Monday, September 9, 2019

300 and a Primarch!!!

  This is my 300th published post!!!  I'm so excited as I never imagined that I would make it this far.  I do have to admit that I should have reached this point about three years ago, but I haven't been very disciplined.  But hey, this is a hobby blog about a hobby, so whatever!

  I do want to take this time to also send a huge THANK YOU to my 'loyal readers', or followers in blogosphere terms.  While this isn't a paid channel or even an 'influencer' job, it's still very awesome to have people show me in their blog rolls and have the patience to read my ramblings.  So again-
https://postmuseapp.com/say-thank-you-to-your-followers/
  Now that the gratitude part is out of the way (with more 'thank you's implied throughout, I promise), let's get to the plans I have and the actual point of this post:

  If you've been following this blog for any amount of time, you know that it's about my hobby and games with my family and a few friends.  It's not limited to Warhammer 40,000, but that certainly seems to be the dominant theme.  And that's because it's my second-longest game after Dungeons & Dragons.  Unfortunately, D&D isn't really a blog-worthy subject, so I fall back on the grimdark.  But there's only so much I can do with batreps on this site.  To support that point, my son and I have played a half-dozen games since the last batrep I posted and even more that the computer messed up before I could post.  It takes a long time and really hampers the enjoyment of PLAYING THE GAME when we have to stop every few minutes to take pictures and then write some notes.  Now I'm not saying that I've abandoned the batreps, but maybe there's a better way.

  We spend a good amount of time each week watching batreps online and this got me motivated to maybe explore that format myself.  Video batreps don't really interfere with the pace of the game and they give a great insight into the actual personality of those playing.  For example- my writing makes me sound so much smarter and cheerful than my voice actually is in real life.  I'm a trained writer (still waiting to finish something that can be published) and a skilled speaker (I've been a corporate trainer for over a decade), but I'm not nearly as upbeat as my posts might otherwise sound.  But there's an obstacle to doing video batreps that most people don't consider- I don't have a TV face!  I have a radio voice and the ability to express myself in an education and enthralling way, but I'm not pretty enough to show up on camera.  After all, I'm not trying to scare my audience away.

  But that isn't going to haoold me back.  My son and I have already played a game and recorded it on my phone and I've already built the video track for introduction and discussion.  I just have to splice all the videos together and build the actual batrep.  My plan is to load this up on the Youtube and eventually turn that into a venture.  But I'm still learning.  Plus, I don't have the professonal equipment or programs to do animations and layovers, meaning that my stuff will be amateurish at best.  Stay tuned for more progress on that as I learn and grow.

  Next comes my painting goal- "Operation Azul".  This is where I plan to get four fully-painted armies finished by the end of 2019 and culminating in my vaunted Ultramarines being painted.  So far this year, I've finished my Adeptus Custodes and a Bolt Action Soviet army for a buddy.  I'm supposed to be working on my Chaos Space Marines right now and then get back to my Ultramarines, but I've fallen quite a bit behind (hey, I'm halfway there!).  As I've mentioned before, I have other real life priorities and an excessive load of laziness to overcome.  But I'm still planning on completing this mission, even if it means having to rush a few brush strokes.  Again, stay tuned for that progress.

  On the note of promising to get models painted- my buddy bet me that I couldn't get my Primarch Roboute Guilliman painted.  That bet was made more than two years ago when I purchased the Gathering Storm III box and book.  I dragged and dragged and failed to get anything accomplished for quite some time, much to the chagrin of my buddy.  Funny enough, he had his own model and was beginning to be convinced that he would finish his before I finished mine.  In fact, we even made a bet that he would get his Primarch Leman Russ model released (40k version, not 30k) and painted before Bobby G.  Luckily, GW gave me a break and hasn't brought the Wolf Lord out [yet].  It still took me two years to get him done.

The point of this article, finally!
  Now I must disclose that I got this model finished just before midnight of Dec. 31st, 2018.  I said that I would finally finish it before this new year started and I did- with mere seconds to spare!  Below are some of the progress pics and then the finished product.  Note that the 'progress' pictures aren't at all edited, so forgive the offensive coloring and poor sizing...

