Saturday, March 28, 2020

ASOIAF: Getting Started With Army Building

That Throne didn't build itself in a day.

I don't know about you folks, but building army lists and theorycrafting is one of the biggest draws for me when it comes to a miniatures game.  I just absolutely adore designing my own army with a theme that I appreciate and then playing them on the battlefield.  If I was to timebox it, I would say that at least half the time I spend with the hobby is designing armies to play and the other half is actually playing them.  Yes, that's correct.  I spend almost all my time playing the game, writing about it, and building army lists.  What about painting?  Well... that's another story for another time!

The first tool you will need when designing armies for this game is the ASOIAFBuilder.  The second tool you will want if you want to build army lists on your phone is War Council.  Both of these army builders are super useful for you to get an army up quickly and start playing the game.

Ah yes, so what do you do first when you want to build army list?  Well, picking a faction will be a good start.  If you read my previous article when I gave an overview of the Starks and the Lannisters, you'll know that the two factions are very different mechanically.  You need to find the house that best cater to your personality and what kind of playstyle that best suits you on the battlefield.  For a lot of fans of the show, you must have a favorite house by now right?  What I think would be pretty safe is that if you have a favorite house that is not yet in the game, it might be worthwhile for you to explore similar traits associated with those different houses in the ones that do currently exist.  For example, I would say that the Tyrells share many of the same traits as the Lannisters while Targaryens are more similar to the Starks.  Might as well start prepping for the future because sooner or later, those houses will come out.  If you're still hungering for those Dragons or upset the Greyjoys are not raiding the game yet, then I don't know what to tell ya, you're missing out on an otherwise great minis game.

Each Commander's Tactics Cards are different!

So back to business:  Once you find a faction that you like, it's time to pick a Commander that suits your playstyle.  There's a ton of Commanders in the game and all of them are free.  Most of the Commanders in the game will want to lead units from the front, but there are also some Commanders who like to take command from the back lines or maybe even issue orders from Court.  Yes, there are NCU Commanders and all of them are 0 points!  You just need to find one that best suits your playstyle and what you want them to do.  Each faction comes with 14 generic Faction Tactics cards (7x2) and each Commander adds 6 more to that, 3 of which are unique and will change the dynamics of your army.  For example, if I was looking at Lannisters and I was to pick The Mountain for my Commander, I know that my army will be using tactics cards geared for bloodthirsty aggressive vs. someone like Tyrion Lannister, who will be more cunning with plenty of tricks up his sleeve.  Just remember this, whoever you choose as a Commander will change the playstyle and layout of the rest of your army.  This means that whoever you choose will likely influence your choices for NCUs, your units, and which game modes they will be most effective in.  To get started, check out one of the army builders I linked above and look at the Tactics cards of the different Commanders your faction can take.  Look at their tactics cards and read the special abilities on their card and see if that jives with what you want to run.

Even Jamie as a Commander works wonders in a Guard unit!

With your Commander selected, the next thing you want to do is build a 40 point army list.  This is the most commonly-played points range and a large portion of all competitive events and tournaments are ran at this.  One of the things I advise players to do if they want to get serious with the game is getting very familiar with the points range that the meta, your LGS, and your tournament events play at.  It's a very different game going from 30 points to 50 points for example, and you want to get familiar at the one that's most commonly played.  Treat this as your 2K points of ITC and stay at this point range for your first couple of games.  Each of the Core sets has just enough for you to get a taste of the game and that's well and good, but I don't think I've ever played a minis game that you can get full satisfaction from the game by just playing with what's in the starter box.  I've been playing minis games for a long enough time that when I first started with this game, I did a ton of research into looking into the meta, and what I thought were some competitive options.  Trust me, it will save you an epic ass ton of time and money if you do a little bit of research ahead of time and see what's currently out there and what looks fun and interesting to you.  That's what the army builders are for, and that's for theorycrafting and proxying some of the units you already have before you go out there and buy them.

