martes, 29 de septiembre de 2020

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martes, 22 de septiembre de 2020

Vintage Computer Festival Southeast 6.0

When:
Saturday April 21, 2018, 10 a.m. to 7 p.m. and Sunday April 22 2018, 12 p.m. to 5 p.m.

Where:
A new location this year:  5000 Commerce Parkway, Roswell, GA 30076.
It's in the  Roswell Town Center mall, around the back off Commerce Parkway.
Please check the Google Map linked from the address, it's a little tricky to find the first time.
This  Map Link shows the entrance.

What:
Speakers — Come hear first-hand accounts of events in computer history and informative technical presentations.  We have again attracted some very interesting speakers this year!
Check the Speakers link above more details.
Exhibits (and exhibit registration) — Exhibits are presented Saturday and Sunday.   You'll find computers from the 60's, 70's, 80's and 90's.  From PDPs to Commodores to Apples… Some exhibits contain pristine original machines, others painstakingly restored machines and others focus on unique modern hacks.  You'll find all this and everything in between.
We will also be having a sneak preview screening and feedback session for an upcoming documentary Love Notes to Newton (click link for a trailer)  This will occur at 3 pm on Saturday.
Hands On Activities  — We offer a chance to let your inner engineer out.   A very popular feature of our Festival is the chance to create your own electronic device.   We have kits available for purchase (for everyone from complete beginner to those already handy with a soldering iron).
We also expect to again have a demonstration area put on by the FIRST Robot team  T\ They will be there to talk about their experiences at the FIRST competition as well.
Consignment — We offer a consignment area as part of our show.   We'll try our best to sell your vintage computer related  items. Details are on the Consignment link.  Please  remember this isn't a flea market.
Vendors — We invite folks who might have items that would be of interest to our audience to exhibit at our show as well.    Register using the exhibits link.
Concessions — We offer a concession area where you can get soft drinks, water, popcorn, etc. We also have Festival T-Shirts (and a few from previous years) along with some other computer related items.  Click the link for a more detailed list.

For whom:
Everyone! Computer geeks, families/children, STEM students, students, collectors, IT professionals, curious onlookers…

Admission: Free

http://vcfed.org/wp/festivals/otherevents/vintage-computer-festival-southeast/
https://mailchi.mp/computermuseumofamerica.com/vcfse60updates?e=fd35a5dce2

lunes, 21 de septiembre de 2020

New Points Are Here! Time To Boogy

Don't waste your time looking back, you're not going that way.

Here we go folks, we got points for days. I hope you guys all took my lead and started making your 1750 point armies with 8th Ed. points ahead of this points drop, otherwise, you are sure to be disappointed. To sum up before I go into anything else, both CWE and DE took a big points hit in some critical areas, but the one Eldar that made it out alive was Harlequins. You see, when I went through and reviewed the upcoming 9th Ed. changes a few posts ago, I specifically mentioned the one saving grace for Harlequins in 9th and that was its point changes. If points were good, Harlequins would be viable. Not top-tier, but playable for sure. Out of all three Eldar races, Harlequins definitely had the last laugh.

Now, let's dive into the previous lists that I tried to build. I'll start with my first love first, Dark Eldar, and then get into CWE, before finally touching on what I would with Harlequins.

1750, using old points:
  • 2x Archons with BPs and PGL
  • 2x10 Warriors with 2x Blaster, Dark Lance in Dissie Raider
  • 4x5 Warriors with Blaster in Dissie Raider
  • 2x Razorwings with Dissies
  • 3x Ravagers with Dissies

Total firepower coming from the list I built before we saw the points was:
  • 19 Dissies
  • 8 Blasters
  • 2 Dark Lances
  • And a healthy amount of Poison shots
With the new points, here's what my 2K list looks like:

2000 Flayed Skull // 12 CP

+++BATTALION+++

HQ:
Archon, Huskblade, BPistol, PGL = 75 (was 69 in same config)
Warlord: Hatred Eternal, Djin Blade