Built and basecoated:



The hard part- gold and detailing:


Basically finished on the basics:


 Highlighting and basing:


The finished product:




 Close-up of the important details:


  And there we go!  I didn't get a chance to paint it to a 'display' standard, but it's still above a 'tabletop' standard and I'm really satisfied with it.  I also have to note that this model looks really good despite my lack of skills because the model is just absolutely amazing.  I remember when it first came out and I didn't like it.  The model was too boxy, the armor was too chaos-y, and the face was especially flat (by the way, I did paint the face and can replace the helmet anytime I'd like, but I like the helmeted head so much more that I just ignore the bare one).  But after painting it and staring at it for hours and hours, the model has grown on me.  Games Workshop really outdid themselves on this one.  So this model's awesome appearance is less ME and more GW.  Credit where credit is due...

  Well, that's it for this post!  Again, I want to thank everyone who reads my blog and puts up with the random rantings that often make it up.  Please advertise me to your friends and sign up as a Follower- I like to be noticed, even if I ain't pretty enough for pictures.  Stay tuned for more and, as always-

Happy Hobbying!

Thursday, September 5, 2019

How to fix Dark Angels?

  I read a post on another blog site earlier this week and they mentioned how the other Space Marine chapters could be fixed and it got me to thinking (which is often painful).  So I figured I'd give this a go and think about what could be done, if anything is needed.

  In this post, the author mentions the 'big 3'- Dark Angels, Space Wolves, and Blood Angels.  The biggest complaints flying around the blogosphere are about how these chapters have nothing going for them and have fallen behind the power curve since the release of the new Space Marine codices.  And they're not totally wrong, but there some room for argument here.  Let's start with the red beakies...

  The Blood Angels are still really good.  In fact, they were so good for some time that GW had to put out a specific rule to nerf them.  The red ones have access to the best 'Smash Captains' (Captain with jump pack, thunder hammer, and storm shield) as well as golden angels dudes, black angry dudes, and strategems that allow them to come in and hit VERY hard.  That created the 'alpha strike' in close combat and basically destroyed many armies' chance of a fair fight against them.  If you don't know, close combat has some very distinct advantages in the current edition of 40k- not the least of which is locking units so that they have to retreat (if possible) and not be able to shoot.  Locking units in close combat is a game killer.  Add to that the 'fly' special rule that all these jump pack dudes get and suddenly the Blood Angels were just too powerful for the meta.

  Admittedly, the Blood Angels don't get such cool rules as the new Doctrines and their strategems are a bit outdated in many cases.  But their chapter trait is the best in the game for power-armored armies- they get +1 to wound when they charge, get charged, or heroically intervene.  Having Intercessors or those funny-colored guys with two attacks, armed with chainswords for extra attacks and then the new rule, Shock Assault, that gives an additional attack...  You can see how ridiculous this is.  Being able to wound Imperial (or Chaos) Knights on a 3+ with nothing more than a knife is really, really good.

  On that note, the Space Wolves' chapter trait isn't much worse.  They gain +1 to hit in those same circumstances.  Now, the feral boys don't have alpha-strike units like the Blood Angels, but they do have a preponderance of storm shields, multi-wound beasts that move really fast (but, but, there are no wolves on Fenris!!!) and the ability of the copious amounts of characters to heroically intervene up to six inches.  And the army is 'chaos-armed', meaning that they have the full suite of wargear that can give them all the attacks in every phase possible.  I know that my boys-in-blue would LOVE to have bolters, bolt pistols, and chainswords on the bog-standard tactical marines, even if they can't have two special weapons...  Moral of the story- Space Wolves aren't hurting that bad either.

  So then we get to the Dark Angels.  What's their deal?  They're hunters.  They're the army that runs around the galaxy hunting for some bad dudes based on rumors alone.  They have massive amounts of speed at their disposal, from a moving Chapter Fortress in space to speedy bikes and deep-striking Terminators.  This is represented in their chapter trait as...  oh, wait.  They get to reroll 1's if they DON'T MOVE.  What?  Oh, and they pass morale automatically or never lose more than one model for the rookies on the force.  This does not at all in any way match up with the fluff.  It helps Dark Angels players not have to worry about bringing Masters (Captains in other armies), but it also encourages them to bring static units like Devastators and sniper Scouts.  But it gets worse...

