needed a "gravity bar," which happens to be the prize for winning Chasqua. President Ishtao's doppelganger came over the P.A. and announced that he had ordered the yacht to plunge into the sun so that the Geal A'nai saboteurs would die, trusting everyone else would be willing to sacrifice themselves for such a noble end. The ship's captain, shaking his head at such an out-of-character moment for Ishtao, begged us to get the ship's engines back online and return with the command code so he could override the order. Meanwhile, the fake president demanded the command code for himself.

In due order, I figured out the Chasqua sequence, gave the gravity bar to the engineer, used the now-functioning teleporters to move around the otherwise-inaccessible parts of the yacht, and got the engines back online. Re-starting the engines involved inserting Chasqua cards in a particular sequence; one of the NPCs remarked that the game had been "designed by engineers as a mnemonic for complicated tasks."
       
Although a bit more of an adventure game than an RPG, at least Planet's Edge doesn't put you in a lot of "walking dead" moments. There's a lot of backtracking, sure, but I've found that if I simply stick to an exploration pattern, talk to everyone, and search everything, I'll eventually get what I need.
      
There were several battles with Geal A'nai during the exploration, and combat isn't any more exciting than it was last time. A lot depends on luck. So far, I haven't found a battle that wasn't easy enough to win by reloading. I've found a few weapon and armor upgrades, which I've been distributing according to skill. It also makes sense to keep a couple of different types of armor on you because certain armors defend better against certain weapons. Each item comes with a detailed item description, incidentally, which is something that few RPGs have done thusfar in my chronology.
          
A description of Reflec Armor.
          
Once I had the command codes, I tried both potential endings. If I gave them to the fake president, he continued the ship's course into the sun, rejoicing that, "News will soon reach Algieba IV that a ship full of innocents were killed and they will believe that Ishtao was responsible!" Giving the codes to the commander saved the ship. Either way, my party was allowed to escape in a pod. I decided to go with the "good" outcome (save the ship) because it's my natural tendency, but it occurred to me while writing this entry that 90% of players probably do that. Since I'm not really that excited about the game anyway, why not spice things up by taking the evil path? Maybe you'll see that reflected in the next entries.
           
The party gets the command codes after inserting more cards in those slots.
           
Anyway, the Geal A'nai weren't done. They had also infiltrated the kitchen staff and other key positions in the presidential palace and had plotted to kill Ishtao through a mechanism I completely didn't understand. It somehow just involved pulling a lever. I found a Geal A'nai in a prison cell, and when I showed him one of the amulets I'd looted from a corpse, he thought we were part of his faction and told us where we could find the "sixth key" in a crate in the kitchen. Using it on the lever somehow resulted in the president's death--which I tried, then reloaded.
            
The causal mechanism escapes me here.
          
The "good" path involved getting to see Ishtao by pretending to be reporters (one of his minions assumed we were and gave us a press pass). He wanted proof that the Geal A'nai had infiltrated the palace, which we provided in the form of the amulet. He then wanted us to find the sixth key, which apparently isn't just a key, but the "holiest of relics from the ages of darkness!" Fortunately, we already had that. He rewarded us with an amulet that would grant us passage to the depository on Koo-She Prime.
           
The party enables the president's self-destructive war.
        
I had originally thought I would finally find the sector's quest item--Algiebian Crystals--at Koo-She Prime, but they actually turned up as the result of an innocuous side quest in the presidential palace. One of the rooms housed a museum of Algiebian history--each of the exhibits making that history sound all the more brutal. The curator hinted that she was thirsty, so we bribed her with a bottle of wine we'd received from a bartender. She wandered away from her post, allowing us to throw the switch that controlled the force fields over the exhibits. By now accustomed to searching everything, I searched each exhibit and serendipitously found the crystals in one of them. To solve this quest if you already knew where the crystals were, you'd just need to beam down, get into the palace, and kill the curator.
             
Search everything, kids.
              
Koo-She Prime kicked off an episode called "Solitaire." Shortly after we arrived--and got in with the presidential amulet--we tripped a trap that caused three of the party members to get beamed away and held in stasis. William had to solve the area by himself, some of which required referring to clues from random NPCs back on Algieba. There were a lot of traps, hostile beasts, and reloading. After puzzling his way through a series of caves, he arrived in a science facility, where he had to switch bodies with a four-armed creature to operate four levers at once. Ultimately, he released his friends and found some technical plans that allowed for better weapons and ship parts back at home.
   