Archon, Huskblade, BPistol = 70

TROOP:
10x Warriors, 2 Blaster, BPistol, Lance = 235 (was 199)
Raider, Dissies

5x Warriors, Blaster, BPistol = 160 (was 137)
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

5x Warriors, Blaster, BPistol = 160
Raider, Dissies

FLYER:
Razorwing, Dissies = 170 (was 145)
Razorwing, Dissies = 170

HEAVY:
Ravager, Dissies = 160 (was 140)
Ravager, Dissies = 160
Ravager, Dissies = 160

Total: 2000 in 9th vs. 1726 using 8th points (+274 point diff or +13.7%)

Before we get into anything else, let's look at the firepower in the new list:
  • 19 Dissies
  • 7 Blasters
  • 8 Blast Pistols
  • 1 Dark Lance
  • Some number of Poison shots again
We are still sporting the same 6 Raiders, 3 Ravagers and 2 Aircraft, we're just missing some Warriors. The reason why this is so is because GW decided that universally, your basic bitch troop choice needed a points increase. This means that some armies with cheaper troop options like Cultists all took a significant increase, and so did the Eldar. This is even worse on the CWE side, but for a Mechdar list like mine that's been relatively unchanged since 3rd, we're now seeing our basic Warrior going from 6 to 9 points. While that sucks, our Blasters went down to 15 from 17, Blast Pistol went down to 5 from 10, which is huge for a weapon with so much damage potential, and Huskblade now costs the same as a Venom Blade. I'm not kidding about that last part, for some reason, GW decided that the two should cost the same which is actually insane.

Another few things to look at is the Disintegrator Cannons. They are now 25 per on vehicles while Dark Lances are 20. This is pretty much the same with other armies in the game, just a sign that GW still doesn't know how to properly separate good faction design vs. streamlining. I guess that's OK, but its going to take them a few more tries before they start getting good at it. I guess for guess for completeness, lances are the same across all the Eldar factions and twin-whatever is simply 2 of the same weapon in terms of cost as well.

Now, something that's very, very important to keep in mind are expectations. A lot of players out there are flipping out and crying the end of the world before they really have the time to process what's going on. The game: As in when you play with another human, pitting one list against another in a competitive setting, is not determined on points. It depends on player skill, their ability to play objectives, their ability to adapt to the meta, and some good generalship to help ease the RNG portions of the game. When I predicted that DE will be viable regardless of some anticipated points increases (across the board to all armies), I really meant it. As you can clearly see from the before and after lists above, the playing field is essentially 1750 points because I'm literally taking the same units. Very little has changed and the firepower spread is pretty much the same. The only big difference is slightly few Poison shots and shorter range Blast Pistols. However, you will see that this might actually be pretty decent because their a dirt cheap way to put out S8 AP-4 D6 wounds, and technically giving your crappy champ a power fist in CC.

I believe with some good play, the list above can be very good in this new edition. I predicted tanks, monsters and MEQ+ (Primaris/Custodes) and I think we should be building lists that can play against those armies. As a thought exercise, I strong encourage you to start resetting your brain from how you played 8th and focus on missions and meta. Know what players are going to be playing around you and start thinking with tanks/monsters/MEQ+ in mind. You'd be happy to know that the list above, when played correctly, is an absolute terror vs. all of my currently predicted meta choices. While not the strongest in terms of sitting on and holding objectives due to its frailty, it's very powerful when it comes to killy secondary objectives and moving around the battlefield with +3" movement from Flayed Skull. The Ignore Cover will be huge against some of the beefier MEQ+ we'll be sure to see, especially when your entire army packs the tools required to kill those targets cost-effectively.

TLDR: When building new lists, forget what you know about 8th and focus on 9th Ed. missions and meta. Like Ragnar Lothbrok said on Vikings: Don't waste your time looking back, you're not going that way.

My list barely changed, how about yours?

Next, let's take a look at CWE. Since the list I wanted to play was Mechdar anyway, let's look at what I wanted to bring vs. what I can bring now. In short, the Wave Serpent and Aircraft list that I wanted to take pretty much stayed the same.

