June 4, 1942

From the moment the first bomb dropped on the US Naval base at Pearl Harbor on Sunday morning, December 7, 1941, Japan was ascendant in the Pacific and the Allied navies were on the run. Defeat followed defeat, major surface ship after major surface ship sunk, every defended objective or stronghold lost before the Imperial Japanese military juggernaut...with little damage inflicted in retaliation. There was Doolittle's heroic raid on Tokyo in April, a 'mosquito bite on an elephant's arse' if ever there was one...but it did have one enormous consequence: it infuriated Japanese high command, and committed them to an elaborate offensive by early summer, the successful completion of which would, they felt, effectively end Allied resistance in the Pacific. The chief military goal of this offensive...was Midway.

Japan should have accomplished it's goal. It's fleet was massive...and the tip of it's spear, the four aircraft carriers Akagi, Kaga, Hiryu and Soryu, the largest, most advanced such vessels in the world, their crews and aviators skilled and accomplished without peer. Against them, after the attrition of the war thus far, the US Navy could range only a small task force of escorts, the hero of the Doolittle raid the carrier Hornet, her sister ship Enterprise...and the Yorktown, so badly mauled at Coral Sea the previous month Japan actually believed her sunk, but asteam at Midway thanks to an heroic refit by the dockworkers at Pearl Harbor. Still gross underdogs, even before considering the inadequacies of early war aircraft and inexperience of crew versus the Japanese, the Navy still took arms to defend Midway Island--with one enormous advantage, the intelligence of knowing Japans intentions after breaking her military cipher, and an almost unbelievable sequence of fortunate breaks, from the ridiculous (the Japanese scout plane that would have spotted the US fleet had a broken radio) to the sublime (one squadron pilot--a 'half-indian,' disregarded patrol instructions and found the Japanese by sheer luck), to the tragic (torpedo squadron VT-8 arrived over the Japanese fleet alone and unescorted, courageously attacked anyway and lost every plane and all hands save one, Texas Aggie Ensign George Gay, who then watched the entire pivotal battle of the war--and arguably modern history--from the ocean in the middle of it...but in that sacrifice drew down the fleet's combat air cover, leaving it critically undefended).

When, in that fleeting, supremely advantageous moment, with it's fighter cover off wave hopping after obsolete torpedo planes and the decks of its four carriers overflowing with bombs being loaded for a second strike on Midway and it's attack planes sitting helpless while being refueled, and the Dauntless dive bombers of USS Enterprise arrived above the Japanese fleet, the course of the Second World War changed. Reversed, in the span of moments. Vulnerable beyond any set of circumstances one could contrive, the dive bombers from Enterprise would sink three of Japans front line aircraft carriers, and join flyers from Yorktown and Hornet in decapitating the fourth and final, before the day was done. Worse for the aggressor, in a single morning the flower of it's most experienced, most talented aviators would perish, irreplaceable--either killed on the decks in that moment after the Enterprise dive bombers appeared unexpectedly above them, or after ditching their aircraft in the sea when there was no place to come back to, after the last sortie.

The massive invasion force had turned for home by June 6. A final, reflexive strike saw the Yorktown taken in return, though most of her crew, flyers and planes were saved. America had turned aside the blow intended to finish her, and her allied nations, in the Pacific War. For the first time since hostilities had begun, *she* commanded the seas.

It was a command the Allies would never relinquish. Just as they had not won a battle against Imperial Japan, until Midway, they would not lose a battle to Imperial Japan after Midway. Fortune in the battle for half the world changed in the virtual blink of an eye, in the skies above the mid-Pacific, won by the endlessly creative minds of iconoclastic American code breakers, the relentlessly committed sweat-and-muscle of American manual laborers, the commitment of American leadership and the courage--and blood sacrifice--of American warriors, June 4, 1942, 72 years ago today.
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Warhammer Bundle Values

Games Workshop seems to have rediscovered the value in volume sales.

After being fairly roundly criticized for offering no discount whatever--and therefore no incentive to buy--on product bundles for their recent Apocalypse relaunch (especially when Forgeworld WAS doing so), their new large holiday bundles for 2013 represent notable value: the Space Marine Stormwing, for example, offers a Stormraven and two Stormtalon escorts, retail US$82.50 and $45.50 respectively for a total of $173.50, at the bundle price of $140.

