Hello there! Welcome to this week’s blog! Hold on tight people, this has turned out to be a big one!
I’ve got quite a few thoughts swirling around in my brain recently and so I’m writing several posts simultaneously (well, not literally simultaneously, that’s not possible, you know what I mean though…) and I’m still undecided on the order in which I’ll publish them so please accept my humble apologies if something in the post doesn’t make too much sense!
Now, if you’ve been following the blog for any reasonable length of time there will be a few things that you’ll know about me.
- I’m a pretty average player
- I enjoy gifs and memes
- I mostly play using the Rebel faction
- Dash Rendar is my favourite pilot to use
What with playing in the (reasonably competitive) TTS based Sith Taker league and then finding a Hyperspace legal list to fly at a real life tournament, it’s actually been a little while since I toyed with the YT-2400 in any serious way.
You see, Dash Rendar isn’t fantastic. I mean, in my opinion he is and I find the ship to be great fun to fly but objectively speaking, he does not provide the value required to be selected in a meaningfully competitive squad. For most people, at least. More on that later.
Now, I’m drafting/have written a whole blog post around this sort of thing (again, back to the simultaneous posts thing), looking at what is good, what is bad and how quickly that can change. Sometimes without many players realising it.
Dash is an interesting one. At the start of 2nd Edition he was 100 points. Exactly half of the list value. With no upgrades. NO UPGRADES! Once you started adding the necessary tools to make him even vaguely good you were looking at upwards of 65% of your squad points. On a 10 health ship with 2 agility.
Which brings me to my next point. Variance is Dash’s best friend/worst enemy. His huge 4 dice gun can roll 4 natural hits/crits, sure. It can also blank out. Same goes for those two green dice he rolls. Can he nattie out of range 3 obstructed shots? Sure he can! He can also blank out and lose 20-30% of his health from that same range 3 pot-shot. Yes there are ways to mitigate this. Perceptive Copilot allows you to have two focus tokens, Hera (A-Wing or B-Wing) could pass additional tokens when needed, Jyn Erso allows the possibility of evade tokens. But all these come at additional cost to to an already expensive ship.
At release Dash was considered to be in ‘1.0 jail’. His strong presence in the meta towards the end of first edition had influenced his points values in second edition. He wasn’t the only one. Miranda Doni in the K-Wing, Fenn Rau in the Sheaphipede, the Jumpmaster in general were all virtually priced out of being played in any meaningful way, mainly because of the stigma attached to them following their late success in 1.0.
Over time the points slowly dropped but still, the main issue remains – Dash is decent but you’ve got to spend so many points to make him good that it limits what other ships you can put in the list with him.
Whether that’s support or swarm or whatever, you have to have something else that will be a viable threat to your opponent so that simply gunning for Dash to take him off the board ASAP isn’t the first, best or even only requirement.
Now the Rebel faction does have some good pieces but again, they aren’t cheap. Luke Skywalker, Wedge Antilles, Lando Calrissian. Ten Numb, Braylen Stramm are all good ships but because of their pricing (combined with Dash’s pricing), it’s not viable to run competitively.
Not long after I first started blogging I spent a good few months looking at different options of ships to pair Dash with. I eventually settled on Jake Farrell in the RZ-1 A-Wing because he could pass Dash a focus (two actually, when using Perceptive Copilot) while also having one himself so that Dash could then take a lock for his action to make his 4 dice attacks more effective.
I got it to work and had decent results using it at my local store but a two ship list where just one ship does all the heavy lifting didn’t do too well at a 450+ player system open.
My experiment was done and Dash was put back on the shelf for a while. Taken out only for the odd bit of very casual fun.
Then two things happened.
First – the release of the Phoenix Cell squadron pack.
The Rebel squadron pack has been a bit of a revelation. The faction suddenly had access to ships that not only had pilots with good, useful abilities, but these ships were cheap. You put these in an X-Wing and you’re looking at 45-50 points but Wedge Antilles in an A-Wing? He’s just 35 points. Now we are talking.
Rebels immediately saw more representation at tournaments as affordable tools became available to slot in with existing pieces.