Alright, now with 40 points as your gold standard and a Commander to lead the army, you now have to add units.  For the purposes of this article, I will briefly go over unit selection as well as NCUs (Non-Combat Unit) even though I feel that NCUs deserve their own article.  There is a lot to cover for them, but I will say that from what I read/talked/seen being played is that at 40 points, you want 2 NCUs in your army.  Most NCUs cost points and those points directly contend with your units on the battlefield so you really have to think carefully about how you want to spend your points.  For example, a unit of Guardsman costs 5 points while someone like Tywin Lannister as an NCU costs 4 by himself.  That's 1 point less than a unit that has actual battlefield performance vs. an NCU who has an amazing once-a-game ability but also has the ability to claim zones on the tactics board.  Without getting too deep into the tactics board and NCUs, I will say that in some cases, the NCU might be better because they have better synergy with the rest of your army.  Just realize that 1. NCUs cost points 2. They can sometimes contribute to your battleplan more than actual units and 3. Count as an activation.

Another great attachment option is the Guard Captain!

When it comes to units, you really want units that jive with your commander.  You want to be able to amplify the Commanders' strengths rather than mitigate their weaknesses IMO.  There's a couple of reasons for this but the biggest one is that there are units in the game that will play very nicely with your Commander's tactics cards and if you have units that don't utilize these tactics cards, you won't be able to use them as effectively.  That's what I recommend doing first, and that's finding units that play well with your Commanders overall battleplan and takes advantage of their tactics cards.  For example, if you take a unit like the Lannister Guards above who already have an excellent 3+ defense save and pair them up with Jaimie's tactics cards, not only will you have a unit that will be even more difficult to take down, but you will also get tactics cards that allows you to parry/riposte and make up for that lower damage curve (6/5/3).

Hell, there's just so much to talk about when it comes to this game that I haven't covered yet when it comes to army building.  Tomorrow, I'll go through some Lannister and Stark list construction so you can take a look at some of the army lists I've been playing with.  I'll talk more about unit selection specifically for the Lannister and Stark armies as well as unit attachments, NCU choices, activations, and other good synergies.  Like I said, army building is one of my favorite aspects of the hobby and I can geek out for days about it.

Soulcalibur 6 | Review, Release Date, Gameplay, & More...| Pro-GamersArena


Soulcalibur 6 review, soulcalibur 6 gameplay, soulcalibur 6

Soulcalibur 6 | Review, Gameplay, & more...



Following a six-year absence from the 3D battling scene, Soulcalibur makes a triumphant return in its seventh passage in the principle series. The following in Bandai Namco's line of arcade battling games holds consistent with its extraordinary image of weapon-based battle while sprinkling in simply the appropriate measure of new mechanics. The mix separates it from its predecessors, as well as keeps it aggressive against all others in its class.

SoulCalibur is, at its center, a straightforward game. You just have three assault buttons – flat and vertical assaults and a kick – and in addition a button to block. There's a substantially more prominent accentuation on 3D development in SoulCalibur – dividing is vital, yet in addition position, as a few moves will hit avoiding rivals and Ring Outs are much more incessant in SC than some other battling game and a critical piece of triumph. You have to consider where you are consistently and attempt to make the best course of the move.

The story returns to its foundations, retelling the occasions of the first Soulcalibur, and gives two altogether different however similarly advantageous story modes that tissue out the story of swords and spirits in a way that is more digestible than any other time in recent memory. 

Be that as it may, regardless of anything else, Soulcalibur 6 is super fun game. It's enjoyable to play, amusing to learn, amusing to watch, and even when some dated introduction issues raise their heads, they do almost no to discolor Soulcalibur 6's shine.



Recent Article: Anthem | Review, Gameplay, News & more...