There are a number of these bundles (including a couple Fantasy Battle themed); the Tempestus Firebase has my event moderator's eye: an Aquila Strongpoint ($115), an Imperial Defense Emplacement ($29.75), a Vengeance Battery ($50) and two Firestorm Redoubts ($65 each), retail $324.75, bundled for $250. That is a helluva table to battle over at a real discount.

Very welcome philosophy change, GW.
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The Gorgon Primarch

Forge World renders Ferrus Manus, Primarch of the Iron Hands, their finest character sculpt yet, I believe:

Although the corporate 'back story' making it essentially a necessity that GW produce models of their Primarchs is well-known in the hobby community by now, to this point I've largely regretted it: I haven't been impressed enough with the physical realizations of these legendary characters to be happy. Ferrus Manus changes that--and not just because I have fielded an Iron Hands army in past myself (one could argue that makes my expectations higher): from the face to the pose to the wealth of detail, this model makes more of what I had imagined of the Emperor's technologically-oriented son, rather than diminish him.

Worth £55/$80+? Hard for me to even consider. But the asking price doesn't diminish the artistry; this is beautifully-done wargaming modelry.
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Wrath of the Norsemen

1220 years ago, June 8, 793AD, began a brief but so-memorable reign of terror that it defined an entire people for Western Culture: at dawn, men came from the sea in sleek ships of a like never before seen to fall upon the English island monastery of Lindisfarne, men so fierce and bold and unafraid that, for the following three centuries, nothing--including the technological limits of then-current navigation or the geographical limits of the known world--stopped their advance. They sailed East down rivers through Russia, into Asia and entered Byzantine culture as the elite Varangian Guard; the sailed West to the New World, to change the population of Ireland, and to (for a time) rule England; they sailed south to pillage Europe, lay seige to Paris, to explore North Africa and reunite the Mediterranean culture with Europe. They were 'the Norsemen,' whom priests so famously pleaded with God to save, from their wrath; and 1220 years ago, with the sack at Lindisfarne monastery, began the great Viking Age. Skol!

Wargaming in 'Real Time'

One generally has to have a committed interest to WWII history to learn much about the November 1944-February 1945 Battle of the Hurtgen Forest (being among the worst defeats ever suffered by the US Army is probably a part of that), but for those in our hobby a fascinating subplot has emerged about the battle.

Field Marshal Walter Model is accorded great regard for his coordination of German defenses during the campaign, and it transpires that, even as the ill-fated US 28th Infantry was jumping off their attack on November 2, Model was running a wargame simulation of *just such a possible scenario* amongst his senior commanders, behind the lines in Cologne. Rather than scrapping the exercise when he learned of the American action, Model ordered the wargaming to continue, substituting actual tactical data for the hypothetical exercise data in as close to real time as possible, then responding with his available defensive assets as the wargame demonstrated various possible outcomes.

Before the Hurtgen campaign ended, over 33,000 Allied casualties had been suffered trying vainly to take 15 miles of woods. Model is often described as 'that rare form of German, the *defensive* military genius;' perhaps 'wargamer' is equally apt.

(for more on the Hurtgen Forest Campaign, see this month's Armchair General Magazine) +++

Reshuffling The NHL

The reincarnation of the Atlanta Thrashers as the Winnipeg Jets (complete with the classiest uniforms in the league) has drawn into stark relief the need for the National Hockey League to reorganize their 30 franchises and alter their scheduling policy, to better market the league and to avoid imposing starkly disproportionate travel demands (and corresponding game-time/marketing penalties) on certain affiliates. Commissioner Gary Bettman seems to understand this--but certain franchises (primarily established North/East Coast teams, grandfathered into the most favorable travel impositions and most ideal game schedules) seem opposed to 'taking one for the league' if it means their perfect situation is impacted.

Hockey has to stop thinking so parochially, if they hope for their sport--and League--to more broadly prosper.