Second – Ben Saunders published a blog
Ben writes the fantastically named ‘What The Actual Zuck’ blog and his return to blogging and X-Wing in general was a fascinating read for me. Why? Because this is the list he was flying:
Ship total: 109 Half Points: 55 Threshold: 5
Ahsoka Tano (A-Wing) (49)
Ship total: 49 Half Points: 25 Threshold: 2
Wedge Antilles (A-Wing) (35)
Ship total: 41 Half Points: 21 Threshold: 2
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel%20Alliance&d=v8ZsZ200Z39X133WW77W54WWW369Y463XWWWY452X126WWW&sn=Unnamed%20Squadron&obs=coreasteroid0,coreasteroid1,coreasteroid2
SOMEONE IS FLYING DASH!!!! Not only that but…(and spoilers ahead, please make sure to read Ben’s blog post first!!) he won!
I commented on the Facebook post where I’d found the blog and Ben messaged me directly, offering insight and guidance on the list. How he deployed, how he flew it and so on.
I was excited.
The timing was bad. I needed to figure out a Hyperspace list and had committed to a few games using certain lists already. I wanted to try it out but circustances dictated otherwise.
I looked back over Ben’s messages and loaded the list up in Fly Casual, just for a run through. It loaded up a triple Upsilon list against me. I smashed it. I restarted and it loaded a four T-70 list. I blew up two of them before the other two had even engaged.
Ok then, seems decent. But this is just against the Fly Casual AI which, although the software is awesome and a great basic testing tool, isn’t’ the greatest. I’ve found that, for me, if I play against it too much then I adjust my play to beat the sometimes rather predicatble AI. This translates poorly to real life games so more recently I try not to over-play.
No, this needs real testing.
Now the nature of my job is slightly unusual. I work in IT but I’m totally mobile. I don’t have an office or a desk and if I’m not scheduled for any jobs, I stay at home and wait for a call. Pretty sweet.
So a day came where I had no jobs and I decided to pounce on the opportunity. I opened Discord and checked a few servers for messages in LFG (looking for game) channels. After a short while I found one, we arranged a room on TTS and started setting up. This was their list:
Ship total: 106 Half Points: 53 Threshold: 7
Knave Squadron Escort (49)
Ship total: 49 Half Points: 25 Threshold: 3
Kullbee Sperado (45)
Servomotor S-Foils (0)
Ship total: 45 Half Points: 23 Threshold: 3
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Rebel%20Alliance&d=v8ZsZ200Z42X133WWW56W41W164WWY24XWWWY12XWWWWW142&sn=Unsaved%20Squadron&obs=coreasteroid0,coreasteroid1,coreasteroid2
The game was… interesting. I made multiple mistakes. Really bad ones. Like starting Dash’s turret front/back and forgetting to turn it TWICE (and losing shots as a result), not recognising a turn in on Wedge, getting him blocked and killed. Stuff like that. I also managed to fly full health Dash off the board by around 2mm in turn 3 or 4 but my opponent let me off that one since we were both list testing and there’s no point testing half a list against a whole list from basically the start – for either of us.
In terms of damage I lost half of Dash early with little done in exchange. I then I started to catch up, taking half of Kulbee and then of the E-Wing while chipping away at Han.
Then, disaster! The small ships unexpectedly turned on Wedge. He got blocked and wiped out but not before throwing out some damage himself.
I then got a call that I had to go out to a job (boooo!) but we played out a few more turns. My opponent’s red dice went through a VERY cold spell which saved Dash from destruction and as we called last turn (with around 18 minutes still on the clock) Dash managed to take out Kulbee but not the E-Wing while Han ran and regenned with R2-D2. The E-wing hit Dash and while it didn’t take him out, Dash being halved while Han’s regenned shield took him back above half was just enough to get my opponent the win. It was close though.
So, I’d pulled back from a terrible start to almost win it. Maybe there is something in this list if I can get the hang of it and not make incredibly stupid mistakes! Perhaps I’d better try it out while I’m not in a rush….
The batrep… (JARGON ALERT!!)
So with a sort of test game under my belt, I wanted a ‘proper’ test. A game with wouldn’t be rushed, where I could eliminate the silly mistakes I made, where I would talk to my opponent for a ‘richer’ X-Wing experience.
A few weeks ago I was contacted by James Humphery, offering me a game. I have never actually met James but he’s been commenting on my blog posts for quite a while and from this the odd conversation came about. Now, at the time I wasn’t free to play and casual Wednesdays had just come back so my evenings were quite finely balanced in terms of time. This week though I already knew that I couldn’t make it to Firestorm to play and so I went back to James to see if he was possibly free over the weekend. He was! Yay!