Back at Moonbase, Commander Polk congratulated us for getting the Algiebian Crystals and suggested we explore Sector Kornephoros next. I was unhappy with being told where to go, so after I scrapped the Ulysses for an upgraded ship--which the game named Calypso--I headed for Sector Caroli for no other reason that it was clockwise from Algieba.
              
Outfitting my second ship.
          
Caroli had a lot more stars than Algieba, most with absolutely nothing to do, not even elements for my higher-capacity starship. One planet--Zavijava Prime--had an orbital platform occupied by those goons again, and it was here that I fought and (badly) lost my only attempt at ship combat this session.
          
I stumbled on the sector's quest at Alula IV, in an episode called "Desolation." It soon transpired that Alula IV was the agricultural planet of a species called the Eldarini. I never found a description of them, but the species apparently goes into hibernation for long periods of time and then awakens ravenous, killing and eating anything nearby if there's no other obvious source of food. Alula IV and its "Iozam" grain was supposed to be that food, but both the harvester and the transport ship had broken down. The place was also swarming with hostile carnivores that we had to kill.
             
The alien explains what's going on with his species.
        
We had to get the local boss, Agricol, to take us on as field hands before we could explore the place. This involved a puzzle where he put us in a room with seven items and said they could all easily fit into a pack, but I should select the one that he wouldn't want to take with him. They were an industrial badge, a levitator, a stone, an assault laser, a gold wire, ceramic armor, and a rifle. I chose the stone because it was the only item that had no real utility, and it turned out I was right. I'm just not sure I was right for that reason. As he welcomed us aboard, he gave us tickets for the "life gallery" on Merak I.
     
Solving the quest required us to go to two other planets--Denebola IV and TK--for the parts for both the vehicles. Denebola IV was the Eldarin homeworld, and its episode was titled "Forsake the Wind." Exploring the area, we had to be careful not to brush against sleeping Eldarins, or they would wake up and try to kill us. The surface of the planet was filled with hostile sandworms erupting from pools of lava. They occasioned enough reloading that we were definitely here a bit too early. Still, I pushed through.
          
These worms were no fun at all.
        
We had to solve a variety of navigation puzzles not worth recounting to get the part for the harvester. Returning to Alula IV, we fixed the harvester, which promptly went out of control when we turned it on and bashed through a fence. This allowed us access to a new area and ultimately the station commander, who gave us the requisition form to take to Oortizam Labs on Cor-Caroli Prime.
          
The next episode.
         
Cor-Caroli Prime's episode was "A Small Matter." The core part of it involved the party being shrunk to microscopic size and having to navigate our way through the circuit board of some computer while battling hostile nannites. I either missed or didn't record the encounter text or NPC conversation that explained why or how this happened. We had to switch a couple of computer chips and pull a lever to get out. When we did, one of the items enlarged along with the party was the Gravitic Compressor, needed for the Centauri Device.
         
Navigating the circuit maze.
           
Eventually, we were able to get the requisition form notarized, at which point an engineer gave us the "ComNav" needed for the ship on Alula IV. We returned, got that ship repaired (thus saving the Eldarins from famine), and were given a note to give to the supervisor on Denebola IV. He in turn allowed us access to the "rare treasures room" and suggested he'd look the other way if anything went missing. The room held two more sets of technical plans.
           
Good. My newly-evil party is going to need better weapons.
          
Overall, Sector Caroli's quests were the first that didn't seem to have any "evil" or otherwise alternate options, except I suppose just killing everyone instead of actually solving the quests.
         
Before I ended this session, I was interested in checking out this "life gallery" on Merak I, also in the Caroli sector. But when I visited, I found it guarded by hostile blue aliens who killed me when I resisted, so we went back to Moonbase with our tail between our legs.
             
His assessment of our capabilities was, alas, accurate.
          
Expect a change in tone in future entries as my party loses patience with this increasingly hostile and irrational universe.
           
Time so far: 15 hours
 


        

Steak, Not Hamburger

Posted by KP-3မိသားစု |

"Still Life - 1901" by Pablo Picasso. Art used for criticism under "Fair Use."


I've been told that the image of an average American in Spain is of someone at a baseball game with a hot dog in one hand and a Coke in the other. If this is the case, then I'm no an average American. Hot dogs taste about as terrible as they look, like boiled phalluses (circumcised, clearly). Now, now, I certainly give credit to the, uh, "genius" who figured out how to sell unwanted animal parts by wrapping them up into something Linda Lovelace would swallow. Just forgive me if I resist the impulse to deep-throat wieners every summer. Coca-Cola, on the other hand, resembles battery acid in both appearance as well as tooth decay. The taste is hardly worth getting excited about as far as sodas go. More or less Pepsi under another name. Perhaps if they put the cocaine back in, I'd be more inclined to hold a favorable opinion. Some might argue that this first paragraph could disqualify me from American citizenship. Though I'd argue that it would disqualify me from most Memorial Day barbecues.


