A Mixed Bag

The intro…

Welcome to this week’s blog! As the title suggests (or at least I hope it does!), I’ve got a couple of different things to talk about today (although it also sums up how I feel at the moment!) which are pretty different so I’d best get on with it hadn’t I!

Part 1 – 2.5 Continued…

but, like, without the ‘to be’, y’know?

Let’s go chronologically so that I don’t get COMPLETELY mixed up in what I’m doing. Last week, I got down to casual night and got a game in (Yay!).

I stuck with the same list that I’ve been running recently, simply because I was totally lacking the time to repack my bag, let alone compose a new list from scratch.

Manaroo (4)
Marksmanship (1)
Tracking Fob (4)
Punishing One (0)
R5-P8 (4)

Ship total: 4 Half Points: 2 Threshold: 4

Gamut Key (3)
Notorious (2)
Contraband Cybernetics (3)
Engine Upgrade (3)

Ship total: 3 Half Points: 1 Threshold: 2

The Mandalorian (7)
Elusive (2)
Fearless (3)
Jabba the Hutt (11)
Boba Fett (Separatist) (4)
Contraband Cybernetics (3)
Mandalorian Optics (5)
Razor Crest (0)

Ship total: 7 Half Points: 3 Threshold: 4

Kad Solus (4)
Fearless (3)

Ship total: 4 Half Points: 2 Threshold: 2

N’dru Suhlak (2)
Ship total: 2 Half Points: 1 Threshold: 2

Total: 20

View in Yet Another Squad Builder 2.0: https://yasb.app/?f=Scum%20and%20Villainy&d=v9ZhZ20Z117X125WWWWW454WW159W8Y473X455WWW92W107WY522X119W121W39WWW334W92WW446W451Y99X121WY156X&sn=Unsaved%20Squadron&obs=

I can’t say that I’ve done super well with it but I’m putting that down to being a me thing in terms of getting used to the ships, dials, abilities and triggers. And also how best to do scenarios. I figure that by getting a few decent reps with it that I can eliminate one part of the issue (list familiarity) which will allow me to start working on the other part of the issue (how best to play scenarios). It makes sense in my head at least!

Unfortunately there were just four of us down this week (I mean, even numbers is good though, right?) and with father and son Mark and Josh not wanting to play each other and my having played Josh last week, we figured I should play against Mark!

Mark is a fan on the TIE Advanced x1 (bit of an understatement there!) and has been running a few different variations of lists over the last few weeks. This week, he brought this monster:

Storm Squadron Ace (3)
Fire-Control System (2)

Ship Cost: 3 Loadout: (2/2) Half Points: 1 Damage Threshold: 2

Storm Squadron Ace (3)
Fire-Control System (2)

Ship Cost: 3 Loadout: (2/2) Half Points: 1 Damage Threshold: 2

Storm Squadron Ace (3)
Fire-Control System (2)

Ship Cost: 3 Loadout: (2/2) Half Points: 1 Damage Threshold: 2

Zertik Strom (3)
Fire-Control System (2)

Ship Cost: 3 Loadout: (2/6) Half Points: 1 Damage Threshold: 2

Rexler Brath (8)
Outmaneuver (6)
Fire-Control System (2)
Diamond-Boron Missiles (5)

Ship Cost: 8 Loadout: (13/13) Half Points: 4 Damage Threshold: 3

Total: 20

View in YASB 2: https://yasb.app/?f=Galactic%20Empire&d=v9ZhZ20Z177X113WWY177X113WWY177X113WWY176XW113WWY196X126W113WW238WW&sn=Unsaved%20Squadron&obs=

So, four cheap ships who won’t give up too many points when killed, who will lock for their first action and reroll all day with focuses after that PLUS a TIE Defender that will get free evades and white K-turns (JARGON ALERT!!) and basically be very hard to kill. Lovely.

How does my list match up to that? Very hard to say. Partly because it’ll depend on which scenario we run but mostly because I have a VERY hard time determining what good/bad matchups are for me at the best of times and right now is not the best of times.

Still, it’s time for some Pre-Flight checks:
Scenario – Salvage Mission (‘boxes’)
Target/Objective Priority – Hmmmm….. tricky, I’ll come back to this in a minute.
Obstacles – Spread in such a way to make it annoying for Mark to pick up boxes. His ships are faster than mine so if I can control where he has to go after picking up, I can possibly head him off.
Deployment – having had ships picked off before and losing Mando for very little return, I’m thinking to use N’dru and Kad to pick up some boxes and basically jousting with the others. What could go wrong?!