Quick Facts:

  • Release Date: October 19, 2018
  • Genre: Fighting
  • Developer: Project Soul
  • Platforms: PS4, Xbox One, PC


New to the series is a mechanics called Reversal Edge, which puts your character in a position that enables them to assimilate a few hits previously conveying their own strike. This assault starts a stone/paper/scissors-like minigame to choose who bargains the following hit and recoups the energy of the battle. 

At first glance, this may appear as though a good fortune constructed a speculating game with respect to best of a duel of aptitude, however, once you truly delve into it, it opens the entryway for some extremely precarious personality games.



Each character currently additionally has a Soul Charge. Players can fabricate meter via landing assaults, at that point at the expense of a bar of meter, give themselves an interesting buff and access to new intense moves and combos. It's an incredible option that adds distinction between characters. What's more, Soul Charges include a decision for players when spending their meter: Either dump a bar of meter on one immense move that arrangements harm in advance, or utilize a Soul Charge to possibly bargain more harm over a more extended timeframe. 

Whatever is left of Soulcalibur 6's mechanics feel like a refinement of an effectively awesome battle framework. I'm appreciative protect impacts never again cost meter. I cherish that deadly hits are new "super" counters that are fundamentally the same as pound counters in Street Fighter 5. Furthermore, even with all the new mechanics that could entangle Soulcalibur 6, it's as yet one of the most effortless battling game to hop into, begin hammering button and still have an awesome time.




Soulcalibur: ' The Libra Of Soul '

The real attraction is the other story, called 'the Libra of Soul'. Here you make a custom character from a genuinely hearty suite, enabling you to make everything from a normal knight in sparkling shield to some extremely ignorant stuff.

Libra of Souls begins moderate with a story introduced on the whole without voice acting or cutscenes. Be that as it may, following two or three hours, it rapidly wound up one of my most loved story modes I've ever played in a battling game. Libra is testing, its main goal assortment works admirably of keeping the battle new, and it constrained me to investigate movesets in manners I generally wouldn't have. There's likewise an extraordinary feeling of movement on account of the RPG components and adroitly composed weapon overhaul framework that kept me returning. 

Shockingly, that absence of voice acting and those static screens mean the plot can get somewhat dry now and again. Be that as it may, its general account kept me contributed enough to need to see it all the way to the finish, with experiences with different characters including a pleasant dosage of setting to the next story mode, Soul Chronicle.





What is 'Chronicles Of Soul? '



Soul Chronicle is the fundamental story that runs parallel to Libra of Souls. Its completely voice-acted offering is the more customary single player Soulcalibur story encounter including the reviled sword Soul Edge as it pursues the principal trio of Kilik, Maxi, and Xianghua, and their quest for Nightmare. You can likewise choose every individual character and experience a brisk smaller than expected battle that spotlights on what they're doing at a particular period on the course of events. Fundamentally, it takes the individual character accounts of an arcade mode, lays them full scale helpfully on a course of events, and gives you a chance to handle them in any request you need. It's an extraordinary expansion and ties the character program together in an exceptionally strong manner.


The Verdict.

In spite of some minor issues, the spirit of Soulcalibur 6 is strong to the point that it feels like a genuine continuation of SoulCalibur 2, in a way that none of the others oversaw. The new Reversal Edge and Soul Charge mechanics include new layers of technique and mind games while the one-two punch of Libra of Soul and Soul Chronicle will give a long time of phenomenal single-player content. Despite that Soulcalibur 6 is only straight up a good time for players of any expertise level.

That's all about for Soulcalibur 6 for now, but as soon as Pro-GamersArena get some new info, we will let you know, till then keep loving and sharing, And be in touch with "Pro-GamersArena", "THE PRO-BROS ARENA"

Existentialism And Essentialism

The problem with so many modern RPGs, post Snes era RPGSs is that whilst many of the great titles  pushed the boundaries in graphics, gameplay, FMVs etc, in the characterization and storyline we find made major concessions to dodgy philosophies and false values.

