Playing: Sprue Posse Open Live Blog

Sprue Posse Open #4 is underway.

Round 1 Pairings:

Chaos Daemons vs. Blood Angels
Space Wolves vs. Imperial Guard
Orks vs. Dark Eldar
Space Marines vs. Space Marines
Tyranids vs. Space Wolves
Space Marines vs. Chaos Daemons

Mission is capture control with a dawn of war deployment. I'll update round results as they come in.

Update: Full Army Lists and Pictures are here:

Pairings and Results Round 1


No Name Result Name

1 Alvarez, S (1) 0:1 Khoury, J (7)
2 Pait, R (8) 1:0 Amadon, B (2)
3 Amadon, M (3) 0:1 Regul, J (9)
4 Riggio, K (10) .5:.5 Burdine, P (4)
5 Carrigan, T (5) 0:1 Shepard, R (11)
6 Townsend, B (12) .5:.5 Hausmann, S (6)



Update: Standings after round 1

Standings


Place Name Feder Rtg Loc Score Buch. Progr. Berg. Army

1-4 Khoury, Jarod 1 1.0 2.0 0.00 Daemons
Pait, Robert 1 1.0 2.0 0.00 Imperial Guard
Regul, Jon 1 1.0 2.0 0.00 Orks
Shepard, Ryan 1 1.0 2.0 0.00 Tyranids
5-8 Burdine, Patrick 0.5 1.0 1.0 0.25 Space Marines
Hausmann, Shawn 0.5 1.0 1.0 0.25 Space Marines
Riggio, Kenneth 0.5 1.0 1.0 0.25 Space Marines
Townsend, Brad 0.5 1.0 1.0 0.25 Daemons
9-12 Alvarez, Sergio 0 1.0 0.0 0.00 Blood Angels
Amadon, Bob 0 1.0 0.0 0.00 Space Wolves
Amadon, Matt 0 1.0 0.0 0.00 Dark Eldar
Carrigan, Todd 0 1.0 0.0 0.00 Space Wolves


Update: Results after Round 2

Seize Ground 5 Objectives / Pitched

Results


No Name Result Name

1 Khoury, J (7) 0:1 Regul, J (9)
2 Shepard, R (11) 1:0 Pait, R (8)
3 Burdine, P (4) 0:1 Townsend, B (12)
4 Hausmann, S (6) 0:1 Riggio, K (10)
5 Amadon, M (3) 0:1 Alvarez, S (1)
6 Amadon, B (2) .5:.5 Carrigan, T (5)



Standings


Place Name Feder Rtg Loc Score Buch. Progr. Berg. Army

1-2 Shepard, Ryan 2 1.5 3.0 1.50 Tyranids
Regul, Jon 2 1.0 3.0 1.00 Orks
3-4 Riggio, Kenneth 1.5 1.0 2.0 0.75 Space Marines
Townsend, Brad 1.5 1.0 2.0 0.75 Daemons
5-7 Khoury, Jarod 1 3.0 2.0 1.00 Daemons
Pait, Robert 1 2.5 2.0 0.50 Imperial Guard
Alvarez, Sergio 1 1.0 1.0 0.00 Blood Angels
8-11 Burdine, Patrick 0.5 3.0 1.0 0.75 Space Marines
Hausmann, Shawn 0.5 3.0 1.0 0.75 Space Marines
Carrigan, Todd 0.5 2.5 0.5 0.25 Space Wolves
Amadon, Bob 0.5 1.5 0.5 0.25 Space Wolves
12 Amadon, Matt 0 3.0 0.0 0.00 Dark Eldar



Round 3 Results and Standings


Seize Ground 3 Objectives / Spearhead

Results


No Name Result Name

1 Regul, J (9) 1:0 Shepard, R (11)
2 Riggio, K (10) 0:1 Townsend, B (12)
3 Pait, R (8) 1:0 Khoury, J (7)
4 Alvarez, S (1) 1:0 Amadon, B (2)
5 Carrigan, T (5) 0:1 Burdine, P (4)
6 Hausmann, S (6) 1:0 Amadon, M (3)