2000 Custom CWE // 10 CP


+++PATROL+++

HQ:
Farseer Skyrunner, Spear = 140 (was 137)
Warlord: Seer of the Shifting Vector, Phoenix Gem, Doom, Executioner

TROOP:
5x Dire Avengers (Bladestorm, Twin ASC for all DA) = 235 (was 214)
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

5x Dire Avengers = 235
Wave Serpent, Twin Stars, Stones

FLYER:
Nightwing = 160 (was 133)
Nightwing = 160

+++PATROL+++

HQ:
Warlock Skyrunner, Spear = 70 (was 67)
Protect/Jinx, Focus Will

TROOP:
5x Dire Avengers = 65 (was 58)
5x Dire Avengers = 65

FLYER:
Crimson Hunter Exarch, Stars = 200 (was 176)
Evade

Crimson Hunter Exarch, Stars = 200
Evade

Total: 2000 in 9th vs. 1794 using 8th points (+206 point diff or +10.3%)

As you can see, I'm still piloting a good amount of anti-infantry dakka, anti-tank and taking 4 CWE flyers that I think are still the best in the game. I won't go over this in too much detail, but I did want to mention that the points changes here are very much expected. In fact, call me a Farseer, but this is almost exactly what I had in my list earlier with an added Wave Serpent at a loss of 1 unit of Dire Avengers. Eventually, I decided to go with Spirit Stones on all my Wave Serpents because they're still one of the best vehicles in the game for negating damage and SS just makes that stronger. With my Doomseer, I'll be able to turn key targets into Starcannon food for the rest of the army. This particular choice is interchangeable with Aeldari Missile Launchers or Twin Bright Lances in case your meta sees the need for more anti-tank. All you have to do is drop the stones for that extra firepower. Otherwise, this will be the list I try first once the new book drops.

Before I forget, I just want to give a special shoutout for GW changing Crystal Targeting Matrix. It now does the same thing as the Drukhari vehicles; which is to turn a Heavy weapon into Assault when you Advance. This plays extra nicely with CWE vehicles that have other upgrades like Star Engines or Vectored Engines because you can either advance +2D6 or advance and be -1 to hit from shooting while still being able to fire your weapons. If you drop a Dire Avengers unit, you can buy this CTM+Star/Vectored Engines upgrade package to each Wave Serpent for +15 ppm. Something to think about.

Quick Blurb:
For awhile now, I've kept a small unit of Harlequins to play with as an add-on to my other 2 Eldar armies. The real reason is because all they really had was Bike-spam. As much as I wanted to, I kept my impulses in check and didn't want to go out there and buy a billion bikes just because they were the meta things to play. With 9th and the new points changes, well, I don't think that's going to change for the elven space clowns. They are still going to be spamming 18 bikes a game and that's pretty much the lamest thing you can play, especially on the competitive level. All you need to know is that instead of costing 276 for a unit of 6 with Zephyrglaives and Haywires, you're going to be paying 330. Meanwhile, the rest of the army is pretty much unchanged from 8th when it comes to points.

TLDR again: Yes, points did go up for CWE and DE, but on which units specifically and ask yourself if it really matters. Not every unit in the codex will be fit to fight the upcoming meta so you must adapt appropriately.

Alright, I'm done. I'm excited about playing with 9th and seeing what my Mechdar can do in the new arena. Out of the two lists presented above, I really don't know which list will do better vs. a vehicle/monster/MEQ+ heavy meta. I think the first list certainly has the firepower, but the second list has the durability and psychic shenanigans that I can use to play missions as well. Really tough choice. I guess we're just going to find out which list is better in the next few weeks!

viernes, 18 de septiembre de 2020

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sábado, 12 de septiembre de 2020