Ok, back to the target/objective priority question.

This is the biggest problem I seem to be having with 2.5 at the moment. It’s hard because I’m writing this now with the knowledge of what happens so I tell you what, let’s revisit this later, ok? Ok, good.

Now, since I’ve got another game to talk about this will be a pretty truncated batrep (JARGON ALERT!!), more of a summary really.

We rolled for ROAD and Mark ‘won’ to be first player. We set up objectives, then obstacles and then ships and were ready to begin.

With Mark having fast ships pointing at me, I have to weigh up whether a joust favours me or not. Generally I think it doesn’t but with his ships moving first and not being able to get locks, the first round of shots shouldn’t hurt too much.

Or so I thought. More on that in a minute.

On the left flank Kad will hone in on the left hand crate (although can’t pick it up in the first turn because he can’t reach without a boost and needs an action to collect it) while N’dru will pick up the closest one and pootle about trying not to be noticed.

Back to that joust theory – well, it turned out that I then won the first player roll for turn 1. Nice.

My perceived (by me) advantage of jousting with Mando was negated by all the ships being at range 3 and with Gamut being out of range altogether, Manaroo took 2 shots from the closest TIE’s and lost 5 health (including taking a Wounded Pilot crit). Ouch.

In return she and Mando managed a measly 2 shields and 1 hit onto one of the Storm Squadron Aces. Not exactly a stellar trade there.

On the plus side, Kad’s 5 straight did get him into range 1 of the crate so with Mark picking up just 1 with Rexler, I ended turn 1 ahead on points.

With positioning now being rather close and not knowing who would be first, I opted to blast in with Manaroo and stop with Mando. Gamut strolled in behind for an extra shot while Kad now wanted to dive in and join the fight.

Manaroo got the block on 2 of the TIEs while Mark brought Rexler in for support.

Mando finished off the one TIE Advanced while Manaroo took the shields from another but with the angles that Mark had managed, Manaroo melted in fairly short order.

His efforts to put damage into Mando fell short though and he remained undamaged going into the end phase.

We’d lost a ship each (but with Manaroo being valued at 1 point more than his TIE) and with me still holding one extra box I retained a 1 point lead.

A disastrous decision from me meant that I lost Gamut Key and Mando’s shields in the next turn while gaining nothing in return except for 3 shields from Rexler.

The TIE’s simply refused to die as Mando then pulled some real scummy jank, triggering Contraband Cybernetics to either stop or 5-K while also taking an action and then recharging it with Jabba crew each time.

I then experienced three key moments. One outside of my control, two being my decision.

In the turn pictured above, I decided to boost into a red focus with Kad to catch the orange (already damaged) TIE Advanced. What I arguably should have done was stay where I was and sit at range 1 face to face with Rexler and trade shots. Kad having Fearless and the chassis ability of Concordia Faceoff gave me an edge that could have made a difference.

Subsequently we ended up here the following turn:

Mark’s TIE opting into a barrel roll meant that Kad bumped. I opted to take a red focus here (the second of the ‘my control’ crucial moments) and that was certainly not the right choice.

It also meant that Mando bumped into him, failing a 5-K and meaning he couldn’t shoot Rexler. Also bad. That wasn’t the outside of my control thing though.

Mando took a damage for bumping Kad (because of course he does!) before Rexler rolls 4 dice at range 1 with a lock.

He rolls blank, blank, blank, eyeball. Nice!

Mark spends the lock and rerolls all 4 dice into… hit, crit, crit, crit.

Wow.

Mando dodges one but takes the 3 crits to hull, picking up a Damaged Engine, Weapons Failure and a very irrelevant Panicked Pilot.

Mando and Kad BOTH fire at the only TIE they are facing but it lives on 1 hull.

It may come as no surprise to you that this swings the game rather drastically.

As we go back to planning I set Mando another 5-K having reset Contraband once more while my red focus choice with Kad comes back to haunt me. If he didn’t have that stress, he could K-turn and pick up 2 focus tokens with his pilot ability and get a shot on, well, something. As it is, he’s got to turn and will probably end up facing nothing.

That’s precisely what happens.

Not only that but Mark’s choice to barrel roll his TIE means that Rexler doesn’t complete his 3 hard turn.