If the NHL were to realign to four Divisions--an East and Central in the Eastern Conference, a Midwest and West in the Western Conference--it would preserve existing rivalries and unburden certain centrally-located franchises (Winnipeg and Dallas the most) of grueling travel miles (and away-game start times that rob the teams of home media audiences); it might look something like:

•NHL Eastern Conference•
East Division:
Boston
Carolina
Florida
New Jersey
New York Rangers
New York Islanders
Tampa Bay Lightning
Washington Capitals

Central Division:
Buffalo
Columbus
Montreal
Ottawa
Philadelphia
Pittsburgh
Toronto

•NHL Western Conference•
Midwest Division:
Chicago
Dallas
Detroit
Minnesota
Nashville
St Louis
Winnipeg

West Division:
Anaheim
Calgary
Colorado
Edmonton
Los Angeles
Phoenix
San Jose
Vancouver

If there was a desire to split the two New York and two Pennsylvania teams into opposite divisions, one of each could be switched (say Philadelphia into the East and the Islanders into the Central); Nashville and Columbus could be interchanged (this alignment makes sense time-zone-wise but with the other Central teams clustered in the north-mid-east, the marketing possibilities of games against the Predators and vice versa might make fiscal/promotional sense). And as configured the East Division doesn't have a Canadian team--one with an east-coast-time-zone could easily be shuffled in if desired, though there isn't a good candidate to shuffle out. And this could need adjusting if Phoenix loses their team (especially if Quebec lands it).

Fortunately, it would not make quite as much difference which Division a team was in under this proposal, as with only two Divisions--and thus only two Division winners--the other teams will be fighting every other franchise in their conference for the remaining six playoff spots.

Restructuring of schedules would first prioritize home-and-away games for every NHL team with every other NHL team--it is healthy for the League to give every fan a chance to see a given superstar in their own arena at least once every year. That accounts for the first 58 of a season's games; adding a second set of home-and-aways with the other 14 teams in a franchise's conference would push the regular season schedule to 86 games, but would be the fairest way to achieve a balanced schedule (and with the greater variety of opponents, would probably *feel* shorter and provide an attendance boost, as well); as a season extension would have to be negotiated with players (though now's the time to do that), 82 games could be retained by having teams play home-and aways with the other six (or seven) teams in their Division, then an alternating home-or-away third game against the seven (or eight) teams in the other Division in their Conference, then fill their remaining three (or four) games out against other Division opponents they were comparable to the prior season (East One versus East Two, Central One and East Three, a weighted schedule a la the NFL) until the schedule balanced. This would mean most teams would see every team twice, the teams in their own Division at least four times and some five, and the teams in the other Division in their Conference at least three times and some four (see above why 86 games would be preferable :).

Rivalries would be preserved, the entire continent would see the entire League every season, travel would be more balanced (Midwest teams will still travel the most, Dallas and Winnipeg still probably most of all--but it would be north-south, same time-zone) and the only crazy out-of-time-zone games any team would have to face would be rare--once or twice a season--and potentially interesting enough for fans to want to stay up late.

The NHL needs a move like this. The opportunity to make it happen is right now.
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Dallas Stars Management Want To See As Empty an AAC as Possible...

It is no secret that the Dallas Stars are a franchise operating with one arm tied behind their back until they find a real owner. Their management, however, is still responsible for the decisions they make--and need be held accountable when those decisions insult the faithful.

The management has made the decision to treat all pre-season games as 'full price admissions' this year--even for those fans who had already bought a game package with some...hope, if not expectation, of a pre-season game promotion to be included, as in years past.

When dealing from a position of strength, any retailer can dictate terms: car dealers can charge above sticker for in-demand models, clothing stores for hot designer labels--and winning sports franchises for the glorified practices call 'pre-season games.' The emphases there should be on 'position of strength' and especially 'winning'--because it has been too long since the Stars dealt from either.

Let's recap: their sport and it's professional league, the NHL, still hasn't recovered from a lost season, lacks a real US national television presence, and struggles to remain the fourth of the 'big four' against such interests as soccer and mixed martial arts; the team has, in consecutive seasons, dispatched the only two recognizable faces they still boasted in the broader DFW community then failed to retain their only real star player; and when last seen on the ice, was blowing a gift opportunity to redeem a late season collapse and make the playoffs (playoffs they haven't otherwise sniffed in years). That ain't strength.

So their plan to try to address this negativity and build some buzz and momentum for 2011-2012 is to see how empty they can make the American Airlines Center in pre-season? And then--what? Hope all those empty seats generate phantom enthusiasm from MIA fans to come back for the real games?