  The majority of the Dark Angel army is supposed to be made up of the 'greenwing', meaning Tactical Marines and the like.  Instead, you see them running Ravenwing and sometimes Deathwing more often than not.  Why?  Well, simply because they're better than the greenwing.  Getting to reroll ones doesn't match up to bikers with assault plasma guns or Terminators that can shoot the turn they deep strike while surviving awesome firepower in return.  To make matters even worse, White Scar bikers are better than Ravenwing (Ravenwing get a jink bonus save when advancing (and giving up shooting for normal bikers) while White Scars get to retreat and charge) and the Deathwing have to pay at least two command points to take advantage of shooting as soon as they deep strike- and that's if you forgo close combat weapons for storm bolters!  Oh, and both Deathwing and Ravenwing can get really expensive if you load them up to take advantage of their theme.  Hmm...

  There are some other, small issues as well.  For example, Dark Angels have company veterans, but not Sternguard, so no special issue ammunition anywhere in the book.  They also don't have access to Centurions or Vanguard squads, not to mention the other flyers.  I DO NOT want Dark Angels to be green-colored marines with access to everything the Ultramarines have like the Blood Angels seem to be (but red), but I do think that sharing some of the technology would be in order.  After all, Bobby G ordered Azrael to accept the Primaris guys, but he forgot the Centurion suits?  Give the Dark Angels some of this stuff, for Emprah's sake!

  How do we fix that?  To me, it seems like a return to the Dark Angels' theme- hunters.  Take away the goofy standing still rule, it just doesn't fit them.  They aren't Imperial Fists!  Keep the bonus rules against Chaos armies, but add something that actually matters against the other 95% of the game.  And I'm just not sure what I would do to make this real.  After all, I don't want to the White Scars or Raven Guard to lose their uniqueness, but there's got to be something.  We'll start with the my point above- just give them Centurions and Sternguard Veterans.  That'll be a great start (and a fantastic sales point for GW).

  After that, my suggestion would have to focus on the chapter trait...  First, I was thinking that the Dark Angels could lose the penalty for moving and shooting.  But there's two problems with that- I feel like that's going to apply to the Iron Hands when they get their book and this still encourages the standing still build for Dark Angels.  So maybe not that one.  Then I thought about just applying this to just bikers and Terminators.  But bikers don't need it and Deathwing don't really care.  So what then?

  I then thought about making this army the first 'fearless' army in this edition of 40k.  But they're Space Marines and the power-armored champions rarely care about that mechanic anyway, especially with the And They Shall Know No Fear rule and running smaller units than horde armies.  Plus, the Inner Circle rule already covers that and battle-forged armies can't lose more than one model on a failed check anyway.  So maybe not that rule.

  The last suggestion that I have would be...  Hmmm, this is harder than I thought it would be!  I even consulted with my son, who currently plays my Dark Angels and may have some insight that I wouldn't.  After much deliberation, we basically came to one possible suggestion-


  Allow the Dark Angels to advance and fire rapid fire weapons as assault weapons- the same rule that the Black Legion have in Chaos.  And this makes sense for a couple of reasons- first, it would make sense that the lead Chaos Space Marine legion and the First Legion would share similar traits.  Second, it would totally match the theme of being 'hunters' rather than static defenders.  As always, kids see things we adults simply can't.

  Let me know what you think in the comments below.  I'd be really curious to see what everyone comes up with.  That article I read suggested making bikers troops and that would be... uninspired.  What can you come up with?  Thanks for reading and please, comment below (it keeps me coming back to write more!).

  As always, Happy Gaming!

Monday, September 2, 2019

Did this codex ruin the game?



  Now that I have the new Space Marine codices and am trying to come up with army lists, I had a thought that has been niggling at me a bit.  Worse, I've heard this before.  Let's start where I've heard it for this edition (and previously) of the game and how this contention has grown, and then finish off with my impression...

  Each time GW releases a new codex, the concept of 'codex creep' pops back up and we have all the chicken-littles screaming that the game is totally broken and out-of-whack.  Admittedly, I'm one of those people.  It happened a couple editions ago when Imperial Knights became a full army and suddenly entire army builds became useless.  How good is a heavy bolter against that?  Then GW added formations in the last edition and this ratcheted that argument up to a whole other level.  Space Marines get 1200 free points of Razorbacks and Knights no longer have to pay for weapon upgrades?  Oh man...

