Tuesday, April 2, 2019
Italian Wars Project : "Light Cavalry"
Having run out of fancy Dan Gendarme in all their feathers and livery it's time to go "smart but casual" with these chaps, 6 figures from the 28mm Perry Miniatures plastic Light Cavalry box set.
I think this box set is turning into one of the most versatile avaliable, not only have I used it for these lance armed troops but you get the sword armed chap for an officer and there is a musician arm in there as well. The box is also my "go to" for Standard Bearers and that's before you add in the Crossbow (next unit) and Bow options. I don't know how they got so much on each sprue.
I'm sure you will all know the score on the painting by now, oil wipe method horses (this is the last six of the batch of 80 plus horses I painted back in December), riders done in acrylic paint (mostly Vallejo) with the odd subtle wash and a Pete's Flag stuck on a pole and hoisted above said unit for effect.
This will be half of a 12 man unit however I plan for these to be multi-functional in my army. They can be used as a Light Cavalry unit on its own or they can be split up and mixed with the Gendarme to increase their unit size, maybe 6 Gendarme in the front rank with 6 of these behind? It's a work in progress.
The traditional 3 man "Lance" consisted of the main man (the Gendarme), the lesser armed Squire (these guys) and a non-combatant or general dogsbody back at camp to polish the armour and make the tea.
The big drive on the Italian Wars Project has come as a result of the Annual Analogue Hobbies Winter Paint Challenge which is nearing it's end (20th March) so I will do a Troops on Parade feature on the Army at that stage. Next up will be some Mounted Crossbow from the same box set along with another 6 lance armed figures to up this unit to 12.
PUBG Moblie 0.11.5 Update
After the 0.11.0 update, PUBG Corp. has planned to release the very next update i.e. 0.11.5. This post will introduce players with the new features available in this update.
Recently, the 0.11.0 update was launched in PUBG mobile. This update basically included the Survive till dawn or the PUBG Zombie mode. Some updates including Riot shield and others were also planned to release in this update but they were postponed as the 0.11.0 update had a big size (about 1.7 GB) and it was exerting a lot of pressure.
So returning to topic, PUBG update 0.11.5 will include the following features.
1. G36C (Gun) :
It is an assault rifle gun requiring 5.56 mm ammo. This gun was planned to release in Season 5 but unfortunately, it was skipped and now it is planned in the next update. You can watch the video to learn more about it.
2. Tukshai (Vehicle) :
The next PUBG update includes an auto-rickshaw, Auto-rickshaw is a vehicle mainly found in Asian countries. This vehicle will be available only in Sanhok map. It can carry up to 3 players. Click here to know more about it.
3. Canted Sight (Attachment) :
It is a secondary attachment that allows the player to quickly switch between the 1x Canted sight and the other scope used. It is already launched in PUBG PC, Xbox and PS4. To know more about Canted sight you can visit my post about it.
4. Skorpion (Gun) :
It is a full-auto weapon pistol that works on 9mm ammo. Its capacity can be increased from default 20 rounds to 40 rounds using a standard extended magazine. It can be switched from single fire to full auto. The only disadvantage is that it has lower per bullet damage than other pistols.
5. Royale Pass Season 6 :
As we know the Season 5 of PUBG will end on 18 March 2019. This new season will bring new emodes. Also, many new outfits will be available including Joker and Harley quuen outfits. These two outfits were actually planned before the beginning of Season 4 but it was included in that season. So now there is a hope of getting it in Season 5.
Excluding these some more features may be added in the future. You can click here to know more PUBG upcoming updates.
Which of the above features will be more interesting and enjoyable to play? Let us know in the comment section below.
Recently, the 0.11.0 update was launched in PUBG mobile. This update basically included the Survive till dawn or the PUBG Zombie mode. Some updates including Riot shield and others were also planned to release in this update but they were postponed as the 0.11.0 update had a big size (about 1.7 GB) and it was exerting a lot of pressure.
So returning to topic, PUBG update 0.11.5 will include the following features.
1. G36C (Gun) :
It is an assault rifle gun requiring 5.56 mm ammo. This gun was planned to release in Season 5 but unfortunately, it was skipped and now it is planned in the next update. You can watch the video to learn more about it.