Stonne 1940 Big CoC Weekend Part 1


This has been in the pipeline for a few months now, the first public Big CoC public weekend at the WHC. In this first post I'll give some idea of the thought process (sic) behind the game and then I'll give you the scenarios and how the game played out...oh, and there will be a few pics.
Warlord and Crusader French
Mark Freeth was very keen to get an early war 1940 scenario together, initially we toyed with the idea of running a weekend with 2 games running side by side, one containing French and the other BEF taking on the invading Germans. While this was certainly achievable, it involved a few more logistical headaches concerning turning the games around, plus simply having to focus on 2 games at once rather than one. So, in the end we plumped for a single set of scenarios with just the French and Germans.
A small problem with running Big CoC games is that the scenarios are somewhat dependant on the number of players attending, and given the nature of the WHC the numbers can vary, Some players book months in advance, but often people will book relatively late so the scenario needed to be capable of being tweaked to fit this in. The nuts and bolts of the game don't alter that much, the idea being that each player will command an infantry (or armour) platoon, then the force as a whole has a degree of support which is then dished out. On the whole this is not a problem, but for quite a while we were looking at having six players (fine, 3 on 3) then suddenly the numbers went up to seven. My initial reaction was one of mild horror because it meant balancing the game for a three versus four. However, when I started looking at the way the Stonne game might play out, the imbalance of 3 platoons  against 4 became more and more attractive.


A little Panhard 178. It bogged in the ditch......
The battle at Stonne took place over 4 days commencing on 15th May 1940, with the Germans having the Grossdeutschland motorised infantry regiment, and elements of the 10.PzD (Panzer-Regiment 8)
They were encountering in these scenarios the 3e DIM (Division d'Infanterie Motorisée), supported by 3e DCr (Division Cuirassée)
Looking at the platoon lists for CoC the 1940 German infantry platoons are enormous. Each platoon contains 2 senior leaders and a 50mm mortar team plus 4 x 10 man sections, for a total of 44 men.
The French platoons are a similar size, with 2 platoon leaders (1 senior, 1 junior) a VB rifle grenade team of a junior leader with 4 men. plus 3 sections of 11 for a total of 40 men. 

So if we had seven players, with 3 on the German side and 4 for the French it wouldn't be too bad. 1 player a side would be playing a tank platoon anyway, so it would be 2 German infantry platoons against 3 French, however that is actually 8 German sections opposed to 9 French, making it less unbalanced than first appears. A little extra tweaking by making the Germans "superior regulars" meaning they treat rolls on their command dice of a single six also as a 5, giving them more CoC dice pips during the game, plus increasing the size of their panzer II platoon to a whopping 5 vehicles would compensate for the additional French numbers. Additionally, each German platoon would start with a full Chain of Command Dice. 


Poilus advance, CharB in support 
So I worked on that basis, and prepared everything with 7 players in mind, Then of course Mark called and said " I've got an 8th player"......So the superior regular, and the extra CoC dice went out of the window, and the Panzer platoon was cut from 5 down to 4, and the Germans went up to 3 infantry platoons to make it 4 a side. Also the Germans would not have a significant advantage in support points when they were attacking, while the french would.

 Even after this we had another couple of guys wanting to sign up, but at that late stage we sadly had to say no, and stick with 8, as I think a single game with 5 a side is really stretching it for this rule set - not saying its not possible, but I think the game might suffer.
So that is the format we ended up going with, having said that I'm pretty sure the scenarios will work fine with seven (or 5 for that matter) players if the Germans are bumped up a bit to cater for uneven forces.



Panzerjeager I supports Black Tree and Warlord infantry

The other aspect of the games that numbers have an impact on is the size of the table used for each scenario. The recommendation for Big CoC is that the table size should be the same as for normal CoC (6' x 4')  with an additional foot width per additional infantry platoon added - you add nothing for the armour.
Well, The main table at the WHC is 24' long by 6' deep, and so we already play on a depth of 6' which I prefer over 4'. The patrol phase gets forces into action quickly enough anyway, and having the extra depth gives players a bit more room without slowing things down.
Just adding 2 feet per platoon gives us a width of 8' x 6 " which is fine, but the centres' terrain boards are 3' each so it is convenient to go for a slightly larger width of 9'. a bit more room both on the table and for player comfort. That meant that it wasn't too tricky to divide up the table into 3 sections - 9' at each end and then utilise the central 6' and 3' of one of the other sections to give us 3 x 6' x 9' areas.

