It’s a new record: we recorded a 1 hr 42 min show in under 2.5 hours!
This week we get the drop on the Blood Angels codex that we finally got to see. Then we get into the battles we’ve played and Jon’s prep for the Adepticon 2250 pt Gladiator challenge.
For the second segment, we wanted to cover all tank but we failed epically on time and ended up only talking about Imperial Tanks. One of the next few shows will feature Xenos tanks.
We finish off the show discussing future DLT projects and some of the new features that may be available to our forum members, which you can be one too with a lifetime membership for free.
We hope you enjoy this show and want you to realize, that although comedic, a 40 lbs flying fish to the face is not funny.
The last few weeks of gaming before some friends moved was spent playing combat patrol while helping the guys refine ideas for Adepticon which is coming up soon. It’s all I’ve been playing ever since! We have found that the 400 point total limit makes for a fast and furious game. The restrictions on other units keeps things from getting crazy too. We combine this new format with the new DLT missions book which combines new missions and the ones in the base book! It’s crazy fun!
So for those of you heading to Adepticon or just want to play a fun and fast game in under and hour here are the rules at Adepticon’s Website. So just a few rules to abide by. It’s very much in the vein of 40k in 40 minutes. So what about strategies! Well here are the things I’ve learned by playing a LOT of combat patrol.
Number One: Have fun. Don’t whine about what you aren’t allowed to use, don’t ask to use something not on the list. It’s 400 points. If you can’t fill 400 points without using vehicles with combined AV over 33 or without psychic powers you probably need to expand your army! One great way to play is to only allow the LOSER to upgrade his list from game to game. This way you get to see the “metagame” in fast forward. You’ll be surprised how much fun that is.
Number Two: Play to win. Accept that your opponent is doing the same. Don’t take a loss personally and enjoy the cycle of refining a small list. Every game think about what you can do better and then adapt. If you can’t beat your friends “perfect 400″ don’t make him change. Instead keep adapting. Pretty soon you’ll figure out how to take advantage of the mission and terrain to beat him. It will really up your game.
Number Three: Troops! Take at least 2! They don’t have to be full, but I find that at least 200 points in troops is a good starting place. Troops with a transport is even better. Rhinos, Razorbacks, Chimera’s and Devilfish are powerhouses on the table. Smaller units are more viable as well, as there won’t be a dozen units available to blow them away.
Number Four: Speed! Fast units like bikes, speeders and jump infantry make a big difference when every model counts. Several units that you might normally not take really bring the paint at 400 points. Re-read your codex and look for fast moving inexpensive units like outflanking Sentinels and Vipers.
Number Five: Strength 6 to 8 weapons reign supreme. Autocannons can break any vehicle open, assault cannons can put out the shots and rocket launchers add inexpensive flexibility. Volume of fire is more important than raw strength. Unless that lascannon is BS 5 don’t waste points on it!
With these 5 rules you will find the “400 Meta” ,as we call it around here, to be a lot of fun. What about each army though? Well let’s make this article crazy long shall we! Here are some thoughts on how each army functions!
Chaos Daemons: While many of the more power units are right out, the fact that Daemon “psychic powers” aren’t psychic powers really helps. Nurgle Daemons really hold an objective against the limited AP 2 weapons and can be safely put on the board in 5 or 6 man squads. Units like Flamers of Tzeentch can make a big splash when they land destroying half of your opponents army! The deep striking in general is a huge help allowing Daemons to be a responsive army on the 4×4 table! Icons can also be a big help!
Chaos Space Marines: 5 Troop Choices! Every job you need a unit to do can be done with one of these! Some of the lesser used units (such as Tzeentch or Sonic Marines) can make a big difference with a smaller unit. 5 noise marines can rip up a unit of guardsmen. Possessed also rock at this point total!
Daemonhunters: Without terminators this army really took a hit. An army without options is now down to even fewer. All that said, Storm Troopers and Inquisitors can really pack a whollop. Obviously psychic powers are out, but the sheer volume of wargear options can create a lot of synergy. In a tournament it would be tough to run them, but with friends they can be a hoot!
Dark Eldar: Raiders! I really don’t feel I need to say more here. RAIDERS! Seriously they are ridiculously good at combat patrol! Wych’s are also good, and only having to take 1 troop actually gets used here. Most armies still want to run 2, but with Dark Eldar 1 in reserve is enough!