One of the problems with sales tactics like jacking up prices for hot cars, designer clothes and pre-season games even when dealing from strength is that it is classic 'short term gain at long term cost:' even the buyers who pay it know they are being had, and may not be so interested when time to make a routine purchase from that same seller comes along again--and those who are sufficiently put off or offended not to pay it in the first place get turned, in a moment, from ally to adversary.

If even the short-term gain isn't being had by such management decisions...

The Stars need an owner. Yesterday.

One hopes one of the first things that still-imaginary person does is take whomever is making these management decisions to the woodshed, for the willful devaluing of his hockey team...

Thanks for killing the buzz before game one for a team everyone expects to struggle even if everything goes well, management. I suppose that's why they call it 'management' instead of 'leadership.'

I will still be cheering my Stars. Just from home, where they can't hear me. And from where I am unlikely to get sufficiently caught up in the experience that I make returning a priority. Which, of course, is why they call such courtesies as free pre-season games extended to ticket-package buyers 'promotions'...

'Super' Miniatures from Reaper/Pathfinder

As a comics fan long before I was a wargamer, and a wargamer now most of my life, I am an irredeemably dedicated fan of the SuperSystem superhero/supervillain miniatures skirmish game, and of the game-specific line of Superfigs miniatures which accompanies it (the dedicated SuperSystem website seems to be down presently; information--as well as a tremendous variety of play-aids--can be had at the SuperSystem Annex and award-winning miniatures painter Agis Neugebauer has a showcase of his Superfigs work.

Great as Superfigs are, one can never have too many four-colour hero and villain models. Reaper Miniatures has some dedicated candidates in their wonderful--and wonderfully diverse--Chronoscope line (how I would love a shot at developing a coherent miniatures skirmish game out of *this* collection of models!), but it is their more recent Pathfinder Fantasy series which has my current attention: ostensibly Paizo's 'D&D 3.5+' fantasy system, the Pathfinder world must have a great deal more than traditional dungeon-delving going on, if these epic good guys and bad guys are wandering around in it! I have used links to Paizo's site as I have used them often through the years (and they offer a discounted price on most of the miniatures in question); if you want to see more and/or order directly from the source, Reaper has a great reputation for customer service, as well, and you can start at http://www.reapermini.com.

Grey Maiden

Grey Gardener (a pulp masked hero if ever one walked down a shadowy alley)

Red Mantis Assassins (male and female)

Hellknight

Pactmaster

Plague Doctor (especially suitable for a pulp campaign)

Skinsaw Man

Skinspawn (a perfect henchman for the above)

Stag Lord

Scarecrow

The Scribbler

Whispering Tyrant (the figure which of them all just radiates 'master villain')

I hope some of this piques curiousity about SuperSystem--I know I could use more opponents, and more Friendly Local Game Stores (FLGS) willing to carry the line!
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Butcher Bird Flies Again

An authentic WWII Focke Wulf Fw 190 has flown again--in Arizona and Washington.

A JG54 Fw 190A-5, crashed outside Leningrad in 1943, has been resurrected by billionaire Paul Allen's Flying Heritage Collection; the frame is original, the engine rebuilt from remaining BMW 801 salvage. Much of the reconstruction was overseen by JME Aviation in the UK before completion at Casa Grande, Arizona, where the Fw 190 was test-flown in December 2010--the first genuine 'Butcher Bird' to get airborne in over half a century.

The Fw 190 will homebase at Everett, Washington, where efforts to reskin it in it's original JG54 paint scheme are underway.

Restored Butcher Bird first flight

Fw 190A-5

Pigs Fly No More

Though it would be difficult to find an aircraft with a past more fraught with political interference, the General Dynamics F-111 overcame all to render decades of service to NATO air forces, from Cold War stand-off strike capability to surgical missions into the modern era of asymmetrical conflict, the F-111's unique combination of near-fighter speed and maneuver capability, bomber payload delivery, and nose-to-the-earth terrain-hugging radar effectiveness providing a mission effectiveness and flexibility that remains difficult to equal.

Some combination of aircraft will have to, however...for with the formal retirement of the Royal Australian Air Force's strike fleet, all F-111s are retired.