We arranged to play Saturday evening, got TTS loaded up and connected to chat over Discord (ain’t technology great!).
I had already loaded up my list when James presented me with two disks – option A or option B.
I randomly chose option A.
James spawned the disk of option B to show me what I’d dodged – it was Vader, Cienna and Soontir. Full Imperial Aces! I felt I’d dodged a bullet a bit since my play against aces isn’t necessarily great. Then he loaded up what I would actually be facing:
Ship total: 64 Half Points: 32 Threshold: 5
Nash Windrider (40)
Ship total: 42 Half Points: 21 Threshold: 2
Alpha Squadron Pilot (31)
Ship total: 31 Half Points: 16 Threshold: 2
Alpha Squadron Pilot (31)
Ship total: 31 Half Points: 16 Threshold: 2
Alpha Squadron Pilot (31)
Ship total: 31 Half Points: 16 Threshold: 2
View in Yet Another Squad Builder 2.0: https://raithos.github.io/?f=Galactic%20Empire&d=v8ZsZ200Z184X330W388W50W165Y466X127WWWY182XWWY182XWWY182XWW&sn=Unnamed%20Squadron&obs=
Hmmm…. I seriously wonder whether the aces might have been better? Dash doesn’t like swarms. On one hand, yes, he can potentially one-shot two ships a turn. Potentially. On the other he can also fail to kill any and then be taking many incoming shots. Then add in Feroph’s jam and coordinate potential and Nash’s ability to prevent me initiative killing something and it’s looking pretty tricky!
We’re both at 199 so we roll for initiative and I get the choice. We’ve got no overlap in initiatives so I give myself first player to take charge of the obstacle placement.
Time for those pesky Pre-Flight checks:
Target Priority – Hmmm….. Feroph is a pain but not as much as the interceptors, Nash in particular. If I can get him off the board my life will be easier in following turns.
Obstacles – the rocks are a pain for Dash because while he can pass through them with no problem, if he lands on one he can’t shoot which, obviously, is bad. A tight-ish cluster will hopefully cause problems for the Reaper though. Yeah, let’s try for that.
Deployment – with James’ list all deploying before me, Wedge will go as far from his ships as possible while Dash and his action bo..uh, Rebel hero Ahsoka, will go in the middle and pick a direction afterwards.
We place obstacles and ships and are set, ready to begin:
It looks like James will come down the flank and follow in with the Reaper so while I’d normally take a 1 straight with Dash and hard turn in behind with Ahsoka I think I’ll send Wedge really fast along the edge to reach the other corner and the hard turn Dash right to drag James through the obstacles.
Imagine my surprise when the interceptors all hard turn to their left. Oh.
It’s made slightly better by James having messed up his deployment, putting Nash the wrong side of the Alpha’s and bumping, casing Feroph to also bump and leaving him not a lot of room to get out.
I move Wedge his 5 straight but decide against the boost I was planning and just focus instead. Dash turns and Ahsoka turns in to the space he just vacated.
No shots, obviously, so back to dials we go.
Hmmm…. So, what’s happening here? Is he coming in at Wedge? Or faking me out and turning in at Dash? Hmmm…
I decide to play cautious. I’ll hard turn Wedge in while Dash and Ahsoka will both K-turn (JARGON ALERT!!) to maintain their position on the board edge.
James carefully moves his ships in order to make sure Feroph doesn’t aileron himself off the board while yellow and green interceptors shuffle on ahead. It’s a bit of a mess but all his ships are still there so it’s a decent recovery.
My ships make their moves, holding on my side of the board for now.
Now I’ve got some decisions to make. First Wedge – turn again up the board edge, head in between the obstacles or hard turn and hide behind Dash? Hmmm….
I decide to hard turn right to send him back up along the board edge. I mean, James has got to be chasing Dash, right?
Which brings me to Dash. That corner obstacle being a rock is making me think twice about going over it. The yellow interceptor is well placed to 5 straight in at me but he’d be crazy to do that without backup, right?
I go neutral, straight moves with Dash and Ahsoka to clear stress and see what James commits to.
James commits alright, but only to coming at me with options, pointing at the corner where my ships are with all his ships at 45 degrees, giving him the option to turn either way next.