Standings


Place Name Feder Rtg Loc Score Buch. Progr. Berg. Army

1 Regul, Jon 3 3.0 6.0 3.00 Orks
2 Townsend, Brad 2.5 4.5 4.5 3.75 Daemons
3-5 Shepard, Ryan 2 5.5 5.0 2.50 Tyranids
Pait, Robert 2 3.5 4.0 1.50 Imperial Guard
Alvarez, Sergio 2 1.5 3.0 0.50 Blood Angels
6-8 Riggio, Kenneth 1.5 5.5 3.5 2.25 Space Marines
Burdine, Patrick 1.5 4.5 2.5 1.25 Space Marines
Hausmann, Shawn 1.5 4.0 2.5 1.25 Space Marines
9 Khoury, Jarod 1 7.0 3.0 2.00 Daemons
10-11Amadon, Bob 0.5 4.5 1.0 0.25 Space Wolves
Carrigan, Todd 0.5 4.0 1.0 0.25 Space Wolves
12 Amadon, Matt 0 6.5 0.0 0.00 Dark Eldar



Round 4 Results and Final Standings

Annihilation / Dawn of War

Results


No Name Result Name

1 Townsend, B (12) 0:1 Regul, J (9)
2 Shepard, R (11) 0:1 Alvarez, S (1)
3 Burdine, P (4) 1:0 Pait, R (8)
4 Amadon, B (2) .5:.5 Hausmann, S (6)
5 Amadon, M (3) 0:1 Carrigan, T (5)
6 Khoury, J (7) 1:0 BYE



Standings


Place Name Feder Rtg Loc Score Buch. Progr. Berg. Army

1 Regul, Jon 4 6.0 10.0 6.50 Orks
2 Alvarez, Sergio 3 4.5 6.0 3.00 Blood Angels
3-4 Townsend, Brad 2.5 10.5 7.0 5.00 Daemons
Burdine, Patrick 2.5 8.0 5.0 4.25 Space Marines
5-8 Khoury, Jarod 2 11.0 5.0 3.00 Daemons
Shepard, Ryan 2 10.5 7.0 3.50 Tyranids
Pait, Robert 2 7.0 6.0 3.00 Imperial Guard
Hausmann, Shawn 2 5.5 4.5 1.75 Space Marines
9-10Riggio, Kenneth 1.5 7.0 3.5 3.25 Space Marines
Carrigan, Todd 1.5 5.5 2.5 0.50 Space Wolves
11 Amadon, Bob 1 8.5 2.0 1.75 Space Wolves
12 Amadon, Matt 0 10.5 0.0 0.00 Dark Eldar

Warhammer Fantasy Battles: We issue errata too.

Games Workshop has decided that rules clarity and coherency helps make their game more fun to play. Perhaps they realize this also helps sell their products.

I present the recently released Warhammer Fantasy Errata and FAQ document. Pretty impressive GW. This combined with the various codex FAQ's that accompanied the release of WHFB 8th edition makes it appear that you actually hire and pay wages to game developers instead of just making models and then stuffing in some sloppy rules as an after-thought.

Big boy game companies have been doing this kind of thing for years now. Welcome to the fray Games-Workshop.

Classic Tribal Wars: Rogues


Rogues are a nefarious newer tribe for the Tribal Wars game. Although introduced very early, they became quite viable with the release of Llorwyn block, and Morningtide increased their power level significantly.

Rogues can take advantage of their unique prowl keyword ability to get into play very quickly. They strike fast with cheap early drops, many of whom have some form of evasion. We can precipitate that by tempo effects that can stall out slower lumbering opponents. Control cards like Paralyze are cheap effective ways of dealing with larger blockers and force the opponent to make choices about either making their blockers viable or slowing down their deployment. Pestermite combos nicely with this effect.

On top of that Rogues can use typical removal like the under-costed agony warp for quality combat tricks and recoil to remove anything truly problematic. Discard is compounded with cards like Thoughtseize or the effects of Oona's Blackguard or Prowler.