Known to it's US crews (fondly) as the Aardvark (reportedly for it's pronounced snout), to the RAAF it was a contraction of aardvark's literal translation, 'earth pig'--simply, the Pig.

An RAAF pilot with the second-most flight hours in type, squadron leader Steve Clarke with some 3400, was a pilot for the Pigs' final sortie. The type leader, Captain Brad Insley (United States Air Force, retired) was present for the final flight and got one last Pig ride, as well: in the cockpit of an F-111 he had flown to Vietnam in 1972, as it was towed to permanent static display.

With it's distinctive cockpit pod and variable-geometry 'swing wings,' the F-11, like the Navy's F-14, was an obvious artifact of it's era...and it may be that era has passed. Not without challenge, however, or trial. All of us still alive and free owe some measure of gratitude for the fact to Pigs that flew--and the men who made that so.

Despatch: Hail Caesar!

Warlord Games follows up their Black Powder ruleset with a hardcover set of Ancients rules, now available for pre-order from the Warlord website with an incentive of an exclusive, otherwise unavailable pewter miniature of a quintessentially Roman legionnaire adorning the rulebook's cover:

Of particular interest, 'Hail Caesar's' authors: Rick Priestley, abetted by Alessio Cavatore...
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RIP Adrienne Roy

DC Comics colorist Adrienne Roy passed away Dec 14, apparently after a lengthy battle with ovarian cancer.

In an era when 'four color comics' did not define a type of traditional superheroic comic book action so much as the literal limitations the medium placed on adding color to the illustrated action, Roy was a master; she brought flash, vibrancy and style to George Perez' inspired work on New Teen Titans...but for me it was the sense of mood and atmosphere she added--with an extremely limited palette, and for a variety of different artists--to literally hundreds of Batman family comics I will remember most.

The Batman then did not need deconstructionist writers variously breaking his back, destroying his city, killing him, zombifying him and/or painting him as hopelessly psychotic to make his world seem dark and shadowy. He had Adrienne Roy.

Thank you for your work, and rest in peace.

Christopher Allen
Dallas, TX

Enter--the Helicarrier!

Sometimes something gets made that one just must have. That thing for our household this holiday season is a toy I never expected anyone to make, despite it's unalloyed coolness: the S.H.I.E.L.D. Helicarrier! A fixture in the Marvel Universe from it's first appearance in Stan Lee and Jack Kirby's uniquely-Marvel answer to the sixties spy craze, Nick Fury, Agent of S.H.I.E.L.D.*, the Helicarrier rose to greatest prominence in the late-seventies 24-issue Marvel Godzilla comic book, as it and various of Nick's supporting agents pursued the great Toho monster across the Marvel universe:

Like so many supporting elements of that comic book universe, however--the Warriors Three, Zabu the sabertooth from the prehistoric Savage Land, Stegron the Dinosaur Man, the Prowler--it's charms always seemed appreciated by too small an audience to ever expect to see it brought to any kind of three-dimensional life. The success of the 'deformed' Super Hero Squad mini action figures line, however, has led to an animated TV series starring same...and a centerpiece therein is their 'flying headquarters,' which has been incarnated as a centerpiece toy for the Christmas season. And though it's name may have changed, and it's design been 'kiddified' consistent with the source--make no mistake that under the garish colours and superdeformed proportions is...the greatness of the S.H.I.E.L.D. Helicarrier!

Fortunately, this household happens to have an eight-year-old boy who loves his superdeformed superheroes, who will be profiting from his father's decades-long Helicarrier mania this Christmas.

*--and S.H.I.E.L.D. stands for Supreme Headquarters International Espionage Law Enforcement Division, no matter what irremediably more idiotic and less memorable moniker current deconstructionist Marvel talent insists on rebranding upon it; Stan Lee said that's what S.H.I.E.L.D. means, and that's the end of the conversation, for me.
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Does the Hobby Want--or Need--Army Composition Scoring?

Scoring for an Army's Composition in organized Warhammer 40,000 (or Warhammer Fantasy) play--especially tournaments. Is it needed? Does it have a role, if not? Is there a way to do it fairly?