It should come as no surprise that I don't have much a taste for hamburgers. It seems that the only American meats my stomach can stomach are steak, pork, and chicken (though even the chicken can elicit occasional bouts of diarrhea). So it goes without saying that hamburgers were among the last things I expected to eat in Spain. Imagine my surprise, then, when I heartily chowed one down for lunch and begged my host mother for seconds.

Truth be told, I didn't know it was a hamburger at first. I often didn't know what kinds of meats went into my sandwiches. Being that I would be living in someone else's home for two months, I avoided being picky about the food. I didn't expect to run into too much trouble here, since I'm an American, and Americans can eat just about anything provided it's properly salted. The Spanish sandwiches I had been used to thus far were either ham, turkey, egg, or pig liver. The latter being among my favorites, if not a tad oily. The hamburger smelled like steak, and tasted about the same, too. When I lauded my host mother for her cooking skills, she revealed the secret identity of my meal. Morgan Le Fey seduced King Arthur by disguising herself as Guinevere, and so too did my nemesis, the hamburger, trick me with false vestments. I'm not an expert on meats, so I couldn't tell you if burgers are prepared differently in Spain than in the United States. I just know that it tasted a hell of a lot better. Speaking of hamburgers, I went to a Spanish McDonald's. To my disappointment, it tasted exactly the same as its American counterpart. Probably about as unhealthy, too.

My host mother was a very skilled cook, I daresay she rivaled my own mother. (And that's saying something!) She made delectable fried potatoes, green peas with ham, tomate y pan, cream of zucchini, fresh clams with rice, and that cold tomato soup, gazpacho. I noticed that the Spanish diet includes a lot of eggs, for every meal and in every dish. Nowhere is this better seen than with the Spanish tortilla. In America, the popular conception of a "tortilla" comes from Mexico, which is a flatbread of ground wheat flour. In Spain, the "tortilla" is a bit closer to an omelet, with some major exceptions. The Spanish tortilla can be produced in any frying pan, it requires a mix of eggs, potatoes, onions, and oil. One can add vegetables or meats at their own pleasure. The closest thing I had had to a Spanish tortilla in the States is quiche. Though I'd venture that the tortilla tastes plenty better, especially with ketchup or salsa.

I also tried my tongue on the foods outside of my home, of course. During a brief festival in Santander, I had the good fortune of eating chorizo and paella. As I write this, I am learning that chorizo is a type of sausage, but it certainly didn't taste like one. (Tongue is not as reliable as I once believed it to be.) The chorizo meat was chopped up and mixed with fries and an egg sunny-side up. Quite spicy, though an attractive snack. Paella, on the other hand, was a savory display of Santander's seafood. Being that the city was by the sea, I'm surprised I didn't come across more seafood, but I won't linger on that. Paella is primarily a rice dish, but mixed in with whatever else is available. I can recall fish and shrimp in the paella I had, but beyond that, it's a blur.

When going to another country, it's a cardinal sin not to try the ice cream. As expected, they have all the common flavors, vanilla, chocolate, strawberry, etc. I first tried out turron, a flavor exclusive to Spain, since it is based on a treat they have during Christmastime. I'll admit, I've never had turron before, but I found that the novelty of turron ice cream wore off and devolved into blandness. I fell in love with lemon, being partial to lemon flavored everything since birth. Though pineapple comes in a close second, it doesn't quite melt into the tongue the way that lemon can. I also got a chance to try out Italian gellato at a shop adorned with photos of my high school muse, Audrey Hepburn (fresh off of the film Roman Holiday). You could have two flavors on your cone, I chose chocolate chip mint and some coffee variant. Then there was the frozen yogurt, which was beyond any cream I had ever tasted in my life. This may sound contradictory, but it had a sourful-sweetness to it.

In Spain, the laws surrounding alcohol are far more lax than those in the States. People under twenty-one can drink their fill and without the pestering need to reveal their ID. There are probably cultural differences to these matters, as Spaniards drink alongside their meals and for social relaxation. Americans drink to get drunk. Though these are crude generalizations, as I'm sure there's many a drunkard in Spain as there is a connoisseur in the States. Yet in Spain, one can sense that society feels a touch more comfortable with alcohol in the streets. I literally drank all night with some friends outside of a church. I think that this comfort can be attributable, in part, to the decreased emphasis on driving in Spain. Most folks in the Iberian Peninsula take buses, ride bicycles, or walk. So there's less a fear of drunk drivers causing mayhem on the roads, and I should add that drunk driving accidents are still a leading killer in the States. I've long bemoaned to myself that the American "drink-until-you-get-wasted" ethic, has spoiled many an opportunity to craft a better relationship with alcohol.