  But codex creep, as an argument, only lasts as long as the next codex that gets released.  For example, Genestealer Cults completely devastated the 'meta' and introduced a playstyle that wasn't in the game before.  Funny enough, even the lowly lasgun is able to smoke a cultist and their attendant buggies and bikes.  But having that whole army creeping in the shadows and then popping up nearby enough to smack a Knight to death with some mutants rocking rock-saws was a shock to everyone.  Was this because the GC had better rules than everyone else?  Not at all.  Players adapted and were able to overcome the codex creep, edition after edition.

  This edition has introduced a ton of entirely new mechanics, like the Strategems and aura-based commanders.  When the game first launched, everyone complained about the lack of realism (which is a ridiculous complaint already) and then about the imbalance between armies and their need for these strategems being variable depending on the book.  And that wasn't untrue.  Space Marines and Death Guard came out first and happen to have some of the most useless strategems in the game.  As more of the codices were released, those newer armies had better and better rules that quickly left the SM and DG behind.  This matters.

  But then came the end of the cycle.  [Almost] Every army got their books and it was obvious that more was needed.  And in comes the Vigilus books.  In that, GW reintroduced 'formations' in a fashion, giving more strategems and rules to certain builds.  Suddenly, Orks could get a more powerful Shokk Attack Gun, Imperial Guard (I mean Astra Militarum) now have more powerful battle cannons, and Space Marine chapters could get some love (see Crimson Fists- wow!).  Most importantly to me, as an Ultramarine, was the fact that the Indomitus Crusaders made my Primaris army actually work.  You can only win with so much strength 4 dakka.  Luckily, that book introduced more of that and it made a difference.

  The following book of the Vigilus set introduced a bunch of Chaos Space Marine stuff.  And it was stupid good.  Abaddon was able to stand toe-to-toe with Primarch Guilliman and the various legions suddenly got some love.  And this made it more than obvious that GW realized that there was a problem in the game and was using campaign supplements to fix it.  This was then followed up by the new battle box, Shadowspear, and introduced even more stuff to the Chaos Marines.  This was very necessary as the Chaos Space Marines were even worse off in the game than normal, long left behind, Space Marines.

  And then the cycle restarted, in a manner.  The new Chaos Space Marines codex was released with all the new updates and rules.  It was so good that CSM shot up the tournament rankings almost instantly.  And I have a theory as to why, but that's another post.  In the meantime, it was apparent that the Space Marines were being left behind in a bad way.  It wasn't that they weren't being used, but there was another fundamental problem with 8th edition that contributed to this-

  Souping.  For those that don't know what 'soup' in this case means, it represents the ability of armies to ally in detachments from other codices.  Chaos Space Marines can (and should always have been alllowed to) ally with Chaos Daemons, while Eldar also have the ability to ally with Dark Eldar and Harlequins.  Space Marines can ally with...  well, nobody allied their Space Marines with anything!  Imperial armies would ally Space Marines with their cheap IG (see the 'Loyal 32') and the overpowered Knights.  And the only Space Marines that would hit the tabletop were the obligatory cheap Scouts to contribute command points and the so-called 'Smash Captain' (SM Captain with jump pack, storm shield, and thunder hammer) for the ability to run up and destroy enemy Knights.  That's right, Knights were so common that building one's army around being able to handle them became a priority across the gaming world.  And because of that cheeziness and focus, Space Marines never actually got to see the table.

  And if you haven't seen me in the discussion forums of so many gaming sites across the interwebs, just know that I hate the entire existence of the 'Smash Captain'.  Space Marine armies are supposed to be made up of Tactical squads, but where are they?  Every battle force of Space Marines is led by a Smash Captain, apparently better than even special characters.  Really?  Land Raiders, Terminators, Assault Squads, standard Dreadnoughts, and even Chaplains all disappeared from the game.  You know- the lynchpins of the Space Marines' lore and glory of past editions!  In other words, Space Marines were crap!

  So now it comes back to the question- did the new Space Marine codex break the game?  Imperial (and Chaos) Knights broke the game, but no more than they already did in previous editions.  Genestealer Cult and Adeptus Custodes broke the game, but not in such a way that they became the go-to for tournament players.  Orks broke the game, but not because of being overpowered.  They simply became effective in their randomness, finally.  But then comes along Chaos Space Marines.  They gained things like Obliterators with more dakka and more survivability and Lord Discordants with their massive speed and potentially huge damage output.  Add to that the psychic shenanigans that allowed them to buff these up even mroe and...  well, they may have actually broken the game legitimately.