The answer to the first question is, simply, no: it is not necessary to the success of play. The codices for each army, a construction framework such as percentages or the Force Organization Chart--and a determined points value--are the only essential tools for composing armies. And there are numerous organized events and tournaments which do not feature any scoring for Army Composition, or otherwise address the issue beyond the requirement that a participating army be codex-legal and adhere to the indicated points value and Force Organization.

The answer to the second question is the meat of the subject, really. If Army Composition scoring is not necessary, and some events succeed quite satisfactorily without it--why add it? It is undeniably extra work for a moderator, to score and ensure compliance, and there are clearly significant portions of the player base which do not embrace it. The reason for Army Composition scoring in organized play is simply that the game is not an abstract construct, like chess; it--and the codices which allow army construction within it--attempt to do more than balance each army for competition, they also attempt to help players create a simulation on the tabletop, and tell a compelling story. Allowing army builds from codices without prejudice can be likened to allowing chess players to build their side with as many knights, rooks or queens as they choose instead of pawns (thus creating 'power armies' or 'tiered codices' or whichever descriptive phrase of your choice indicates that in the Hobby not all codices and not all entries in codices are evenly balanced, competitively): it wouldn't be 'fair' in chess so chess doesn't allow it--and providing some scoring for Army Composition in organized play attempts to address it insofar as possible, for 40K. In that light, it would seem that yes, scoring for Army Composition has a role...especially as long as there are also events available wherein it is *not* used, as well, for those who do not enjoy or appreciate such restraints.

That role can only be properly filled if the scoring for Army Composition seems to participants to accomplish its intent. Thus, the third question--can it be scored fairly? Of the two reasons players tend not to like scoring for Army Composition (the first being not liking any penalty being assessed for building an army other than how one prefers), it is experience with unfair Army Composition scoring in organized play that leaves the most distaste. We've all heard the horror stories: armies identical in build receiving different scores; armies built to a given judge's hard-and-fast notion of what is 'right' getting high scores when they seem to fly in the face of the game's background; not knowing what judges wanted in a build before--and often after--getting scored.... Army Composition was always a component of Official GW GTs in the 90s and early 2000s--and was always controversial, because they rarely told you what their build criteria were, and/or how they had applied it. You got your score, at the end of the GT--you just never knew why. Things came to a head when a particular judge answered an interview question about ideal Army Composition by saying that his perfect vision of a 1500 point army was 100 space marines on foot; while reasonable players knew what he was driving at (a representation of a company of space marines), a simple application of this Army Composition to the then-extant rules revealed there was no physical way to get a hundred marines into such a list, never mind within a Force Org chart and never mind that such a force, denied mobility or heavy/special weapons or leadership, would get pasted in almost any mission imaginable. Even as this pronouncement raised the already ire-filled argument about Army Comp to new levels, competitive players began trying to apply the philosophy in GTs--reaching the height of ridiculousness when one such was awarded 'Best Army Composition' at one Grand Tournament for a Chaos Space Marine army which featured the then-legal composition of six 50-strong infantry Chaos Cultist hordes and multiple Great Unclean Ones of Nurgle. Not a single actual Chaos Space Marine in sight.

It was in light of such antics that Army Composition went away completely in many events, or took on radical refining in others, the latter in an effort to continue to allow it to fill its role but to do so fairly. The best such--then and still--is Astronomi-Con's Army Composition: it presents players with guidelines that try to address the role indicated above, but does so completely voluntarily--so that a player can break the Army Comp guidelines for a modest scoring penalty if they think they can make up those points in battle with their higher-end performing army--and completely transparently--so that every player knows how his choices will affect his score.

Is it perfect? No--no more than the game itself is perfect, or perfectly balanced. Very often, players have to 'break' the Army Composition guidelines for a simulation- or story-based reason, as much as in an attempt to power-up their build; the best example I can think of from the recent AstroDallas was a Tyranid player whose love for that army has always been built around large monstrous creatures, especially carnifexes, and who had to take big hits to his Army Comp to get those monsters on the table even though almost no one fears Tyranid 'godzilla' builds under the current codex, *especially* the grossly neutered carnifexes. But the important thing is that 1) he knew what doing so was going to do to his Army Comp score in advance, and was able to decide if that penalty was enough that he needed to go out and start adding hordes; and 2) when he decided it wasn't and he'd rather play the army he liked, he could do it anyway.