How many of then however strayed into typical "enlighten the deluded masses that need to be rescued from their perverse religion"?

(That is no bad thing in one sense as most religions are false. There is only one true religion the Catholic Faith and all the rest are evil in some way or another- Islam, Hinduism, Judaism, Buddhism, Calvinism, Pentecostalism, Anglicanism- they are false religions.)

But even worse, and even more toxic, how many of them essentially preach the doctrine of existentialism.

Man comes to realise that he does not have an essence- his essence is simply his existence- he makes who he is. Man is. There are no laws he must obey, no standards he is called to and no way of life that makes sense of the world.

This is problematic. Deeply problematic.

The challenge of the Christian RPG is to promote essentialism- you have a nature, you have a destiny, you have an end point, you are charged with a mission, you have inbuilt rules, you inhabit a world in which you have a place even if you don't know it yet, religion can help you discover who you are, your essence, your vocation, the meaning written into every fibre of your being.

This can be exciting too. In fact it can be far far more exciting that having a revelation that you are nobody and that your life is in fact empty of meaning.

We all find joy and experience a sense of expansion even in discovering some weird fact about a biological relative, say a grandfather. Imagine tomorrow you discovered your great great great grandfather was a prince who had been exiled from some small European state 150 years ago. Wow! And you are in fact the heir to that kingdom! Wow!

The joy of discovering your true place in the story of the world is awesome and the amazing thing is- God does have a place for you in this story.

Freedom means you can deviate and reject this role,

in eternity you will discover it, you will see your essence, who God had intended and designed you to be.

Unfortunately the vast majority of souls will gaze upon this essence in rage, amidst the fires of hell, for only those who conform themselves to this image, this vocation, this essence will make it to purgatory and through purgatory to heaven.

Domine ut videam.

Lord help me to see who I am, who you have made me,  help me to live according to your design for me, to flourish and to lead others to this fulfillment that solely comes through relationship with you- in and through the one church you founded.

Monday, March 23, 2020

Newly-Made High Quality Controllers For Vintage Consoles

When you see new controllers being sold for your retro video game systems in your local retro video game store and in many online stores, they are typically of the atgames, Tomee, Cirka, Retro-bit, Gamerz-Tek or Hyperkin quality, which is essentially no-quality.  When you buy these controllers, expect cheap plastic, stiff or rattling buttons, thin and short wires, useless turbo options and terrible D-pads.  Occasionally one can find quality products that go above and beyond and try to compete or exceed the quality of original, first-party controllers.  Let's take a look at some of the respectable options for your classic consoles.


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Friday, March 20, 2020

Suzy Cube Update: March 9, 2018

#SuzyCube #gamedev #indiedev #madewithunity @NoodlecakeGames 
One more week closer to GDC! Let's see what we've got this Friday!
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Thursday, March 19, 2020

D-E-D Dead!

What's going on everyone!?


Today for the #2019gameaday challenge I played a game of Colt Express on the mobile app.  It was a great game but I'm a little biased about the game, lol!

I didn't end up winning but I felt a bit rusty with the game. I can't wait to play it again and trying to win!

As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

Download Counter-Strike: Global Offensive For PC

Download Counter-Strike: Global Offensive For PC

| Counter-Strike: Global Offensive [ Danger Zone ] | Steam Backup |



 Platform:  PC
 Game Size: 9.6 GB
 Type: Online, Network
 File Type: .RAR
 Game Language: English
 Publisher: Valve
 Price: 5$
.
 Minimum System Requirement:
OS: Windows® ۷/Vista/XP✔
Processor: Intel® Core™ ۲ Duo E6600 or AMD Phenom™ X3 8750 processor or better✔
Memory: 2 GB RAM✔
Graphics: Video card must be 256 MB or more and should be a DirectX 9-compatible with support for Pixel Shader 3.0✔
DirectX: Version 9.0c✔
Storage: 17 GB available space





Download Link