Eldar: Without psychic powers or wave serpents the eldar need to do one thing and do it well. Vipers with volume of fire guns really shell out the damage while staying out of range. Small units of jetbikes let you hop in at the last minute to snag objectives. 6 bikes, a viper and some dire avengers can present a volume of fire front that is able to dodge around terrain and really hit opponents hard.
Imperial Guard: Chimera’s. Oh.. did you want more? 1 Troop means you can take 5 Chimera’s. Heavy weapons teams with Autocannons are a cheap way to decimate incoming transports as well. The Guard Gunline is very playable here too, throwing 60 models with weapons at your opponent can be overwhelming.
Necrons: Destroyers are awesome. Volume of fire and speed blow through enemy units and transports. Warriors are resilient and will rarely face strength 8 or a ton of power weapons. Rending also makes a bigger difference against the smaller number of vehicles. Phase out is still a pain though.
Orks: Boyz with nobz & a klaw are great. Throw them in a truck and they can hit your opponent before they have any response options. Fewer guns and a smaller board really play to orks. Combine that with some of the options on 2 wound models and you’re in good shape. Nob bikers are only elites though, so take them cautiously!
Space Marines: Combat Squads and Razorbacks! Scouts & Speeder Transports! It’s so hard to choose between the two! Bikes and scout bikes are also very resilient options. The space marines are spoiled for choices and finding a good synergy can be tricky because of it. Focus on speed and weapon options. Lear your target priorities and you’ll do well!
Space Wolves: With the ridiculously efficient Grey Hunters the Space Wolves can really have a strong base to start from. Hunters and guard punch it up another notch. 5 Hunters in a Razorback with a Wolfguard have a ton of great options, including big weapons and volume of melee attacks. Oh and 3 man Long Fang squads are a god send.
Tau Empire: Crisis Suits with fire eye. Stealth Suits dropping. A block of fire warriors can put out range damage while being supported by suits. Devilfish sneak in as the most heavily armored vehicle in the format as well! That makes the tau very resilient when looking to score objectives.
Tyranids: Genestealers. It sucks but the 2 wound limitation cuts the nidz in half and leaves them with only one option for synapse… and that one can’t use it’s psychic powers! So stealers… which are surprisingly good in the format! Just run tons of them!
Witch Hunters: Sisters of battle are queens of efficiency and this pays off in combat patrol. Rush your opponent in rhinos, throw in some immolator’s and books of st. lucius and you’re looking at some serious small unit firepower with resilience. The only real gap in the army list is long range tank hunting. An immolator with multi-melta’s can help, but why give up the flamers? Some of the lesser used toys (like braziers) and penitent engines can wreck faces as well.
All in all the game changes a LOT in this point bracket so be ready to change your tactics on the fly, not just while building your list. Have fun! Post your experiences with the format!
We’re hitting the Velvet Underground with Sweet Jane!
The tired band of boys discuss the 1% of the fans they hate, briefly talk about the origins of their names, and how a certain listener should get better headphones. Then we talk about the tournament scene in Australia given to us by a listener.
There’s some talk about Adepticon. Then alot of talk about killing horde (gun line and close combat) armies.
Finally we talk some mish mash about ustream, interactive shows, and Olympic curling. What do you want from us? The show is free!
We hope you enjoy this show and caution you against putting chili powder in your underpants.
Too often the fans and players are the worst thing that could happen to any hobby and usually it revolves around over-using strategies or quirks in rules. I first noticed it 15 years ago in Magic: The Gathering; again 13 years ago in Battletech; then again 10 years ago in 40K.
Because of the mechanics and available, legal cards involved in M:TG, it was possible to have a Black deck beat your opponent in a handful of turns. By the time Urza’s Saga came around in my gaming group, cards that cleared the board were more rare. Get a Cemetery Gate, Pestilence and Urza’s Armor and you have a combo that never dies while destroying everything.
Fans pushed the proliferation of these mega combos were and the eventual response of the game developers and tournament organizers was to ban or restrict cards. This also caused the eventual downturn in my enjoyment of M:TG. WOTC began banning cards while coming out with new editions. Cards were redundant, often replacing older more efficient cards, like Lightning Bolt. The game began teetering under its own weight and the popularity of limited format tournaments took control. The fans are what caused a decently good game to move towards a constantly cycling money sink of competitive play.