G36C gun |
2. Tukshai (Vehicle) :
The next PUBG update includes an auto-rickshaw, Auto-rickshaw is a vehicle mainly found in Asian countries. This vehicle will be available only in Sanhok map. It can carry up to 3 players. Click here to know more about it.
Tukshai |
3. Canted Sight (Attachment) :
It is a secondary attachment that allows the player to quickly switch between the 1x Canted sight and the other scope used. It is already launched in PUBG PC, Xbox and PS4. To know more about Canted sight you can visit my post about it.
4. Skorpion (Gun) :
It is a full-auto weapon pistol that works on 9mm ammo. Its capacity can be increased from default 20 rounds to 40 rounds using a standard extended magazine. It can be switched from single fire to full auto. The only disadvantage is that it has lower per bullet damage than other pistols.
Skorpion |
5. Royale Pass Season 6 :
As we know the Season 5 of PUBG will end on 18 March 2019. This new season will bring new emodes. Also, many new outfits will be available including Joker and Harley quuen outfits. These two outfits were actually planned before the beginning of Season 4 but it was included in that season. So now there is a hope of getting it in Season 5.
Excluding these some more features may be added in the future. You can click here to know more PUBG upcoming updates.
RP Season 6 |
Release date :
It is expected that this 0.11.5 update will be released between 18-20 March 2019. there is no strong proof that this date is accurate but since season 5 will end on 18 March so there is a chance of releasing season 6bor this PUBG update between the mentioned date.
It is expected that this 0.11.5 update will be released between 18-20 March 2019. Though it is not officially declared or announced but since Season 5 will end on 18 March, so the new season or season 5 release date comes out to be between 18-20 March 2019.
It is expected that this 0.11.5 update will be released between 18-20 March 2019. Though it is not officially declared or announced but since Season 5 will end on 18 March, so the new season or season 5 release date comes out to be between 18-20 March 2019.
Which of the above features will be more interesting and enjoyable to play? Let us know in the comment section below.
Monday, April 1, 2019
Eminent Domain Origins Playtests - 2P And 4P
Today I got a couple more "last minute" tests of Eminent Domain Origins in, one 4-player (using the 2-5p starting cards), and one 2p (turns out I hadn't tested 2p since making all these updates and changes).
In the 4p game, Dan joined Dave, Jesse, and me. He played the game once about a year ago, so was basically a new player, so I asked him to just play normally and let me know what was fiddly, odd, hard to understand, or easy to forget. Dave and Jesse each tried the new 4-5p starting cards (Jesse started with a colony marker loaded, an energy, and $10; Dave started with 2 crystal and an energy). I decided to try alien hunting, since I hadn't seen it much lately, and so started with a weapon and a crystal. I gave Dan a basic $30 starting card.
In the end, the game was quite close, with Dave winning out 60-50-50-49. I may have missed a round or two, but I counted 17 rounds -- I thought I remembered Terra Prime lasting more like 20-24 or so. Jump starting the game a little bit by giving players starting resources and cutting the phase 1 reward cards, and allowing colony spots (planets) to exist in adjacent sectors, may have sped the game up a little bit, but I DID add 3 tiles to the phase III rewards, so we were only really net down 1 reward tile total. It's likely players just did more scoring actions (colonizing and defeating aliens) than what sometimes happens so the game was on the short end.
Dave's winning 60 points came on the back of quite a lot of delivering. He used his 2 crystal start to quickly (turn 4 or 5) get a Matter Converter, and soon after delivered a bunch of cubes for a fistful of credits and bought 2 Thrusters in one turn. Dave is usually partial to Afterburners, but I guess he decided he didn't have the energy economy for it this time. In any case, he had 5 actions while the rest of us ad only 3 for a while. Dan and Jesse eventually got Thrusters of their own, for some reason I didn't bother, which may have been my downfall. The verdict on the starting card is that it's probably fine. The verdict on Matter Converter is that it's potentially very strong, probably not a problem, but might ought to be worded such that you still have to carry the correct cubes according to your holds, and then deliver/upgrade as if they're wild, rather than letting you convert them to whatever you want whenever you want, which just encourages you to visit your own places.