Still no shooting but I’m not crazy about my positioning. James has managed to threaten Wedge while also being able to turn in on Dash. Still, it might let me get some shots. But what about Wedge? Turn in and fight or try and run?
I opt for running and dial in a 5 straight. Dash will bank right while Ahsoka will hard turn left to get out of his way and get into position to turn around the debris next turn.
James….goes all in on Wedge. Balls.
Green dives in for a potential block while yellow, blue and Nash all head for the board edge. Feroph is stressed so no ailerons and just goes 1 straight.
Wedge’s 5 straight gets past green but lands in arc of the other three. He takes a focus and I debate for quite a while whether or not the banked boost will get me out of yellow’s arc, a better position to get away next turn and maaaaybe a shot this turn. In the end I decide not to and just wait there.
Dash’s 1 bank doesn’t get me as close as I should have gone but he focuses anyway. Ahsoka’s hard turn clears, she focuses and spends 2 force to give Dash an action which he takes as a lock on the yellow interceptor which is just in range.
We did a quick check before moving on and the boost not only didn’t get Wedge out of arc but looked like it put him in range 1 of blue AND in Nash’s bullseye. Close one.
Dash goes first and takes his range 3 obstructed shot at the yellow interceptor. It’s 5 dice vs 5 dice. Crazy. It turns out a lock was unnecessary as Dash rolls 5 paint and spends a focus for maximum hits. James rolls his greens but they don’t hold up and the yellow interceptor dies.
Except he doesn’t because Nash.
Ahsoka and Wedge don’t have arc and so it’s James’ ships to shoot next.
Nash shoots first, followed by yellow and then blue but Wedge manages to escape losing just 1 shield. Not bad!
On to the next then.
Now, if I had this next turn again I definitely wouldn’t make the same choices but I’ll get to that.
First, Wedge kinda of needs to escape BUT if he’s going to keep getting chased, he should at least trade. The green interceptor is stressed so he’s not going to be able to turn in so just 2 to deal with. I decide to hard turn in. Best case, he double repositions to dodge an arc and gets a shot. Worst case, he bumps, gets no action but denys an incoming shot. I’ll take either.
Now, what to do with Dash and Ahsoka? I stare at the Reaper for a while. It’s GOT to aileron. It looks to me like right won’t fit so it’s likely he’ll bank left towards the middle of the board. From there he could 1 straight or bank or, well, anything really.
What I’d really like to do with 3 bank right with Dash in order to try and shoot some interceptors but I don’t really want the block. Instead I decide to go straight, looking to arc dodge the Reaper and start chipping away at it. Ahsoka will stay on his wing.
James starts moving ships. Green banks right, clears stress and rolls towards the board edge, wary of Dash coming. Blue K-turns while Nash goes 2 straight, focuses and boosts.
Feroph ailerons right (yikes!) and it fits (yikes!!) and then 2 banks towards Dash.
Wedge’s 1 hard turn just clips blue. Not terrible.
Ahsoka’s 3 straight fits past Feroph and she boosts right. Dash goes straight and bumps.
Now what I should have done was take the 3 bank with Dash. Yes, Ahsoka may have been blocked but I’d have got at least one shot from Dash and the reaper would be out of play for a turn or two while it turned around.
Buuuut that’s not how it panned out so on we go!
Only two shots this turn. Wedge goes first, firing at Nash but missing. Nash’s return shot is rather more deadly and a hit and a Structural Damage crit get through. Ouch. He’s still alive though! For now…
Back to dials then. Now Dash needs time to turn. I set a 3 hard turn while Ahsoka will bank right. Wedge has resigned to burning down but he’s determined to go out swinging. I set his a sloop (JARGON ALERT!!) to the right.
James goes 2 straight with blue, focuses and (I think?) rolls left. Green hard turns and boosts right, angling back in at Wedge. Nash hard turns left to begin turning around before Feroph ailerons straight and banks left.
Wedge’s sloop lands perfectly at the side of blue. Noice.
Ahsoka banks right before Dash takes his 3 hard turn onto the rock.
Dash’s action is a point for long discussion here. Looking at his position, I decide to take the red barrel roll left, moving myself off the rock (not that it makes a difference this turn) but, more importantly, means I’m not looking to land ON the next rock next turn. It would matter because if ships were looking to come into range I’d have to decide whether to go straight and use an action to roll off it OR bank to avoid it (and be able to shoot) and have to use an action to rotate the turret.