Rogues - Classic Tribal Wars

Creatures

4 Nightshade Stinger
4 Oona's Blackguard
4 Oona's Prowler
3 Stinkdrinker Bandit
1 Sygg, River Guide
4 Pestermite
3 Earwig Squad

Spells

4 Paralyze
3 Thoughtseize
4 Agony Warp
4 Recoil

Land

4 Watery Grave
4 Underground Sea
4 Polluted Delta
3 Bloodstained Mire
1 Island
1 Swamp
1 Urborg Tomb of Yawgmoth
2 Mutavault
2 Wasteland

Because of a very low curve that functionally tops out at 3 mana, we can afford to go very lean on land. Only 22 in this deck, which gives us room for more removal. In fantastic lore rogues are fast, strike without warning and do damage very quickly. This deck is no different.

Classic Tribal Wars: Goblins


Goblins has been a popular tribal deck in any format since the early days of sligh. The tribe was considered underpowered however until Onslaught block was released and the Scourge set specifically catapulting a once marginal tribe into one of the most powerful.

I basically lifted the below list straight from an extended season way back in 2003. The original deck was coined Gob-vantage. It combined the deck stacking ability of Goblin Recruiter with the card drawing power of Goblin Ringleader that led to explosive combos of hasted Goblin Piledrivers attacking for well over 20 damage all in one turn.

Goblins - Classic Tribal Wars

Creatures

4 Goblin Lackey
3 Mogg Fanatic
3 Skirk Prospector
4 Goblin Piledriver
4 Goblin Recruiter
1 Sparksmith
3 Gempalm Incinerator
3 Goblin Warchief
2 Goblin Matron
1 Goblin Sharpshooter
3 Goblin Ringleader
2 Siege Gang Commander
1 Goblin Assassin

Spells

3 Rites of Initiation

Land

10 Mountain
2 Goblin Burrows
2 Wasteland
2 Bloodstained Mire
4 Wooded Foothills
1 Pendelhaven
2 Ancient Tomb

The combo is outlined in the linked article. The paragraph explaining it is here:

"Turn two Goblin Recruiter puts the following cards on top of your library: Goblin Warchief, Goblin Ringleader, Skirk Prospector and three Piledrivers. You draw and play the Warchief and on the next turn you play your Ringleader and put the Skirk Prospector and three Piledrivers in your hand. With the remaining mana you cast a Prospector and sacrifice your Ringleader, Recruiter and Prospector to cast all three Piledrivers and attack for the win."

Gob-vantage was a solid deck back then in Extended and in Classic Tribal Wars almost nothing changes. The vast majority of goblins hasn't really improved since then with apologies to beaters Warren Instigator and Goblin Chieftain. The cards in this version are basically the same with some sideboard concessions main-decked since card swapping isn't allowed in Tribal. I moved the Assassin and Sharpshooter into the main deck and added some sac lands, landkill and a Pendelhaven.

Gob-vantage is arguably the most potent tribal deck in the format right now. It has all the tools to win, and it can also do it very quickly with the ability to reduce an opponent with a significant life and board advantage to zero in a single turn.

Batrep: Orks vs. Guard (2000)

Shep and I got a 2000 point game in recently as testing for an upcoming GT I may be attending in early September.

This was Shep's golden ticket earning list from the Conquest GT last month.

Imperial Guard Glass Cannon (2000)

HQ

Company Command Squad (Melta x4) w Chimera (Heavy Flamer)
Company Command Squad (Melta x4) w Chimera (Heavy Flamer)

Troop

Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)
Veteran Squad x 10 (Plasma x 3) w Chimera (Heavy Flamer)

Heavy Support

Manticore (Heavy Flamer)
Manticore (Heavy Flamer)
Manticore (Heavy Flamer)

Fast Attack

Vendetta (Twin Linked Lascannon)
Vendetta (Twin Linked Lascannon)
Vendetta (Twin Linked Lascannon)

Elite

Psyker Battle Squad x 8 w Chimera (Heavy Flamer)

Pretty impressive glass cannon offering here: Tons of front loaded firepower designed to shock and awe early along with plenty of mobility to grab objective late.