What’s more, because of Mark winning the ROAD roll, Rexler moves BEFORE Mando, bumping into the back of him and stays facing the same way.

Whereas he would have been facing away, he’s now staring down Mando as the timer goes. This is the last turn.

Mark attacks Mando with Relxer and inevitably does the 2 required damage to kill him. With simultaneous fire Mando is able to finish the closest TIE Advanced but it’s too little, too late.

Result: 17 – 19 loss

The conclusion…

Looking back, there are a few things I want to talk about from this game.

Firstly, objectives. Mark picked up just 2 objectives the whole game (and Rexler dropped his fairly early on), scoring 14 of his 19 points by killing my ships. I, on the other hand, only scored 6 points from ships, picking up 11 objective points.

Now, is this indicative of me picking the wrong strategy?

That’s a genuine question that I seem unable to answer. I do feel like I’m perhaps placing too much focus on objective collection and that maybe the makeup of my list isn’t helping. N’dru, the hero that he is, actually scored 6 points for me by picking up an objective turn 1 and doing his best to hide out all game. On the other hand, doing that meant that I was missing one of my guns for the entire game. Yes, it’s just a 2 dice gun, maybe with a focus but when you also consider that Gamut is also not designed for damage output and failed to score me any points or do any significant damage then I have to wonder whether he warrants a place in the list.

Or rather (since this is based on a known successful list by a good player), that I’m playing it very wrong. Speaking of which….

The second thing I want to talk about is Mando. He keeps dying.

My Mando. Battered.

Now, the first couple of games I know I wasn’t flying him right. I think I was using him more like I would have flown Dash historically – a little cautiously and trying to kite in/out. Mando is not designed like that. With his ability being what it is, he’s mean to face off with opposing ships. Multiple ships. And yet out of all 3 games that I’ve used him, I’ve only managed to trigger his ability ONE TIME. ONE!

I know that this is a me problem, it’s just taking more time than I’d expected to get my head into this mode than I’d like. Not only that, but with Fly Casual (understandably!) not being updated yet, I don’t have a quick and easy means of loading up a list and figuring out how best to proc his ability regularly.

While it maybe just be bad luck, dice rolls, marginal angles, ROAD rolls or whatever, at some point it must cross over from ‘it happens’ to ‘it always happens and maybe I can do something about it’. Am I at that point yet? I’m not really sure. Whether I stick with this list or not, the temptation to swap Mando out for two cheaper ships is certainly there.

Lastly, despite me repeatedly seeing posts about games finished quickly, this game went to time at 75 minutes and 6 turns. Between this and my record in 2.5 being 1W/1D/3L (with the one win being the game where I unwittingly cheated, like, a lot) I can’t help but think that I’m doing things really, really wrong.

Should this be faster? What’s slowing things down? Is it me? My decision making? What can I do to try and win? Change list? Ignore objectives? Just gid gud and fly better? I actually do not know. The scale of change from the game where I got to the top 4 of a store championship has got my head spinning.

Paul Braggins posted a great blog yesterday where he talked about a 4 game tournament of 2.5. At the end he talked about the first two games going the full 12 round limit to come to a conclusion but yet still none of them went to time. So far ALL of my games have gone to time (with some reaching 20 points on the last turn) but the only one to hit as high as 8 rounds was a TTS game against Jordan Bishop who, by his own admission, is a pretty quick player.

Overall I’m feeling really very torn over 2.5. A comment on Facebook by Kevin Branch in response to Paul’s post really struck a chord with me:

Fwiw, on managing expectations, my approach is to try not to think of AMG wing as a set of rules changes layered on top of xwing. But as a whole new game (that is still in beta). When I thought of this game as xwing, I found I would quickly get wound up in disagreeing with individual rules changes and frustrated about what the game isn’t. But that kind of misses the point. Amg wing is a new game that uses a framework amg are comfortable developing in, and they are the only people in the world being paid to develop a game using my miniatures. But is it a fun new game? Yeah, it probably is. The scenarios create an interesting balance between geography on the mat and the pure positional play that xwing had. Will it get as good xwing? Maybe.

X-Wing 2.5 is not 2.0 with some tweaks, it’s a new game. While many features are the same (ships, dials, dice), there’s enough that’s changed about it to mean that I now have to learn a lot of things from scratch.