I had been tempted to roll right but in discussing it once I’d decided, James pointed out that it was likely that he would still be on the rock and so wouldn’t see any benefit in terms of getting shots but to be honest I wasn’t looking at this turn.
While I wouldn’t 100% say I was wrong to roll where I did, it was definitely in keeping with my overall strategy (theme? pattern?!) of being over cautious with Dash.
Anyway, he rolls, and it looks like this:
With no shots for my i5’s (again) Wedge fires range 1 at the blue interceptor. Unmodded yes, but Wedge’s ability AND Outmanoeuvre are in play so it’s 3 red dice vs 1 green. Wedge rolls 2 hits and a crit out of hand but that single green rolls paint and the blue interceptor lives. Poop.
Worse than that though, the green interceptor has Wedge in range by just a few pixels, rolls a hit and Wedge blanks and dies.
We’re back to dials and time to take stock. I’ve traded Wedge (41 points) for one and a half interceptors (47). Not terrible but I’d certainly feel better if I’d taken another gun off the table.
I decide to wait a turn and use it to clear stress so I can double action Dash when it counts. I set a 2 straight for Dash and the same for Ahsoka.
As James begins moving ships (i.e. when it’s too late) I immediately regret my choice.
James staggers the interceptor’s dials which manages to almost perfectly line them up. Feroph ailerons left and then banks at speed, catching up with his swarm.
As I move Dash the 2 straight I see that it should have been a 1 straight instead. That would have allowed me to do a 4-k next turn and not get blocked into the corner. He would still have had an action too from Ahsoka.
Oh well, too late now. Ahsoka moves up behind and rolls towards the board edge.
No shots. Back to dials.
I’m resigned to a 1 straight here. If I turn I close distance too fast and have to spend an action rotating turret. A 1 straight will hopefully keep them at range and allow me to maybe take one out. Ahsoka will bank in this time so she can maybe shoot if someone comes in fast.
Green goes straight and focuses blue hard turns and evades, Nash goes straight and focuses. Feroph ailerons straight and 1 banks in before coordinating a focus to blue.
Dash goes 1 straight and focuses before Ahsoka banks in, spends 2 force to coordinate Dash (he locks Nash) and then takes a focus.
Dash shoots at the blue interceptor first. He rolls all paint and spends a focus. James has a focus and evade but it’s not enough and blue dies. James deliberates but opts to spend his Nash charge to keep him alive.
Dash takes his second shot, targeting Nash. He rolls, spends the lock and ends up with 3 hits and an eyeball… Hmmm…..
After a LOT of to-ing and fro-ing I decide to keep the focus for defence. Nash rolls 1 evade and survives on 1 health. Balls. The focus would have killed him (and his charge was already spent on blue).
Nash rolls at Dash range 3 and takes a shield. Blue follows up and rolls all hits. Dash rolls 1 blank and 2 eyeballs. I spend the focus to take just 1. I feel like my decision was vindicated but on reflection, Nash off the board would have been worth taking those 2 damage.
Green and Feroph are out of range and so we’re back to dials with around 9 minutes left.
I am LOW on options here. I basically can’t avoid a bump and while that’s normally bad, Ahsoka means it isn’t a disaster. At least that ship can’t shoot me, right?!
I try and gauge the distance to the board edge, debating a 2 or 3 hard. In the end I think a 3 will send Dash off so settle on the 2. It’s time for Ahsoka to shoot so she will go straight in behind Dash.
James starts moving ships. He banks with green and debates rolling right but decides not to, just taking a focus.
Nash screams 5 forwards and DOES roll right after taking a focus. Feroph just goes straight with ailerons and and straight again for his move.
Dash’s hard turn bumps into Nash. Ahsoka takes the 2 straight, spends 2 force to give him a focus action and then focuses into a red boost to get range 1 on green.
Ahsoka goes first, firing range 1 at green. She does no damage but strips his focus.
Dash follows up but it’s only 3 dice because of Sensor Blindspot. They’re all paint though but James’ greens hold up and he takes one hit.
Dash’s second shot is on Feroph. It’s rather pointless since he’s full health but I may as well take it. It knocks 1 shield off.