  And now we're to the Space Marines.  Remember how that army was all but gone in the tournament scene?  If you weren't racking a flying captain with the armament of a medieval knight and accompanied by the trainees with sniper rifles (and all likely painted red), then you probably never saw the battlefield.  It was nice that the Imperium finally learned how to combine forces to make... combined forces, but we needed to get the Space Marines back at some point.  This new book actually makes the other units in the codex useable again.  We might see Space Marines being used in a game centered around Space Marines!

  They did NOT break the game.  This book, less than two weeks old at the writing of this post, has done nothing to upset the balance of the game as a whole.  The meta still revolves around cheap battalions and brigades to get the most command points and some big stompies that do massive damage, from the Imperial (or Chaos) Knights and Smash Captains to daemonically-gifted grifters with great speed to sneaky gits that pop up and smash things with Stop signs.  But at least now the Space Marines can make an appearance.

  As I talk to my buddy, consummately a cheezeball with competitive play in mind and walking away with trophies from every tournament he ever plays in, I found the best way to describe my impression.  You see, whenever a tournament player sees the matchups, they have certain reactions.  Here's the impact that these new codices have on the game for Space Marines-

You won't pump your fist in joy instantly when you see that you're playing against Space Marines anymore!

  That's it!  I don't believe that Space Marines are 'broken' or have completely changed the meta of the game.  If anything, these codices made Space Marines competitive again.  They will bring the poster-children, the mascots of 40k back to the tabletop.  And that is a GOOD thing.  

  Let me know if you agree or disagree.  Provide some examples of what you think is broken or your experience playing with and against them.  I always love to see the blogosphere explode with needless angst and I'm darn sure that this is that.  After all, don't we all love Space Marines?

  Happy Gaming!

Tuesday, August 27, 2019

Them new Space Marines



  Talk about a surprise.  I received a package from a good buddy the other day and opened it up to find tons of models that he didn't want taking up storage space anymore.  In the box was some extra Dark Angel units for my son's army, another Exorcist tank for my wife's Sisters of Battle (oh goody...), and then the biggest surprise of all-

  The new Space Marine and Ultramarine codices!!!  My buddy and I spend an inordinate amount of time talking about 40k and tactics and I had to advise him last week that I wouldn't be able to keep up as I'm behind on rules.  If you remember my last post- I'm broke!  My buddy, not one to lose one of his sounding boards, refused to allow this to happen and hooked me up.  Needless to say, I can't express the gratitude for this.  As soon as I win the lotto, I'm going to do something for him.  But that's the personal side...

  More importantly, I now have the new rules for my boyz-in-blue!  And I couldn't be more impressed.  Now, let me be clear.  I already knew everything as my buddy and the interwebs made sure that everything was more than apparent.  But it's not the same when you don't have it physically in front of you.  And now I have those rules in front of me.

  Which all brings me to the point of this post- I'm not going to talk about tactics (I'm not very good at that anyway), I'm not going to show off the newest army lists (those change on a week-to-week pace anyway), and I'm not going to give my impressions of what I think was missed.  I'm going to simply list a few things that I really like.  More clearly, I'm going to list a few units that I think are going to get some attention now.

  The reason this matters [to me] is because the 8th edition has become even more known for the "one army to rule them all" then even previous editions.  Last edition's 'parking lot' Space Marines and 'fully-geared' Admech/Knight combos set that precedent in a way that scared many people.  And this edition is even worse.  If you don't have Imperial (or Chaos) Knights, Smash Captains, and Slaaneshi Obliterators in your army, you just can't win.  This codex seems to address that and has made the Space Marine army bust out of that mold.  I can't find an army list that is obviously better than others in this book...

  The first units that I think are going to get more attention are pretty obvious and already exposed by the internets.  For example- the Drop Pod.  Between ignoring the Tactical Reserves rule and being a little cheaper, they now have a fantastic place on the tabletop.  This makes me happy because I happen to have many of those teardrop tear-jerkers.  Also included are bikers- between the White Scars supplement and the return of the Captain on bike, plus the Bolter Discipline rule, the bikers have garnered quite a bit of attention from the community.  I'm not the biggest fan of bikers, but I'm happy to see them in a more front-facing role in armies now.