The point of all this meant I could set up the entire table beforehand, and players go from game to game  with no great interruptions in order to maximise playing time. Also I think it looks good!






Stonne from west to east: Game 1 at the far end, game 2 in the foreground, game 3 in the centre. The Germans are advancing from the north, the French, the south.

I also planned to have a 4th scenario, which would have meant re-setting the terrain at one end of the table- it would have been that which was fought over in game 2 so we could do it while game 3 was in progress giving plenty of time. As it turned out, we didn't get in 4 games over the weekend, a bit of a shame but, sometimes CoC games can be like that, some go faster than others.
The table was made up simply from having a look at Google Earth, backed up with some excellent maps in Prieser's "Blitzkrieg Legend"- to  get the overall topography. Generally the village hasn't changed enormously since 1940, although it was rebuilt there has been no development sprawl, The critical points haven't changed, in terms of the woods, the road layout, and the extent of the village.Being able to get down at street view is an amazing resource, it shows just how winding and steep the only road the Germans had to approach the village from the north was, as it approaches the Butte De Stonne at the Eastern end of the village, and how despite it appearing very flat on the map, the countryside to the west and south actually has quite a lot of small undulations, the view south from the village is somewhat restricted. At the eastern end of the village the countryside is more wooded and broken, with the road becoming sunken before it winds down back on itself down the steep wooded slope to the north of the village (off- table)

Map showing the initial German attack on Stonne, May 15 at 0800. Influenced by Eric Denis' work. (wikipedia)
Given the nature of playing 3 or possibly 4 games over a weekend in a campaign format with 8 CoC novices I thought that the first scenario should probably be a bit gentle in order to ease them into it, and allow them to possibly make a few mistakes without getting horribly punished. I also wanted to keep it relatively simple.
Given the nature of the fighting in Stonne (the village apparently changed hands 17 times in 3 days), it lent itself to a relatively straightforward narrative: i.e. Attack and counterattack- So I decided to make the first game an attack/defence scenario with the Germans on the offensive at the eastern end of the table, the second game was to be another attack/defence with the French on the offensive at the western end of the table. Game 3 was to be in the central area of the table with the Germans attacking in an "attack on an objective" scenario.
I planned a 4th scenario which was to be played out on new terrain to the east of Stonne and that would have been the French conducting a flank attack. However, time sadly ran out. I'm sure we will do it one day.


The View from east to west, the broken ground of the Butte De Stonne in the foreground

The scene was set:
8 players, hopefully 4 games, Germans versus French at Stonne, one of the iconic battles of the campaign.
What were the salient features of the battle? The Germans had crossed the Meuse a couple of days earlier and were trying to exploit that relatively fragile bridgehead, the French had rapidly managed to assemble a counter attack force. The massif of which Stonne is a small part doesn't readily show up on a map, but have a look at Google Earth and you can see just how important it was for both sides. The village itself is rather innocuous, just a farming village with two roads entering from the south, however, it is the terrain to the north which both sides were focused on. There is a single road which leads out of Stonne to the north, this snakes down the hillside along a steep wooded slope before reaching the more gentle plain. The entire northern side of Stonne is covered in thick fir trees which extend down the steep slope- there is nowhere in the village itself (other than the "Butte de Stonne") which has a view to the north. However, if you hold the town and can establish OP's in this wooded hillside you have a magnificent vista stretching out 4 or 5 kilometres and more to the north, the German bridgeheads, and the routes they will take as they expand. Subsequently this tiny Ardennes village became vitally important.   


French section enters central Stonne

Resident Evil 2 Remake | Review, Trailer, Release Date, News, Gameplay, And More...


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Resident Evil 2 Remake | Review, Trailer, Release Date, News, Gameplay, and more...


Capcom is releasing some extremely impressive games in 2019, Resident Evil 2 Remake is one of them. The Resident Evil 2 Remake isn't too far-away, set to release on 25 January 2019 (soon after its release, Capcom is releasing Devil May Cry 5). First declared in 2015, Resident Evil 2 Remake is planned as an advanced emphasis of the 1998 release. Fans have been asking for the game for a very long time, and following the accomplishment of the first Resident Evil and Zero remasters, Capcom is at long last tuning in.