I am on record as preferring not to have an Army Composition score in events I run. I recognize the inherent imbalance in the codices, and choose to address it by allowing actual participants to include their perception of the opposing army build as an element of their Sportsmanship scoring. This is where I have always believed it belonged, because the relative 'funness' or 'unfunness' to play of an army construction is almost always a reflection of the relative 'funness' or 'unfunness' of an opposing player to play--and on the occasions I encounter someone who has power-built an army but who is really fun and sporting to play against and has put a great deal into the simulation aspect of that army as well, I am if anything inclined to score him the higher for it, Sportsmanship wise, because that is not very common (the inverse, of someone who shows up with a very thematic army they've invested tremendously in the simulation aspect of but who winds up being a complete douche to game against happens, too--and Sportsmanship *still* seems to be a reasonable area to address that, in scoring). Is this perfect? Of course not--the most obvious flaw being, as in any player-scored aspect, that often the least Sporting players will use that very element of the overall scoring in manipulative ways. Play your buddy, who is obviously a jackass to everyone in the room with his contentiousness, and who has tweaked his army to match, and give him perfect marks for Sportsmanship including his build? Yeah--you've beaten the system. Bravo to you, a-hole...but don't think everyone doesn't know you did it, and don't be shocked when *your* Sportsmanship scoring seems lower from your opponents other than your buddy than you thought you deserve, and maybe costs you a placing.

The important thing to remember in either case is that players know this aspect of scoring will be present in advance; it at least presents the opportunity for addressing imbalance, and achieving a higher level of competitive fairness, and if it isn't their cup-of-tea, hobby-wise, there are plenty of 'harder' organized play events out there, for their investment of time, effort and expense. That is 'fairness' at its most balanced.

The Ard Boyz events come under a lot of criticism in discussions of any aspect of the Hobby other than tabletop results--but in my view they shouldn't. They are to gameplay what Golden Daemon competitions are to the painting aspect of the Hobby: an organized event narrowly focusing on that part of the overall Hobby, not a replacement for organized events which fully embrace and celebrate as many aspects of the Hobby at once as possible. Just as Golden Daemon should not diminish the accomplishments of a Best Painted or Best Army trophy winner at a broad-hobby event, Ard Boyz play should not dictate to broad-hobby play. Let them all exist, and let hobbyists decide where they are happiest participating.

And if, in a given area, there *aren't* enough events of any one type or another, and a hobbyist has a very strong feeling about it...there are always plenty of retailers looking for events, and someone with the commitment to run one. Doing so is biting off a chunk of work, to be sure, but will have a much longer-term impact that simply talking about it or posting about it. In the ongoing matter of scoring for Army Composition, as in the rest of the hobby, as in life...effort trumps opinion. I know Astronomi-Con was formed from a challenge to its moderators, after an unsatisfactory organized play experience, to 'see if you can do better'...and they have.
CEA
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Fine Historical Miniatures Hardcover Released

The price will ensure this fine tome is not for everyone...but for those for whom such things might be a priority, Kevin Dallimore is (like the releasing company, Wargames Foundry) a recognized and respected name in historical miniatures circles, and I expect the quality of this 308 page, 900+ colour photo illustrated volume to match their reputations.

Get it Here!

Night Spinner Summary

The multipart plastic Eldar Night Spinner is now readily available on your local stockist's shelves, but the rules have thus far only been printed in White Dwarf (North American issue 365, June 2010, the same issue which published the Spearhead ruleset). Although most organized events (like tournaments) still require participants to have the in-print version of any rules in order to use a unit, and Games Workshop will doubtless have the Night Spinner rules available as a codex-legal download from their website, this summary should allow purchasers of the kit who may have missed that issue of the Dwarf to begin friendly play (and allow those facing one to begin readying, as well!):

From WDNA 365 June 2010:

Eldar Night Spinner
Vehicle, Heavy Support
115 Points

BS3 FA12 SA12 RA10 Tank, Fast, Skimmer

Twin-linked Doomweaver: R12"-72" S6 AP- Hvy1, Barrage, Large Blast, Rending, Monofilament Web (any unit hit counts as in Difficult and Dangerous Terrain next time they move)