Classic Battletech, while suffering from lack of interest in gradually aging players, almost disappeared because of the fans. In the early 90’s, interest in Battletech was waning so FASA came up with the Clan invasion of the Inner Sphere and the peasants rejoiced. Then came the multiple sales of the Battletech IP over several companies. FASA developed the original mechanics for Battletech and they remained largely unchanged. Catalyst Games has recently brought the game back to life but the original death was due to stagnation in the metagame thanks in part to players.
I recall many players using equipment combos like a Targeting Computers and Pulse Lasers as the best way to improve your chances to hit. Rather than playing games with tanks, helicopters and troops in addition to Mechs, players fought mech only battles, holding mech only tournaments and creating situations in which other mech load outs weren’t viable.
Knowing that you rounded all fractions up to the nearest half or whole number, allowed you to do the same with your speed. For a 300 ton naval vehicle, your max speed was 2 with a cruise of 1. So I based my engine tonnage on a movement of .51 (which rounded to a speed of 1) that allowed me to take a drastically lower rated (and equally lower tonnage) engine. Very “cheesy” and shady but with fraction rounding it was legal! Tricks, strategies and combos set in a largely unchanged game mechanic had these shenanigans going for years with players slowly dropping away.
Today, thanks in no small part to Catalyst Game Labs for some slight rules tweaking, Classic Battletech has slowly gained steam and is about to break upon the game market again as a cheaper alternative game that is set in a more richly developed game world than what I see from Games Workshop.
Finally, we come to Warhammer 40,000 and a game world slowly built up over 23 years through a changing cast of creators. Starting as a small back story made by the original game designers for a few decently modeled miniatures the game has snowballed through five rule editions. The third and fourth editions were fueled by making things simpler and streamlined for larger games (so they could sell more models). The latest edition has varied little in scope but still continues to make games require more models.
Strategies such as ”Rhino Rush” or “Herohammer” units jumping from one assault to the next are now gone. With the game designers responding smartly to this, the codex designers made new tactics that see the same amount of over use as their predecessors. Sly Marbo is far to common in Imperial Guard lists around here and Tyranid Nidzilla is back with a vengeance. Due to the nature of having older codices interface with new rules combined with the recent shift of GW into the sales vice-grip model for the hobby market, the fans are left to their own devices.
Since 40K is my main game these days, I’d like to discuss how 40K fans usually fall into one of three opinion camps.
The Black and White: GW (and Black Library) writes the canon of 40K.
The Do It Yourselfer: GW hasn’t got it quite right, so I’ll tweak a few things and write my own fan-dex.
The Shrugger: GW is mostly right, but I’m looking for a good time so I’ll play anyone or anything.
I think that most players that fall into the last group and are the unsung heroes of 40K . Probably other war games as well. They are more interested in fun and comradery than sticking the 40K rule book anyone’s ass. They are also more likely to want to prove that what is in print works rather than of coming up with an undefined version of a “fair” codex.
As someone that has each foot soundly based in groups 2 and 3, I find it particularly hard to accept anyone in group number 1. As 40K is a fan based and largely fan driven hobby, I can not accept anyone telling me that the fluff or back story I create for my little company of Space Marines is wrong because it does not fall into the lines created by some desk jockey in Nottingham. The “Boddington’s Pub Ale swilling desk jockey” (BPASDJ for short) probably doesn’t have a problem with anything I come up with for my Space Marines. The fan he created with his bit of fluff or canon does for some reason. New players of Warhammer 40,000 try to be creative with their army but, according to these ‘Fluff Nazis,’ have only the color they paint their miniatures as an outlet for their creativity.
Ultimately, the fan who abuses the mechanic, strategy or lore of Warhammer 40,000 will be its undoing. With Games Workshop thinking the internet is only good for selling models, the fan made websites are king when it comes to talking up, dragging down or breaking the game. Too many of the popular 40K websites post a partial article on something 40K related then expect the fans to discuss it in more detail. This is a good system if you like to read through 50+ posts talking and replying to each other with the first post proclaiming itself the ‘first post.’ Often these websites are presenting misleading information by not fully exploring the topic they are writing about with the fans. This further adds confusion with their multiple rules interpretations, which are often done simply to “spring” a nasty surprise on your opponent.