Quick Facts:


  • Release date: 25 January 2019
  • Developer: Capcom
  • Genre: Survival horror
  • Platforms: PlayStation 4, Xbox One, Microsoft Windows

Resident Evil 2 Remake release date :

The remake was declared at E3 2018 for PS4, Xbox One, and PC and will release on January 25, 2019, Just before Capcom's Devil May Cry 5 Release. So entirely excited for both the games. 


Related Article: Devil May Cry 5: Review, Trailer, Gameplay, Release date


Resident Evil 2 Remake Trailers :

Tokyo Games Show 2018 has presented to us another trailer for Resident Evil 2 Remake, and this one spotlights for the most part on the story. We see a lot of Leon and Claire previously however Capcom had been generally silent regarding certain characters in the Resident Evil 2 Remake, one of these being Ada Wong, The opponent has at long last divulged it. It likewise has us frantically needing a reboot of Dino Crisis in the RE Engine. 




Just underneath, you can look at a further trailer for the Resident Evil 2 Remake. This trailer appeared amidst Sony's E3 2018 introduction in June, and it was here that the release date for the game was revealed. 




Resident Evil 2 Remake Claire Campaign Preview:

Following quite a while of pausing, Capcom is at long last coming back to its undead well and redoing what many consider to be Resident Evil's most remarkable part. Initially released for the PS1 in 1998, it's not the most straightforward title to return to with its cumbersome tank controls and blocky visuals. It's as notorious as survival repulsiveness comes. Be that as it may, the fans who discovered Resident Evil arrangement with Resident Evil 4 or later ones probably won't concur with its traditional way to deal with problems. 


This could all change with Resident Evil 2 Remake, Playing through two individual battles as arrangement's veterans Leon S. Kennedy and Claire Redfield, you'll scour the remnants of Raccoon City in the midst of a fatal zombie episode, revealing reality behind the underhanded Umbrella Corporation. 

Here's the Gameplay from IGN, if you wish to watch.






Resident Evil 2 Remake: Minimum PC Specs


  • Operating System: WINDOWS 7, 8, 8.1, 10 (64-BIT Required) 
  • Processor: Intel Core i5-4460, 2.70GHz or AMD FX-6300 or better 
  • Memory: 8 GB RAM 
  • Graphics: NVIDIA GeForce GTX 760 or AMD Radeon R7 260x with 2GB Video RAM 
  • DirectX: Version 11


Resident Evil 2 Remake: Recommended PC Specs


  • Operating System: WINDOWS 7, 8, 8.1, 10 (64-BIT Required) 
  • Processor: Intel Core i7-3770 or AMD FX-9590 or better 
  • Memory: 8 GB RAM 
  • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 480 with 3GB VRAM 
  • DirectX: Version 11

Resident Evil 2 Remake: Leon Campaign Preview

Fans, for what feels like the longest time, have been shouting for a Resident Evil 2 Remake, to such an extent that they willingly volunteered make one quite a long while prior before Capcom put a stop to it for reasons that have now turned out to be clear. Capcom's new Resident Evil 2 is everything fans have ever needed it to be, it can possibly be the apex of what the great vision of the arrangement could plan to turn into. Prepare to reemerge the universe of survival awfulness in its most genuine shape. 


The short interactivity demo at E3 2018 happens in the police headquarters, and it's quickly clear this isn't simply Resident Evil 2 with prettier graphics, on account of the RE Engine. Capcom needs to make a Resident Evil 2 that plays with fan desires, in this way things will look recognizable, yet feel somewhat extraordinary. 

One thing I can most likely say that the game will be unimaginably startling, as zombies will spring up in new places to keep you continually alarmed.



The below 18-minute extended Gameplay from Gamespot completely shows how the zombies are gonna be and how they are going to keep you petrified every moment




miércoles, 9 de septiembre de 2020

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