Twin-linked shuriken catapults (may upgrade to cannon for 10 points)

May take: -Vectored engines...20 points
-Star engines...15 points
-Holofields...35 points
-Spirit stones...10 points

Celt Starter Army Deal at Warlord

http://shop.warlordgames.co.uk/celtic-horde-starter-army-4789-p.asp

Warlord Games occasionally puts amazing historical miniatures starter army boxes together for sale from their website for a limited time, usually centered around their core multipart plastics with key blistered metal figures as special features. This time, they've created a starter army box for ancient Celts--featuring almost US$150 worth of models for less than US$100. If you've an interest in 28mm historicals, you can't go wrong with sculpts of Warlord's quality at a price like this...

The Wrath of the Norse!

Interesting in-scale little plastic kit on offer from Warlord Games:

http://www.warlordgames.co.uk/?p=7385

The application for 28mm historicals is obvious; what occurs to me as well is that it would make a great centerpiece for a Warriors of Chaos army in Warhammer Fantasy Battles--and (for those willing to chop something this cool up a bit) an even cooler terrain/objective!

The Modano Quandary

Mike Modano's future in hockey has taken a new turn with reported comments in the last week, and created what local sports enthusiasts are calling 'the Modano Quandary' for his lifelong team, the Dallas Stars.

Let me help clarify. There is no 'quandary.' There's options 1a or 1b, which are unfortunately mutually exclusive due to NHL rules but which either one offers some positives going forward; there's option 2 which will be initially disappointing but is Mike's call and will be just fine, down the line; and there is *any other effing thing*, all of which will make the Stars, manager Joe Niuwendyk, coach Mark Crawford, owner Tom Hicks and anyone else associated with it irremediably hated men in North Texas. For life. Figure that on struggling ticket sales, Stars management.

Option 1a is, Mike decides to play for the Stars another year, affording him and his fans a farewell-tour year something like those final two storybook games of last year's otherwise disappointing season.

Option 1b is, Mike becomes part of a new ownership team of the Stars (which has the ancillary enormous benefit of seeing off the horrific blight upon North Texas that is the Hicks Sports Group).

Option 2 is, Mike retires. We who believe (unlike some other sports icons like the often-compared Emmit Smith) that Mike has proven he can still play as a contributing 3rd or 4th line center, will be saddened...but last year ended so magically for him, and us, and we know he will become a future enormous part of the franchise going forward if it ends happily like this, so we can live with it.

Any other option--and we. will. hate. the. Stars. He goes to another team and plays, and some part of our relationship with Mike will be damaged, as well--but Mike won't be paying for it in lost revenue and ticket sales and skate fees at StarCenters and whatever else.

A Stars team minus Modano, and Marty Turco, and maybe Jere Lehtinen, had better win quickly because the remaining other draws are known for their appeal mostly only to we hockey faithful who are coming anyway. They *cannot* afford to actively piss off the fanbase.

Mike wants to play, we want him back. In black, green and gold. Period.

Screw this up at your *enormous* peril, Stars.

Deathwatch!

FFG's Free RPG Day offering was 'Final Sanction,' debuting the next (and most anticipated) offering in their 40K roleplaying line, Deathwatch (allowing play as Space Marines, finally). Though I missed getting by my local game stockist for the day because of Astronomi-Con Dallas (a trade I will happily make any day), I've finally gotten to pick through a friend's copy of 'Final Sanction,' and I like it. The system mechanics are what they are (I am not especially a fan, having dealt already with these rules via Dark Heresy and Rogue Trader), but like those previous offerings the art and production values are up to GW standard, as (most importantly) is the embrace of the Intellectual Property: this *feels* like the 40Kverse.

Using the Deathwatch as an rpg paradigm is an outstanding way to get Space Marines into play (and should allow easy cross-integration with RT and especially DH); the only thing I noticed is that the module clearly genericizes the Deathwatch into servants of any and all Ordos of the Inquisition (rather than the pure alien hunters they've always been). Wonder if this presages any changes for 40K, come the new Inquisition codex?

'Final Sanction' has me jazzed to run a session of Space Marine role-playing; if anyone has a friendly gaming store with a copy left, please let me know (and you get dibs on the first slot in the Kill Team!).