Perhaps I’m not helping myself by flying a list from an unfamiliar faction. But then, up until this past weekend at Adepticon, there’s very little data for determining what lists/pilots/combos are actually genuinely consistently good.

As I’ve said at some point before (a LONG time ago), if I can’t work out if the problem is me or the list then you have to try and eliminate one of those factors with a known quantity. And then, literally minutes after writing this out, I see a post of Facebook with a link to this blog post from Chris Sherwood. I am yet to read it in depth but you can be darned sure I will be taking a good long look at it.

Anyway, I’ve probably made it sound like I totally hate 2.5 and am selling up and leaving (I’m not, btw…). I guess I’m just a little frustrated with how things are and that given the combination of a number of circumstances, there’s actually very little that I’m able to do about it in terms of practice or strategy to get better.

Still, this is a good fun game and playing it means that I can spend time with some great people (both in person and over t’internet).

Speaking of which, let’s move on to…

Part 2 – Epic Proportions

Back at Christmas we at Firestorm Games in Newport were due to play a fun, epic style game. We had one of these back in September 2021 and Mark Hall (who organised and ran that game) had suggested doing another as a sort of celebratory game to mark the end of the year.

Then covid did it’s thing again and local restrictions meant that it got put on hold. Boooo!

As things started easing Mark got a new date in the diary but all the while, the rules and specific details were kept under wraps. All we were told (with around 2 weeks until the event) was this:

Bring 2 lists – one ‘good guys’ (Rebel, Resistance, Republic) and one ‘bad guys’ (Imperial, First Order, CIS). Scum would be neutral and could be on either side.

Each list should consist of at least 3 ships and be 175 points. You would then also bring another 75 points worth of ship(s) on top.

There would be prizes for the top player of each team plus a couple of extra prizes for meeting certain conditions that would be kept secret until the day.

The event, having been planned and designed BEFORE the rules for 2.5 dropped would be using classic X-Wing 2.0 rules. Old points, bumping rules, you name it.

Interesting!

Now I just needed lists.

Cai would also be playing so I actually needed three.

After really not knowing what I was doing and letting it get a little bit late before deciding, I picked Scum list 100% for funsies.

Boba Fett (85)
Lone Wolf (5)
Contraband Cybernetics (3)
Slave I (6)

Ship total: 99 Half Points: 50 Threshold: 5

Bossk (60)
Composure (1)
Perceptive Copilot (8)
Greedo (1)
Contraband Cybernetics (3)
Hull Upgrade (3)

Ship total: 76 Half Points: 38 Threshold: 7

Binayre Pirate (22)
Contraband Cybernetics (3)

Ship total: 25 Half Points: 13 Threshold: 2

Binayre Pirate (22)
Contraband Cybernetics (3)

Ship total: 25 Half Points: 13 Threshold: 2

Binayre Pirate (22)
Contraband Cybernetics (3)

Ship total: 25 Half Points: 13 Threshold: 2

Total: 250

View in Yet Another Squad Builder 2.0: https://xwing-legacy.com/?f=Scum%20and%20Villainy&d=v8ZsZ200Z103X124WWWW92WWW161WY153X115WWW54WW83W92W164WY159XW92WY159XW92WY159XW92W&sn=Unnamed%20Squadron&obs=

Boba and Bossk will run around doing bad things and when it’s time for reinforcements, I get the 3 Z-95’s. Seems fun.

I went with a similar theme for Rebels…

Ezra Bridger (Gauntlet Fighter) (68)
Hera Syndulla (4)
Nightbrother (3)
Swivel Wing (0)

Ship total: 75 Half Points: 38 Threshold: 6

Dash Rendar (79)
Trick Shot (4)
Perceptive Copilot (8)
Jyn Erso (3)
Outrider (6)

Ship total: 100 Half Points: 50 Threshold: 5

“Zeb” Orrelios (TIE Fighter) (22)
Ship total: 22 Half Points: 11 Threshold: 2

Captain Rex (26)
Ship total: 26 Half Points: 13 Threshold: 2

Sabine Wren (TIE Fighter) (26)
Marksmanship (1)

Ship total: 27 Half Points: 14 Threshold: 2

Total: 250

View in Yet Another Squad Builder 2.0: https://xwing-legacy.com/?f=Rebel%20Alliance&d=v8ZsZ200Z520XW35WWWW448W449WY39X133WW54W40WW157WY15XY16XY13X125W&sn=Unnamed%20Squadron&obs=

I picked Dash because, well, I like Dash and the Gauntlet because it’s a great model. The cheap as chips Rebel TIEs made up the 75 point reinforcements quite simply because I’ve NEVER FLOWN A REBEL TIE. EVER.