The Ork list I countered with I outlined in this article here: A pretty standard Battlewagon rush list but with a significant amount of fire support.

Mission Type:

Spearhead / Capture Control

We place our objectives in the opposite corners. Shep wins the roll and opts to go first. This single roll already lowers my odds considerably. IG is very difficult to beat, often insurmountable when going second.

Shep deploys like so with his scout move:

From 40k_Batrep


I consider a number of options here and end up just deploying my fire support. I leave all my troops, wagons, HQ's and fast attack in reserve.

From 40k_Batrep


I'm forced to cram most of my army into the forest to get area terrain cover. Without it the Manticores are free to rain fiery death onto my fire support indirectly and I'll get no cover at all.

I attempt to seize initiative as doing so would be a significant benefit. With over 20 lootas and 3 twin linked kannonz I could knock down his shooting significantly or at least stun his fire buying me time for the reserves to show up.

I fail to seize.

Turn 1 - IG

Shep unloads on my lootas and kannonz. Multiple Manticore blasts rip into my infantry blowing the majority to bits. Here is a picture of the aftermath.

From 40k_Batrep


He wiped the 14 man Loota unit with several barrages and then a weaken resolve from his Psyker Battle Squad. The Kannonz were also wiped out with his first round of shooting. I did manage to keep a couple of small loota units alive although one was pinned with a failed leadership test.

Turn 1 - Orks

I am able to retaliate with a single 4 infantry loota unit. I wreck a vendetta.

Turn 2 - IG

Shep moves towards my objective with a troop chimera and prepares for my reserves with the rest of his army. He manages to run off an additional loota unit and the rest of my kannon crew. He doesn't roll too well with this blasts though so I still have a surviving loota unit of 3 remaining.

From 40k_Batrep


Turn 2 - Orks

Ork Reserves:

Wagon with 19 Boyz + KFF
Wagon with 3 Nobz + Ghazghkull Thraka
6 Warbuggies

I get very lucky with my reserve rolls. That is crucial to my split deployment strategy.

I move on with my wagons full speed and position my buggies for rockitt shots on his vehicles. I keep everything within KFF range so when he shoots back I'll benefit from cover saves. Ghazghkull debarks from his wagon and positions himself for a charge.

I am able to wreck a CCS chimera with rockitt fire and stun a second one. My 3 lootas stun one of his vendettas sparing my wagons from some LC fire for one more turn. Ghazghkull assaults and blows up the stunned vehicle along with a number of the CCS inside.

From 40k_Batrep


From 40k_Batrep


From 40k_Batrep


Turn 3 - IG

Shep retaliates with his lone functional Vendetta, some melta guns from the debarked CCS and more manticore spam. He shells my wagons and wrecks one and explodes another. The nobz and boyz are now exposed with the KFF. He also stuns a buggy and weapon destroys another. He attempts to weaken resolve the vulnerable boyz that fell out of the wagon but I pop Ghazghkull's WAAGH ability making my entire army fearless for the turn. This also confers him with a 2+ invulnerable save against the CCS melta fire. He survives an entire round of shooting and only takes 1 wound.

From 40k_Batrep


Turn 3 - Orks

Ork Reserves:

30 Boyz
10 Gretchin

I crash my infantry reserves on top of my objective in the far corner figuring if he's going to take that objective I'm going to make him earn it. He's split his vendettas over near that side and a single Chimera. His forward objective taking offense isn't quite as imposing as his current fire support.

From 40k_Batrep


From 40k_Batrep


On the other side I move the Nobz and battered boy unit into position to assault and aim to take additional shots with my buggies. I wreck another two chimeras and expose guardsmen and his psyker battle squad. I explode a leading manticore with a Ghazgkhull assault. Still under Ghazghkull's WAAAGH! I then run and charge all exposed infantry with my nobz and boyz and finish them off.

From 40k_Batrep
Turn 4 - IG

Shep now takes advantage of garbage time on his side of the table. My infantry are exposed and my WAAGH! now resolved. Ghazghkull reverts from a 2+ invulnerable save to a 5+ and succumbs to plasma spam. The remaining ork infantry are almost wiped out near his objective and really only buggies remain. He attempts to engage my foot orks near my objective but can't make any inroads to the marker.