While not exactly a drinker, I wasn't exactly a greenhorn, either. I had tasted wine before in my childhood as a Catholic. We took of it during the communion ritual, in which we believed that during "transubstantiation", the wine was briefly transformed into the literal "blood of Christ." An odd, and frankly, unnerving practice when one really thinks about it. One that veers a tad too close to the dietary habits of one Count Dracula. It reminds me of a humorous scene in David Attenborough's Gandhi. While riding on a crowded train with the young Mahatma, Rev. Charlie Andrews encounters a Hindu who tells him that he knows a Christian woman who drinks blood every Sunday. Andrews appears rather disturbed to hear this, until the Hindu adds that this is the "blood of Christ." This detail relieves him slightly, though the initial shock of the conversation does not seem to have left him. Heavy stuff, too heavy for me. So I started off simple. I drank beer.

Beer was the blood of Homer Simpson, the quintessential American beverage. You'd be forgiven for assuming that I'd fall into it naturally. You'd be forgiven, until seeing my track record with hamburgers and hot dogs. So it goes that America's favorite drink will garner no favor of mine. Beer certainly had an attractive smell, as does vanilla extract, but both are about as flavorless as the underside of my refrigerator. In a word, beer didn't cut it for me. There are variants of cat piss which would make more of an impression. So, seeking a more heightened experience, I went for the heavy stuff. The blood of Christ.

I can't put my tongue on it exactly, but red wine, or vino rioja, has a warm place in my heart. It seems that, like a good woman, red wine fills the body with warm elation, and daresay, presents a brief clarity of the mind. The blood of Christ. I can personally attest to these effects, having read the works of Haruki Murakami and Pope Francis while drinking the elixir in some bars and cafes. Murakami, I will say, felt a bit more of a comfortable choice to be reading in these places. His strange narratives often feature jazz bars of a sort. A motif that, no doubt, came from his experiences running the jazz bar, Peter Cat. The wine helped be absorb them. With each sip, my brain became more receptive to the words on the page, indeed, they flowed through me. Upon returning to the States, I have found this effect to be just as potent. Further, it not only made reading more enjoyable, but film and music as well. Of course, there were other drinks I had that are worth note: strawberry daiquiri, sangria, tinto de verano, and moscato. I have a little anecdote about old moscato. When in the Cafe Alaska, I ordered the moscato in Spanish, though the bartender seemed unfamiliar with it, so I repeated it again and again, but to no avail. It turns out that I had been saying the word mascota, which means pet. I half-expected Alf to come in as a waiter with a cat sandwich. We both had a good laugh after that.

And then I got drunk.

American poet, Ogden Nash, once said, "Candy is dandy, Liquor is quicker." It sure is. In my drunkenness I remembered the Porter from Macbeth who called alcohol a provoker of "nose-painting, sleep, and urine." Further, there was lechery, the Porter adds, "it provokes and unprovokes: it provokes the desire but takes away the performance. Therefore, drink may be said to be an equivocator of lechery: it makes him and mars him; it sets him on and takes him off; it persuades him and disheartens him, makes him stand to and not stand to, in conclusion, equivocates him in a sleep and, giving him the lie, leaves him." Forgive me, I quoted the passage in full, though the first sentence would've sufficed. In my defense, I just wanted to give the reader a colorful illustration of the contradictory and confusing nature of alcohol, though many are already well familiar. In my case, drunkenness was hardly an aphrodisiac, nor did it make my nose red, or my bladder go wild. It succeeded in, for good or for ill, liberating my id from the constraints of my superego. I grew less inclined to think before acting. There was something quite freeing in that, although it made keeping your balance tricky.

It was not my intention to get drunk, but then, that's what they all say, isn't it? I was fresh off of completing Bertrand Russell's Wisdom of the West, in which he spoke fondly of Socrates' self-control, "In all he did he was moderate and has amazing control over his body. Though he rarely took wine, when the occasion arose he could drink all his companions under the table without getting tipsy," (65). I thought at the time, perhaps out of sheer hubris, that I could exercise a similar restraint. I had also determined not to live up to American stereotypes, but rather, model an American founder, one Benjamin Franklin. In his Autobiography, Franklin has a list of thirteen virtues that essentially compromised his philosophical outlook. All the precepts are worth following, but what stuck out to me most was the first one, "Temperance", which states, "Eat not to dullness; drink not to elevation," (104). I tried to follow this edict, and for the most part I was able to, but somewhere along the way, I fell through. I'll try to be more careful with my liquor in the future, though these matters aren't always easy to anticipate. I don't expect them to be.