Cool, that’s all done.

Cai sent me over his list to put together:

Captain Oicunn (71)
Intimidation (3)
Grand Inquisitor (13)
Emperor Palpatine (12)
Fifth Brother (12)
Proton Bombs (4)
Tactical Scrambler (2)

Ship total: 117 Half Points: 59 Threshold: 8

Gideon Hask (27)
Marksmanship (1)

Ship total: 28 Half Points: 14 Threshold: 2

Seyn Marana (27)
Marksmanship (1)

Ship total: 28 Half Points: 14 Threshold: 2

Major Vynder (40)
Lone Wolf (5)
Fire-Control System (2)
Proton Torpedoes (12)
Proton Rockets (5)
Advanced SLAM (3)
Os-1 Arsenal Loadout (0)
Adv. Proton Torpedoes (5)
Ion Missiles (2)

Ship total: 74 Half Points: 37 Threshold: 4

Total: 247

View in Yet Another Squad Builder 2.0: https://xwing-legacy.com/?f=Galactic%20Empire&d=v8ZsZ200Z215X122WW33W29WW82W69W110WY223X125WY224X125WY161X124W113W136W102W104W139W134W101&sn=Unnamed%20Squadron&obs=

Now, Cai narrowly missed out on winning the last event (final salvo if I recall!) with a fully tricked out Decimator so being able to add a pair of Inferno TIEs and back it up with Vynder was pretty cool.

Ok, prep done, it was time to play!

When we arrived at Firestorm Mark had the table set up and ready for us – three 3’x3′ boards lined up side by side with obstacles strewn across and weird looking circles with numbers on. Very odd!

We picked teams (at sort-of random?!) and got ships out while Mark started to explain what exactly was going on.

The rules were relatives straightforward. Ish.

Each side would deploy along their own board edge within range 1 as normal with their 175 points.

Players will score 1 point for each point of shield and/or hull damage they cause (only 1 point for dealing a Direct Hit!).

Players will score 2 points for scoring a kill shot (so finishing a ship with 2 hull left scores 3 points, 1 for the first damage and then 2 for the last hull taken).

Players will score 1 point for each point of damage from a bomb.

All fairly standard so far. Now come the twists!

Portals (PORTALS BABY!!!).

There are 6 portals spread across the play area. You enter a portal by landing on or overlapping the green central point of a portal (landing on the edges doesn’t count!).

If you overlap or land on a portal you MUST enter it. When you enter a portal you can either select a portal to exit at random OR you can select a specific portal. If you select a portal you roll a red die. If you roll a hit or crit you suffer the effect of the roll result.

You exit a portal either with the same manoeuvre that you entered with (including a boost or barrel roll) or with a 2 straight. You exit the portal by placing the template on the edge of the outer circle of that portal in ANY DIRECTION.

At the end of each round portals will move in a random direction at a random distance using a D12 for direction (with numbers representing a clock face number e.g. 3 o’clock) and a D5 for distance (using 1 through 5 straight templates). If this causes them to overlap a ship, the ship will go through the portal to a random portal.

Reinforcements

Starting at the end of round 2 it is possible for reinforcements to enter the battle. Each player rolls a red die. If they roll a crit their reserve may enter via a portal. As with other portal rules, it can be randomly selected or they can roll a red die at the risk of a damage to pick a specific portal.

For every ship that a player has lost they may roll an additional die for reinforcements. If a player loses all ships, reinforcements will enter automatically at a portal of the player’s choice with no roll for damage.

Firestorm had very kindly provided some store credit for prize support and also some cards from left over OP kits. There would be four main prizes up for grabs:

Top ‘good guys’ player
Top ‘bad guys’ player
Most damage done from bombs
‘The Portal Master’*

*Specifically, the owner of the SHIP which had traversed the most portals (not the player with the most number of ships flown through!).

With teams selected it was time to get down to business! Collusion among teams was allowed (encouraged!) and while we briefly discussed what we might do I had another choice to make first. I had originally had Dash and the Gauntlet as my 175 points but I now felt that it might be better to switch and put the 3 TIEs in with Dash instead, increasing my chances of getting the Gauntlet into play with each one that burns down. I went for it.