Turn 4 - Orks


Ork Reserves:

Battlewagon with 19 Boyz.

I move the wagon onto the table in the middle aiming towards the chimera near my own objective. The remaining boyz shoot big shoota fire into his side armor and fail. The last of the lootas immobilizes the vehicle however and I'm able to finish it off with a massive boyz charge. On the other side of the table my buggies pepper rockitt shots into his chimeras and happen to stun one and then wreck his now missile-less manticores.

From 40k_Batrep


Turn 5 - IG

Shep wipes almost all of the remaining buggies with plasma shots and his functional vendettas and secures his objective with a troop. He doesn't have any additional firepower to deal with the massive horde of Orks on mine however.

From 40k_Batrep


Turn 5 - Orks

With the chimera nearby my objective now immobile and functionally a paper weight I consolidate onto my objective with 3 troops. The last battlewagon in from reserve is a non-factor and serves as insurance to any further turns. The game ends.

From 40k_Batrep



Orks tie Imperial Guard, 1 objective to 1.

I somehow manage to turn a severe beating in the early game into a tie. I think my reserve rolls on turn 2 were a bit over the top but still, those threats were enough to win and my army was resilient on defense enough to completely overwhelm his attack on my objective. Over 100 infantry tend to be able to do that.

I still don't like this matchup, but it's nice to see that I can still pull off a draw even if I don't go first. I'm not sure if the reserve strategy is always appropriate but here I basically nerfed his Vendetta's in the early game as they didn't have any viable targets to shoot at, and I made him use his manticore missiles on infantry instead of vehicles. My wagons still didn't last very long but he just had too many orks to kill to focus on offense once the reserves started showing up.

All in all a decent game and against the heat I was facing I'm pleased with my list.

Magic the Gathering: M11 Review - Artifacts and Lands

Review of unprinted artifact and land cards below. The full spoiler is still located here. I also reviewed white, blue, black, red and green in previous articles.

M11 Review, Artifacts and Lands

Brittle Effigy

Limited - 4
Constructed - 3

Kills just about any creature dead and works for any color. A top limited pick and I suspect it will show up in a lot of constructed decks as well, probably confined to the sideboard though.

Crystal Ball

Limited - 3
Constructed - 1

I like this card in limited since it can make a decent deck better. Probably more of a casual card in constructed.

Elixir of Immortality

Limited - 1
Constructed - 2

Has potential as sideboard tech for some decks in constructed. Nothing special in limited although it's a nice foil to millstone decks if that becomes a concern.

Gargoyle Sentinel

Limited - 2
Constructed - 1

Cool fluff here but not much else. Playable in limited.

Sorcerer's Strongbox

Limited - 2
Constructed - 1

Some cool potential here in limited if you can survive long enough for it to trigger. Too slow for serious constructed.

Steel Overseer

Limited - 2
Constructed - 2

Potential here for a mono-brown artifact deck at the constructed level. I wouldn't bother with this in limited unless you can supplement with a number of other artifact creatures.

Stone Golem

Limited - 3
Constructed - 1

A solid creature for a good cost playable in any color. It should find it's way into any limited deck.

Sword of Vengeance

Limited - 4
Constructed - 1

Outstanding pick for limited, especially if your creatures are on the smaller side. Probably too slow for serious constructed play.

Temple Bell

Limited - 1
Constructed - 2

A revised howling mine has potential since it's easier to slow down when you no longer need (or want it helping your opponent). Might find it's way into a control deck. More likely a casual card.

Warlord's Axe

Limited - 3
Constructed - 1

Expensive but can transform creatures into more potent killing machines. A nice limited pick.

Mystifying Maze

Limited - 3
Constructed - 2

I don't hate this card but it sure is pricey. It's a nice stalling technique but 5 mana seems pretty heavy for a temporary effect. A decent mid range draft pick. Certainly worth running in any sealed deck.

So that wraps all the new cards in the set. I think Green and Red probably got the most help here, especially in limited play. Also notable in M11 was the large number of Vintage playable cards.