Jesse's downfall may have been poor rolls combined with potentially ill advised pathing. He kept crashing into asteroids, and hadn't bought shields first. This cost him 3vp on more than 1 occasion. Had he just rolled a little better (or spent the action and $20 to get and charge shields), he could have been neck and neck with Dave in the end. Never mind that one of the collisions cost him an engine, about 1/2 way through the game, putting him out maybe 7 or 8 actions! However, his start was strong, Starting with a loaded colony marker was pretty great, it allowed him to usurp a colony spot from player 1 (Dan, who might have been better off doing something a little bit different), and as Jesse pointed out, irrespective of turn order, starting with a loaded colony means that he's the ONLY player who could colonize 2 spaces from TP on turn 1. It also means that players earlier in turn order have to be a bit more careful and hedge their bets if they're not colonizing on turn 1, lest their colony get sniped. That's probably OK, but we decided to take away the energy, so that if there's an asteroid in the way, at least you have to risk losing 3 points to do that.
I tried to do some alien hunting, and I did an alright job, my big errors were getting an early Battle Station instead of selling cubes to afford a Thruster, and not setting up any accessible early game colonies for other players to use. The only planet 1 step from TP was a green one off to one side, and since Dan didn't take it, I decided to colonize it on turn 1. Nobody used it all game, and I didn't drop any colonies in high traffic areas, so I didn't get to leach any points off of other players.
Any way you look at it, that score was pretty darn close all around.
After Dan left, I mentioned the board scaling for 2 players (2 fewer tiles in each row, and only 1 of each tech upgrade), and it occurred to me that I hadn't played 2p in this new version of the game. So I had Jesse and Dave play 2p while I watched. They ended up choosing the sort of standard $20 and $30 for starting resources, and while I lost count half way through the game, I'm pretty sure it lasted about 20 rounds -- just a few more than the 4 player game. I noticed that in the mid-game, both players spent time upgrading their ship rather than dropping colonies or killing aliens, which dragged the game out a little bit, but also was fun for the players to really pursue a strategy. Dave ended up with a Thruster and 2 Afterburners (with Additional Module Slots), so was doing 8 actions per turn. Jesse had 2 Thrusters for 5 actions per turn. Both geared up for alien hunting, but neither did a whole lot of it until the end of the game. Between the two of them, they explored every tile, but they also left a lot of maybe lower scoring colony spaces alone... had either of them grabbed a Cryo Chamber (or Cargo upgrade) and started dropping multiple colonies per trip, the game could have been considerably shorter (on par with the 4p game perhaps).
The verdict was that the 2p game seemed fine. I think we don't need to do any further scaling such as removing any reward cards. It felt like the game dragged a little, but that was because (a) players drew it out a bit, and (b) Dave's turns started taking incredibly long as he hemmed and hawed over planning out his 8 actions!
All in all, I think it was a fine test day. I made a tweak to one of the starting cards (take the energy off the loaded colony marker one), and I might tweak the wording on Matter Converter. I might also add a reward card or two (probably double up on existing ones) just to make sure there's enough time in a 5 player game for players' strategies to develop.
In the 4p game, Dan joined Dave, Jesse, and me. He played the game once about a year ago, so was basically a new player, so I asked him to just play normally and let me know what was fiddly, odd, hard to understand, or easy to forget. Dave and Jesse each tried the new 4-5p starting cards (Jesse started with a colony marker loaded, an energy, and $10; Dave started with 2 crystal and an energy). I decided to try alien hunting, since I hadn't seen it much lately, and so started with a weapon and a crystal. I gave Dan a basic $30 starting card.
In the end, the game was quite close, with Dave winning out 60-50-50-49. I may have missed a round or two, but I counted 17 rounds -- I thought I remembered Terra Prime lasting more like 20-24 or so. Jump starting the game a little bit by giving players starting resources and cutting the phase 1 reward cards, and allowing colony spots (planets) to exist in adjacent sectors, may have sped the game up a little bit, but I DID add 3 tiles to the phase III rewards, so we were only really net down 1 reward tile total. It's likely players just did more scoring actions (colonizing and defeating aliens) than what sometimes happens so the game was on the short end.