In summary, Magic: The Gathering and Battletech fell in popularity in my group through the vices of their own fans. Warhammer 40,000 is slowly going down that trail. Will you be the one to single handedly save it? Probably not, but if we all set a good example for our fellow players and influence those in your local gaming scene, eventually the torch bearing horde we create will smoke out those that are bad for this hobby.
This is something I’ve been trying to put into words for a long time. It’s a skill that, like pacing control, is something only the best players do. Poker players do it, they look at the availability information and try to guess their opponents actions. Some games make this skill even more important. Aeronautica uses it as the core game mechanic!
So what is Opponent Reading? It’s the ability to look at your opponents army list, the mission objectives, the deployment and the terrain and know what your opponent is going to do. Or at least decide what his best options are and prepare for them.
With 40k there are no hidden lists, secret cards or big surprises. Instead random dice rolls tell us when pre-determined things happen… so it’s as big a surprise for your opponent as you! This makes enemy reading a practice not in psychology as much as strategy. Sure if you know you’re friend ALWAYS drops his monolith center field then you can prepare for that, but why not deal with some more complex situations?
Opponent Reading is rough in 40k, but when done properly it’s worth learning the skill. So how do we learn it? Practice. Here are the things we are trying to train our brain to think about instinctively.
1) How has my opponent built his army. What does he expect it to do?
2) How will it achieve this missions objectives?
3) How does his army stop my armies effectiveness?
4) How will he deploy or move to best achieve the mission objectives?
5) What is his target priority? What in my army makes him want to act quickly?
6) How can I prevent him from doing that with my actions?
Now that we have a little checklist we should examine each. This can be really difficult since every situation in fluid at best. You have to assess each situation fresh. It’s not like tactics, where you can prepare them in advance and know what units work well against others. You have to know EVERY army and how it achieves objectives!
This is just one of those things that only comes with practice. If you don’t think about them you won’t ever make this change happen, however. Many players get mired in routine. They just continue doing what is comfortable to them. Try running a completely different army list than you usually use. This will help you break out of your routine and makes asking yourself these questions much easier.
1) When the game first begins look at your opponents army list for at LEAST 1 minute. Time yourself if you need too. Read every line of the list. What would YOU do in his situation? Does he want to go first or second? Is he running a big “hammer” unit? Is he controlling pacing with reserves?
2) Look at the table and now figure out how you would deploy his army. How will you deploy to compensate for that? Can you deploy first and disrupt his armies plans? Is he using lots of Drop Pods? Can you tighten your foot print to bring your entire army to bear on each of his units as they arrive piecemeal?
3) What in his army list can yours mine down? What key elements to your plans is he going to try to bring to bear early. What can you do to prevent him from being perfectly effective? What can you sacrifice to gain extra turns of power? Is your scout unit useless against his Terminator army? Can you position them to act as a stop gap to protect your vindicator and give it another round of shooting?
4) If you had his army list, what would you do at deployment? Does he need to focus on killing you the entire game and only worry about objectives in the last couple rounds? Is his army slow but powerful, moving towards objectives early on? How can I stop him from reaching his objectives? Can you assault his ork hordes from the side in waves and drag them away from objectives? Can you play a ranged kill point denial game against Khorne Marines?
5) What is he going to go after early on, how can I protect it without lowering it’s combat effectiveness? How will he prioritize my list on the table? Are his Space Wolves going to outflank to kill your Basalisks? Will he combine fire to wither away at your hordes of Gaunts? What kind of tank hunting and horde hunting does he have?
6) How can you deploy and move to make his next turn as difficult as possible? How can you control his target options? What terrain or distance can you take advantage of? Do you need to kill threats to your army quickly? Can you deploy a sacrificial unit to give you more range, or lure your opponent forward by leaving open fields for your reserves to enter play. Do you need to see his deployment so that you can react?
So the next time you play, give all this a thought before the game even begins. Repeat some of it at the beginning of each turn. Stop acting instinctively and start asking these questions. It will become instinct on it’s own very soon!
Grats to Richard! We tried to get him to name them Edward and Jacob… or Danny & Arnold and he just wouldn’t fall for it!
Oh… and a podcast!
For this show, the Chi-town boys pick up the slack for Mack not doing a last show!
In the first segment, we briefly touch on our games of late and then get into GW’s supposed shift from hobbying to selling the hobby.
And to close the show, we get into homebrew codex creation theory and talk about the good/bad/ugly of the homebrew’s we’ve faced.
We hope you enjoy this show and remind you to never chase pirates unless you have a bigger gun than they do.