In my favorite anime, Neon Genesis Evangelion, one of the leading voice actors goes by the name of Spike Spencer. In addition to being an excellent voice actor, Spike is also an expert in dating and travel. While eating in Spain, I often thought back to something he a said about getting a "taste of culture",

"When you're goin' to different places, different countries, and tryin' different foods, that is the best! I always say that is where you taste, when you eat the local food of a place, you're tasting the soul of that place. Because if you think about this: when we move, when we populate an area, why do we populate that area, at any given time? Because that's where you can make food! You know, so whatever's there, in Japan and Asia there's so much rice, because that's kind of there. You don't see a lot of wheat fields. They have a lot of rice. What do we have? We have lots of fields, so we own wheat. So we own a lot of bread and stuff. And, I mean it's that kind of idea, I think food is such a great connector of people. I think it gets down to the very base level. So when you're sharing food with somebody, that you made for them, that's pretty sweet. It shows that you care a little bit more," (YouTube).

I had the privilege of tasting Spanish food, and so, a part of the Spanish soul. It is an opportunity that many do not have, including some who live on the Spanish soil itself. For in Spain, I saw poverty face-to-face. Homeless people sat on the sidewalks, some with small bowls out for collecting coins. I tried to give them what little change I had whenever I could. Though I couldn't always. What shocked me, however, is that whenever I gave, no matter how small the amount, these poor showed immense gratitude. They knew, more than I, what it was like to live without. They knew, better than I, the value of every euro. The euro is not simply a form of currency in the European Union, but a symbol of solidarity and prosperity. Ideals that were put into question by the ongoing economic crisis in Greece. Do these ideals still mean anything to the poor? I can't say.

The shame of inequality is what kept us in different steps of the economic ladder. I began to realize how much of what I am today can be attributed to my wealth. Being a college student, I clearly don't have much of it, but I have far more than they. It's an unfair circumstance, I know, and I have no answers on how to fix it. With what little change I gave, I knew I wouldn't heal their long-term poverty. Yet they still they were hungry. Hunger was an impulse that couldn't wait for economic reforms. My host mother packed me lunches. I gave them half. In the long run, it's a small token, but it beats an empty stomach. I don't where these poor people are today, or if their situations will ever improve. We were strangers then and we are strangers still, yet through the sharing of food, we connected, however briefly.

Through the sharing of food, I showed them, that I cared a little bit more.


Further Reading

"A Fear Of Flying They Call It." http://sansuthecat.blogspot.com/2015/09/a-fear-of-flying-they-call-it.html


Bibliography

Franklin, Benjamin. The Autobiography of Benjamin Franklin. Barnes & Noble Books: New York, 1994. p104. Print.

Russell, Bertrand. Wisdom of the West. Rathbone Books, Ltd: London, 1959. p65. Print.

Spencer, Spike. "A Taste Of Culture." YouTube. Web. https://www.youtube.com/watch?v=zLwL9oD1Zek



Download Call Of Duty Black Ops 4 For PS4

Posted by KP-3မိသားစု |

Download  Call of Duty Black Ops 4 For PS4



About This Game :
Call of Duty: Black Ops 4 (stylized as Call of Duty: Black Ops IIII) is an upcoming multiplayer first-person shooter developed by Treyarch and published by Activision. It is scheduled to be released worldwide on October 12, 2018, for Microsoft Windows, PlayStation 4 and Xbox One. It is a sequel to the 2015 game Call of Duty: Black Ops III and will be the fifth entry in the Black Ops subseries as well as the 15th main installment in the Call of Duty series overall.
Black Ops 4 is the first Call of Duty title without a traditional single-player campaign mode. Instead, it features the Solo Missions mode, which focuses on the backstories of the game's multiplayer characters, known as "Specialists". The missions take place between Black Ops II and III chronologically. Some of the Specialists also carried over from Black Ops III. The multiplayer mode is the first in the series to not feature automatic health regeneration and introduces both predictive recoil and a new ballistics system. The game includes three Zombies map on release day, four if a special edition of the game, or the Black Ops Pass, is purchased. The locations of the maps include the RMS Titanic, an arena in Ancient Rome, and Alcatraz Federal Penitentiary. The game also introduces a battle royale mode called Blackout, which features up to 100 players in each match. Many characters from this and other Black Ops titles can be used as the player's character model in this mode.








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