Feroph replies with a range 3 shot and rolls all paint. Dash rolls 2 blanks and an eyeball, spending the focus to just lose his remaining shields.
Now it’s down to green. He fires at Dash with 4 dice at range 1 with no mods and rolls 2 hits and a crit. Crap.
Even natties won’t save half points.
I roll blanks. Typical.
With that last roll, the game is done.
Result: 83 – 96 loss
That. Was. Close.
Yes, I technically only lost on the last roll of the dice. I think that I actually lost the game a few turns earlier when I sent Dash 2 straight instead of 1 straight which would have given me the space to K-turn the following turn, still have shots and still have gotten a focus action from Ahsoka and then had an escape route rather than face off with the interceptors. Overall though, I think I probably wasn’t quite aggressive enough with my damage dealer.
Now, James (by his own admission) did mess up his opening AND spent too long chasing Wedge, trading unfavourably in terms of points. Technically this game me an advantage (which, with my cagey approach, I didn’t capitalise on) but to be honest, as well as the odd positional mistake I also made a general tactical error. While the interceptors were off chasing Wedge I should have piled in behind them with Dash and basically ignored Feroph. Taking Dash the long way around while Wedge got swarmed allowed the interceptors to attack Wedge without reproach and also gave them time to regroup and attack Dash together once Wedge was dealt with.
Also, not spending that focus to kill Nash turned out to be a mistake. I’d have taken the extra hits that turn but the following turn there would be one less ship in my face. If James uses the green interceptor to block Dash then it’s only Feroph who can fire at him.
Still, I like the list. Ahsoka as Dash’s focus monkey is far more flexible than Jake because of the range 2 band. Plus the option to take any action, not just a focus, AND being able to do it while stressed means that the usually off limits red barrel roll is a viable option.
Since I started writing this post Ben has actually released another blog post about flying using this list and again, he’s done pretty well with it. Going back to the intro where I talked about Dash not being meaningfully competitive for most people – I still stand by that. Coming down to the price point that he is seems to have attracted some people back to putting him on the table (real or digital) but it’s my opinion that in order to do well with him, you have to be a pretty good player. With so many points in a list riding on one piece you have to know when to engage and when not to. I’d draw a loose comparison with Soontir as an example. If you play him badly, he’s going to die really fast but if you play him well, he never gets shot and he kills things. It’s similar with Dash except that because of his points value he is ALWAYS going to be high on your opponent’s target priority list and because of his base size he’s unlikely to be arc dodging. All of which makes it tricky to keep him alive.
I want to give James a massive shout out. I actually only know him through comments on my blog posts (usually questioning or correcting my facts! Which I appreciate!) and it was great to be able to organise a casual game and ‘meet’ over Discord. Hopefully one day we can meet and play in person! He played a great game here (opening aside!) and especially once Wedge was out of the way he flew his ships very well to keep me boxed.
We spent some time after the game chatting through what happened and what options there are for changing components in my list. We looked at various missiles on all 3 ships, changing Ahsoka for Jake, changing A-Wing Wedge to X-Wing Wedge, adding Hopeful and where points could be trimmed to make space for any of it. This conversation has spawned three short points I want to just mention.
- just because someone else is doing well with this list, it doesn’t mean it’s the ‘correct’ version for ME to fly. Everyone is different.
- this game is WONDERFULLY complex and while in some cases there appears to be an objectively correct, fully optimised version of something, there’s always the potential for something bigger or better out there that we are yet to find.
- getting to know people and chatting about the game or life in general might just be the best bit about it.
Thanks for the game James, I enjoyed it! Was there anything I missed or got wrong in the post?!
Before I go…
I first want to say thanks to those who filled out the questions I added on the end of the last 2 blog posts. Your feedback is massively appreciated!
There will be a couple of changes happening over the coming weeks but I’ll be spreading them out rather than stressing myself out and trying to do it all at once.
And so, for my first trick (it’s a change, it’s not a trick, it just flowed so nicely!), may I please ask you to check out my blog’s Instagram account and give it a follow! New blogs will be announced here (although it won’t let me directly link each post. Insta eh!) as they get published plus I might re-post any cool stuff that pops up on my feed! Don’t worry, I’ll still be posting out new blog post links to all the usual places too.
Well I guess that’s it for now! Hopefully you’ll be back for some more next week!
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