Did I get your attention? I know what you’re thinking (cus I’m psychic) but don’t worry, I’m not making fun of 40k, I’m actually applauding it.
Life is rough for us gamer girls. At every game store you can find another girl either ranting about how girls are SO unrealistic in modern media or some girl who has no business cosplaying anything except Jabba the Hutt wearing bikini-mail. We spend our time jumping between extremes of sexual imagery in all our games. Be it “Dominatrix Assassin” or “Helpless Damsel” there isn’t a single character in modern gaming that isn’t really just a trope translated to the current media.
Before I continue let me say that I KNOW guys aren’t immune to this. Even the wizards in most fiction are rippling with muscles ready to tear a phone book in half using nothing but their abs. This is just a factor in genre literature and film, it’s part of what makes fantasy and sci-fi just that.
There are dozens of games that allow girls to make more realistic characters. Any roleplaying game will typically have a setting that makes this perfectly possible with a few notable exceptions. Star Wars, D&D and many others have miniatures available that don’t portray women as stereotypes. But it wasn’t always that way. For a long time we only had barbarian women in fur bikini’s, wizards in silk bikini’s and knightly gals in metal bikini’s.
But there has been the Sister of Battle for a long time. In general there is so much horrible shit in the 40k universe that nobody has time to be sexist. Sure many of the units are all male but that’s just realistic. Are there women in power? Sure, female Commissars and Inquisitors wield actual power in the game world. Is there an “all girl” army choice? Sure, if you really want to be a “no boys” club you can have an entire force of well armored women. The models are even distinctly female without being in bikinis… again with a notable exception.
Sure it isn’t perfect, but I don’t need perfect. I like that the game still has room for misogynists and stereotypes. I like that I have the option to field a sexy dominatrix assassin in the same army as a smart independent Lord Commissar. There will always be people out there who want to complain about the lack of “female space marines” and will slave over models and green stuff for hours on end. On the other hand, there are a lot of us hobbyists out there happy that 40k. Eldar, Necrons, Tyranids and Tau all offer sexless or multi-gender armies.
It’s nice to find a game with models that have stereotypes and realistic characters. None of this matters though… cus I play Orks.
If I’m going to take over for Miggidy Mack I should begin by totally lambasting him. I liked the article he wrote but it was actually game PLAY theory he was discussing. So how about we talk about REAL game theory. Let’s start with the basics!
The Stanford Encyclopedia of Philosophy says: Game theory is the study of the ways in which strategic interactions among rational players produce outcomes with respect to the preferences (or utilities) of those players, none of which might have been intended by any of them.
Agents & Minigames
Game Theory uses the term Agents in place of players, but they are basically the same thing in any tabletop game. Each player has a “preference” for an outcome, usually victory. This can be broken down smaller, however. The term “mini-game” refers to a game within a game. The players still have preferences (win the assault, maneuver out of range) and those preferences effect the larger game.
The assault mini-game, for instance, is one of Odds and Chance. We can do the math hammer to determine the likely hood of an event, but there is still a chance the numbers will not go in your favor. The game has very few decisions at first glance, but when decisions need to be made they are very important. Choosing whether or not to put attacks on an independent character or how to move models into an assault (or assault multiple units) can drastically complicate things. These decisions are made and then the results are discovered. It’s a gamble, although one whose odds are easily discernible.
Zero Sum vs. Non-Zero Sum
Zero Sum refers to a game where every interaction with the rules results in one player losing a set amount and another player gaining that same amount. Poker is a great example, as one player gains $10 all the other players must have lost an amount totaling exactly $10 (ignoring the houses cut).
40k is NOT a zero sum game. Players have a resources (units) and they can only lose them. While it certainly puts my opponent at an advantage to deplete my resources, it does not give him more resources. This is why “resources gain” is so rare in 40k, and why units like the Tervigon are considered so powerful… and such a big game changer.
Metagaming
Metagaming is the biggest factor in the tournament scene. It refers to any strategy or course of action that transcends the rules. When we build army lists this is typically our biggest concern. Assume a tournament will have about 16 players consisting of: 4 space marines, 3 orks, 2 chaos marines, 2 guard, 2 tyranid, 1 space wolves, 1 daemonhunters and 1 eldar With that break down the player is able to rationalize that half the players have a 3+ armor save, and that weapons capable of breaking through the save are important to his success at a tournament.