We all placed our ships, running through increasing initiatives and were ready to get started!

Now, an AWFUL lot happened and we went on for quite a long while so this isn’t going to be a turn by turn analysis of a game that was purely for fun but be assured that it was exactly that – a lot of fun!

The opening from my perspective.

Martin started how he meant to go on, angling in directly to his closest portal with some bold opening moves and opting to roll for damage to appear on Fenn and Boba’s flank

T-70 goes in here, gets pooped out there!

Sadly he miscalculated angles and distances and only two got though, leaving the rest of his list stranded and facing down some nastly looking i6’s!

Cai also slammed straight in at a portal, sending Oicunn right at me (of course he picks me!). Thank fully I hard turned my list along the board edge (although this did give me issues later) and dodged the proton bomb the following turn while getting some points from hitting the Deci.

What didn’t go so well was when Peter’s Karsabi came in with a range 1 Autoblaster shot and got 3 uncancellable crits. Ouch.

Rebel forces combined to box in Mark’s Boba who was sporting a cheeky Deadman’s Switch. One of my TIE’s blocked him in place (with 2.0 rules meaning no red focus) with a bonus of forcing him to take damage from his own Thermal Detonators before Hera and Wedge both took modded range 1 shots.

Boba died and ironically Mark scored more points from the Deadman’s Switch than from shots he’d taken at this point!

Dash took another round of uncancellable damage from that pesky Star Wing before realising he was running directly into a pair of oncoming aces in the shape of Soontir and Vader! Oops!

With the portal for his potential escape moving dramatically out of the way at the end of the turn all hope was lost and Dash perished. Boooo!

My hopes of calling Ezra into action were dashed (pun intended!) too when even with 2 dice to roll the crits were not forthcoming.

Meanwhile Matt sneakily put his Vader into a portal to pop out behind an unsuspecting Bandit Squadron Pilot.

Play continued and slowly but surely more and more damage was being done but not a lot of ships were actually dying.

Not only that but my complete inability to roll crits meant that I only had 3 2 dice TIE Fighters to try and score points with. Not ideal!

Carnage, chaos, mayhem!

As time went on things become more and more concentrated in the middle of the boards as everyone desperately tried to find things to shoot at to score more points.

With the ‘clock’ running out (the store was closing at 6pm!) Mark made the call for one last turn. Would I get Ezra on to the board?

No, no I wouldn’t. I can’t roll any crits!!

No fun for you today Ezra!

As we played out the last turn we found that we had a tie for portal master with on 2 ships having flown through more than one portal during the game!

We cleared the board of all ships except those 2 and they played out another few turns to see if either could hit a portal and claim the prize. Martin came about as close as it’s possible to do so with a 3 straight and banked boost but missed the green centre of the portal but just millimetres. Harsh.

Peter’s Star Wing used it’s SLAM to maximum effect the following turn to angle in at and then hit a portal while Martin’s T-70 was left in no-man’s land.

Points were totalled up and the winners announced:

Top ‘good guys’ player – little Dylan (nope, not me!)

Top ‘bad guys’ player – Matt

Most bomb damage – Cai

Portal Master – Peter

A great time was had by all and I want to give a massive shout out to Mark Hall for planning and executing this wonderful and mind-bending format!

The game did take quite a long time (I think we started in earnest around 11am and wrapped up around 5:15pm) but it was so good to get lots of players around the same board and do ridiculous, funny and horrible things to each other’s ships. Just like any version of X-Wing, the best part is having fun with people!

The conclusion…?

Ok, look, there really isn’t a conclusion to make here (other than that i6 aces LOVE this format it seems!). When it comes down to it, this is a game and games are meant to be fun and interesting and this was certainly both of those things. I realised that my overall view on X-Wing may have changed over the past 2 years as I’ve gone from more casual play to entering more tournaments (mostly online ones) and looking at successful lists.

I know that X-Wing very much still has a competitive scene but I think that scenario play seems to give the whole game a slightly more casual feel and I’ve seen many comments that while it may be fun to play locally, they’re less inclined to travel for it. I can’t say that I disagree with that entirely but what I do know is that spending time with friends is great and that travelling to play is a brilliant experience and well worth the time and expense.

Right, I think that’s me done for this week. Why not pop back next week, I might even have some Patreon updates to give you!

The outro…

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