  Beyond these, there are a number of units that I think will come out of retirement but maybe haven't been so obvious to people out there.  I'll list five and why I really, really like them now.


Assault Squads
  I know, I know- they're still not great compared to other units in the book.  They are more expensive than Tactical marines but have less range and less damage output.  But they have greater movement (including the deep strike if you want to distract your opponent from your footsloggers) and the ability to lock units in combat.  Add the Shock Assault rule, the chainsword, and maybe toss in a cast Litany and a nearby banner and these guys can absolutely wreck face!  Plus, the Assault Doctrine gives those chainswords additional rend and that can make all the difference in many cases.  More, use of the Hammer of Wrath strategem means these guys can pump out some damage before they even roll dice!  They're not as expensive as people think if you can use them correctly.  Like bringing a Chaplain with a jump pack to accompany them...


Chaplains
  I'm not a fan of having to 'cast' the Litanies and wasn't happy when my Dark Apostles got the same treatment previously.  But now there's options, and that's great.  Why oh why would you bring a Chaplain to get rerolls when you can get more from a Captain?  Well, now that Chaplains can buff more than assault- they can buff shooting!  The Catechism of Fire and Recitation of Focus can make those nearby Devastators very, very devastating.  That's right, I mentioned Chaplains hanging out with Devastators.  The Dark Angels know what I'm talking about...


Terminators
  We're not talking about the already cheezy storm-shield terminators that can withstand stupid amounts of damage and thump a Knight to death.  Oh no- we're talking the good 'ol Tactical Terminators with storm bolters.  Bolter Discipline already made their firepower really strong, but there's the strategem 'Fury of the First' that makes them even more accurate with said firepower.  But then, you can take the Chapter Trait 'Stalwart' and make sure that the opponent has to work extra hard at killing these beasts.  Not being wounded easily by the anti-tank weapons means that Terminators will stick around just that much longer.


Dreadnoughts
  I'm not talking about Contemptors or Redemptors.  If it's one of the shorter versions, that's what I actually mean.  After all, everyone seems to use the tall-boyz every chance they get.  Between Forgeworld's ridiculously unbalanced rules (even with hefty points costs) and everyone's jaded amnesia to the dreadnought of old, these poor boxes rarely see the tabletop.  This is because of a combination of being slow and then becoming less effective when moving and shooting.  Luckily, there's two strategems that really push these things back into the useful realm- Big Guns Never Tire and Duty Eternal.  The first allows for these undead carriers to move and fire with their heavy weapons without the penalty, which completely deals with the perceived weaknesses.  The second means that the enemy's big guns will have to focus much more on Dreadnoughts to kill them as they half the damage.  I've even seen this matter in a batrep online and it was impressive.  Of course, tossing this on a close combat monster like the Ironclad Dreadnought means that it can bring its potential 25 damage to bear on a Knight before finally getting waxed.  And who doesn't love a good punching, even if it's from these awesome boxes?

Chief Librarian Tigurius
  If you're not aware yet, this ever-wise psyker has been elevated to the rank of Primaris, going through the death-inducing Primaris Rubicon to gain that extra wound and attack.  And here's where he really shines- he can punch stuff now!  With four attacks (and another for charging) rocking a +3 Str, -3 AP, and d3 damage all hitting on 3's (a lot of threes there, which happens to be my favorite number), he can absolutely wreck some face!  And having five wounds means that he can take a bit of punching back.  My issue with him was that if he wasn't casting Smite and some other buff powers, he wasn't useful as getting him into combat was a terrible idea.  That is done now.  He's actually a beast in combat!  If only there was a way to get him an invulnerable save...

  I could also mention Land Raiders (they went down drastically in points), Land Speeders (also much cheaper), and anything in Gravis armor (everything gained an extra wound!), but these didn't stick out to me like the five listed above.  Of those, only Tigurius was getting any love before, but not for the reasons I listed (everyone loves a Smite-spamming Librarian).  The new codices definitely brought out some fantastic options for otherwise ignored units and that always makes me happy.  After all, I have a massive collection that would surely like to see the light of day again...


  Is there anything you've found in the new codex that hasn't already been listed all over the blogosphere or mentioned in my post?  If so, please comment below and let me know.  My buddy to whom I owe a massive gratitude for his charity sees the game in a Matrix-like fashion, but I don't have that skill and appreciate the insights.  Now back to studying these books...

Happy Gaming!