The metagame choices are not so simple, however. If there is a large amount of terrain on the table, and 4+ cover saves will be common then weapons that have a higher volume of shots and a higher strength will yield better results over the course of a tournament. If 2 of the marine players are running all scout lists then the choices change again.
Your choice of army further complicates the issue! You have to assume other players are making the same decisions you are making and build your list to take cause their army list to be less effective against you, knowing what choices they are making. As groups of players adjust their lists after each tournament to account for this information the metagame revolves. Players buy new units and adjust.
Comp Scores attempt to stagnate the metagame, which only serves to make one army (whichever abuses the comp scores best) more powerful. This is why discussions on forums are so important. You have to create demographic overviews and build an army list to incorporate that information.
Here are a few books on Game Theory if this sparks your imagination. I highly recommend:
Game Theory: A Nontechnical Introduction for beginners or those who haven’t had statistics.
Rock, Paper, Scissors for ways to actually apply game theory to Warhammer 40k and other games.
Game Theory: Analysis of Conflict is great for 40k as well, although a bit theoretical at times for what you’re probably wanting.
Strategy: An Introduction to Game Theory is for those who want to have a college reference book on hand with tons of examples. This book is for serious math heads and those who really want to dig their teeth into something academic. It’s also like 70 bucks… it doesn’t fuck around.
All good things….continue in episode 77.
In the first segment we go from Skrivus gluing himself to a Lascannon to emo/sparkly/blood sucking Space Marines (aka Blood Angels). And we round it out with a special segment entitled “Douche Bag of the Week.”
The second segment finds Dan pimping a Tyranid list from The Dark Lord sent to us in July. Using the new ‘Nid codex, he updates this list while Chris envisions Leaping ‘Nids prancing about with special shoes. Oh, and we talk about how to kill the nids which results in Richard making a prediction involving Vulcan He’Stan.
We start the segment by talking with the hosts of The 11th Company which is a new up & coming podcast. Then Chris pimps out a friend of his Andy Chriclow as an excellent miniatures painter. There’s a book review…some talk about the Bitchslap Battletech Challenge with Phil from The Warbanner and then Dan & Rich close it out by thanking Mack.
We hope you enjoy the show and think the bathroom spy cam photos added 10 pounds to your ass.
Hello Guys and Dolls, its me again … Bestia, here with my weekily wrap of news and rumours. Rather then flapping my gum, let me get straight to it
Blood Angels Commander Dante
Commander Dante is to have a jump pack, a special pistol, with a 2+/4++ and a Death Mask (Alledegy gives an extra attack in assault for each enemy attack that targets him and misses, capped at 4), His super Axe that gives him a +1 to his strength and a special rule that affects reserves.
For More information, check out the rumours here, on Bell of Lost Souls.
Is it a Rhino, is a Valkerye ….
- The cover of the upcoming Black Library novel “Hunt for Voldorius”
Over at WarSeer, there was a smart cookie who desided to give us a look at what he think the flying Landraider will look like. His name is Scryer in the Darkness, and I think he could be on the money.
See the orginal post from warseer here.
Mr GW makes a statement about his health
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Black library published a statement from Dan Abbott about some health problems he had late last year. But the great news is that he is feeling better and talking about Prospero Burns , and how it has been pushed back to 2011. And a quote from Dan himself “ I’ll do everything I can to make sure that Prospero Burns is worth the wait.”
Read the full story here
Astronomican goes bug crazy
So far this month the GW Astronomican has gone bug crazy. To date there is 13 articles with everything from how to paint the nids, through to putting them together, and tactics and how expantions such as COD and Planetstrike affect them. It is a great read, check it out here.
I’d Pork her
The Argentina’s Presenident Cristina Fernandez claims that pork is better then Viagra, after having a dirty weekend with her husband that included a bbq pork. She said she recently ate pork and “things went very well that weekend, so it could well be true.” Now that is more then I wanted to know about any politican. You can read the story here
Fairwell and Goodluck
I am sure I am not alone, when I say farewell and goodluck to Mack, after hearing that he has gotten his dream job with a game company. Mack, we will miss hearing you keep Ian in line, and would like to express my thanks for starting this great community and expanding it. When ya become a famous game designer, dont forget you can hook an Aussie up and send me free stuff
And that was something completely different … and I welcome my new overlord …