Dave's winning 60 points came on the back of quite a lot of delivering. He used his 2 crystal start to quickly (turn 4 or 5) get a Matter Converter, and soon after delivered a bunch of cubes for a fistful of credits and bought 2 Thrusters in one turn. Dave is usually partial to Afterburners, but I guess he decided he didn't have the energy economy for it this time. In any case, he had 5 actions while the rest of us ad only 3 for a while. Dan and Jesse eventually got Thrusters of their own, for some reason I didn't bother, which may have been my downfall. The verdict on the starting card is that it's probably fine. The verdict on Matter Converter is that it's potentially very strong, probably not a problem, but might ought to be worded such that you still have to carry the correct cubes according to your holds, and then deliver/upgrade as if they're wild, rather than letting you convert them to whatever you want whenever you want, which just encourages you to visit your own places.
Jesse's downfall may have been poor rolls combined with potentially ill advised pathing. He kept crashing into asteroids, and hadn't bought shields first. This cost him 3vp on more than 1 occasion. Had he just rolled a little better (or spent the action and $20 to get and charge shields), he could have been neck and neck with Dave in the end. Never mind that one of the collisions cost him an engine, about 1/2 way through the game, putting him out maybe 7 or 8 actions! However, his start was strong, Starting with a loaded colony marker was pretty great, it allowed him to usurp a colony spot from player 1 (Dan, who might have been better off doing something a little bit different), and as Jesse pointed out, irrespective of turn order, starting with a loaded colony means that he's the ONLY player who could colonize 2 spaces from TP on turn 1. It also means that players earlier in turn order have to be a bit more careful and hedge their bets if they're not colonizing on turn 1, lest their colony get sniped. That's probably OK, but we decided to take away the energy, so that if there's an asteroid in the way, at least you have to risk losing 3 points to do that.
I tried to do some alien hunting, and I did an alright job, my big errors were getting an early Battle Station instead of selling cubes to afford a Thruster, and not setting up any accessible early game colonies for other players to use. The only planet 1 step from TP was a green one off to one side, and since Dan didn't take it, I decided to colonize it on turn 1. Nobody used it all game, and I didn't drop any colonies in high traffic areas, so I didn't get to leach any points off of other players.
Any way you look at it, that score was pretty darn close all around.
After Dan left, I mentioned the board scaling for 2 players (2 fewer tiles in each row, and only 1 of each tech upgrade), and it occurred to me that I hadn't played 2p in this new version of the game. So I had Jesse and Dave play 2p while I watched. They ended up choosing the sort of standard $20 and $30 for starting resources, and while I lost count half way through the game, I'm pretty sure it lasted about 20 rounds -- just a few more than the 4 player game. I noticed that in the mid-game, both players spent time upgrading their ship rather than dropping colonies or killing aliens, which dragged the game out a little bit, but also was fun for the players to really pursue a strategy. Dave ended up with a Thruster and 2 Afterburners (with Additional Module Slots), so was doing 8 actions per turn. Jesse had 2 Thrusters for 5 actions per turn. Both geared up for alien hunting, but neither did a whole lot of it until the end of the game. Between the two of them, they explored every tile, but they also left a lot of maybe lower scoring colony spaces alone... had either of them grabbed a Cryo Chamber (or Cargo upgrade) and started dropping multiple colonies per trip, the game could have been considerably shorter (on par with the 4p game perhaps).
The verdict was that the 2p game seemed fine. I think we don't need to do any further scaling such as removing any reward cards. It felt like the game dragged a little, but that was because (a) players drew it out a bit, and (b) Dave's turns started taking incredibly long as he hemmed and hawed over planning out his 8 actions!
All in all, I think it was a fine test day. I made a tweak to one of the starting cards (take the energy off the loaded colony marker one), and I might tweak the wording on Matter Converter. I might also add a reward card or two (probably double up on existing ones) just to make sure there's enough time in a 5 player game for players' strategies to develop.
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