If you are playing in the pre-release this weekend let me know how it goes for you. Maybe I'll do a breakdown of your deck and sealed pools if you send them in.

Magic the Gathering: M11 Review - Green

Review of unprinted green cards below. The full spoiler is still located here. I also reviewed white, blue, black and red in previous articles.

M11 Review - Green

Autumn's Veil

Limited - 2
Constructed - 3

This thing replaces mold adder. Decent out of a limited sideboard to counterspell a doom blade. Great out of a constructed sideboard to hose blue.

Back to Nature

Limited - 2
Constructed - 2

An improved tranquility. Sure why not.

Brindle Boar

Limited - 2
Constructed - 1

A plague zombies with a mediocre ability. OK filler for limited play. Underpowered in constructed.

Cultivate

Limited - 3
Constructed -3

Kadama's Reach was a tournament staple. This sorcery isn't arcane but other than that it's an identical card. Should see plenty of use in both environments.

Dryad's Favor

Limited - 1
Constructed - 1

No thanks.

Fauna Shaman

Limited - 3
Constructed - 3

The only reason this isn't a top pick is because it doesn't win the game by itself. But if you have any bombs in your deck this essentially becomes a copy. Feel free to splash this thing in limited. In constructed it will probably find a home somewhere.

Gaea's Revenge

Limited - 4
Constructed - 3

Major bomb that will win games quickly. In constructed I'm sure it will see some use despite the high casting cost.

Garruk's Companion

Limited - 2
Constructed - 3

This is a solid 2 drop but the double green makes it less than exceptional in limited. It's still a solid pick but I wouldn't bother with it early. The trample is only exciting if you have something to buff it with. In constructed this will probably get recruited into mono green somehow.

Garruk's Packleader

Limited - 4
Constructed - 3

A solid bomb, take it early and then take as many creatures as you can that will trigger it's ability. Win game.

Greater Basilisk

Limited - 3
Constructed - 1

A quality 5 drop that can stare down cards significantly more powerful. A great addition to any limited green card pool.

Hornet Sting

Limited - 2
Constructed -1

Might have sideboard ramifications in limited since green has otherwise of removing problem utility creatures.

Hunter's Feast

Limited - 1
Constructed - 2

Maybe a fun multiplayer card. Stay far away from this in draft.

Leyline of Vitality

Limited - 3
Constructed - 2

This could be a game breaker in limited if you have the right creatures, especially red or green. For constructed it might be a nice utility card out of the board. I'm not as impressed wtih this leyline as the other's however.

Mitotic Slime

Limited - 4
Constructed - 4

A large creature at a reasonable cost that continues to annoy opponents well after they have removed it. First pick.

Obstinate Baloth

Limited - 3
Constructed - 3

A solid beast for 4 mana. Even better out of the sideboard against discard hate.

Overwhelming Stampede

Limited - 4
Constructed - 3

This card isn't as good as overrun but it's close and in some instances it can be better. For the limited player it's just as much of a bomb, just make sure you marry it to some decent creatures.

Plummet

Limited - 2
Constructed - 2

Decent green hate. Will see more use in limited than constructed.

Primal Cocoon

Limited - 2
Constructed - 1

It's essentially a +1/+1 counter that is delayed. In limited it could get out of hand for an opponent that doesn't respect it. Too slow for constructed.

Primeval Titan

Limited - 4
Constructed - 3

A good titan just like the rest of them. I think it's ability isn't as good as the other colors though. Land fetch is great early but do you really need more land once this thing gets into play?

Sacred Wolf

Limited - 2
Constructed - 2

Pincer beetles was a decent guard back in the day and this thing is an improvement since it's controller can target it. It's a lot better with buff effects though.

Sylvan Ranger

Limited - 3
Constructed - 2

Not as good as it's cousin the borderland ranger but I can't argue with early mana fix and card advantage. This is also an elf.

Wall of Vines

Limited - 2
Constructed - 1

Not really a fan of walls without power. That said if you have zero ways of dealing with fliers this might be of use to your limited green deck.