New 40k Edition, New Look Blog (Part 2)

Good afternoon! Today we see the second part of my Warhammer 40,000 8th Edition first glance!

We will start off with something I neglected to include last time because I wasn’t 100% on how it worked:

Psychic Phase

In recent editions of 40k, the Psychic Phase was a bit convoluted and, in my opinion, not really worth the hassle. Now everything is a lot simpler: choose a power, roll 2d6 and beat the power level. Double 1 or double 6 is a Perils of the Warp (inflicting a Mortal Wound), and if your Psyker dies the power fails and everything within 6″ takes damage. So much easier!

Charge Phase

The charge phase isn’t all that different; you pick a target to charge with, your opponent overwatches, and with a 2d6 roll you determine whether your unit has successfully charged or not. Unlike older editions, models now have to get within 1″ of enemy models to consider the charge successful, which means some of those iffier distances are more likely to be successful!

Also a part of the charge phase, the new(ish) “Heroic Intervention” rule means that Character models within 3″ of a combat may pile in to it at the beginning of the phase.

Combat Phase

The combat phase sees a few changes, notably the order in which units fight; all charging units fight first, then players alternate picking units to fight with (player whose turn it is picking first). This means that players have to be tactical in picking which units to fight and when, lest they make a bad decision and lose a strategically-placed unit before it gets to strike.

Models with more than one close combat weapon now have the opportunity to divide their attacks rather than having to choose one weapon with which to attack.

Morale Phase

The final phase of the turn is the Morale Phase, where players roll a dice and add the total of models slain in a unit that turn. If the number exceeds the Leadership value, the test fails and a number of models equal to the score the test was failed by are removed from play; exactly like in Age of Sigmar.
So, that’s the basics of 40k 8th Edition! I think we are in for a much easier time, playing a much simpler game, which seems to have shed the fattening rules of previous editions. Love it or hate it, we are in for something special!

The next post will cover the different options for playing games and the methods of army building that go with them. 

Until next time, keep the hobby positivity flowing!

New 40k Edition, New Look Blog (Part 1)

Good morning everyone!

Two months ago, I promised that this blog would be returning from the dead like a phoenix from the ashes. It turns out, however, that this particular phoenix wanted a lie in and continually mashed “snooze” on his alarm, for which I apologise!

Today I wanted to go through a brief overview of the new edition of Warhammer 40,000; the long-awaited and much-debated 8th Edition. Since it isn’t out yet and I haven’t gotten as good a look at the rulebook as would be required for a decent review (which will be coming soon), I’m just going to cover the basics:

Moving: Nothing much has changed here, except models all now have movement values; Humans are slower than Eldar, Bikes are faster than Infantry, etc. Running has been replaced by “Advancing”, which seems to act in much the same way.

Shooting: Models may not fire at enemy units within 1″, but different models in a unit may fire at different units. Models can now fire multiple weapons per turn; this includes both barrels of combi-weapons, which are no longer one-shot only. Heavy Weapons can be fired on the move with a -1 To Hit penalty. Assault Weapons can be fired after Advancing with the same penalty. Pistols cannot be used in conjunction with other weapons (except other pistols) but can be used to fire at targets 1″ away. Gone are the days of the flamer and blast templates; the weapons now roll a set or randomly-determined amount of dice.

This brings me to the To Hit and To Wound rolls: rather than set Weapon or Ballistic skills, models hit specifically on a set dice roll which can be modified by things like cover or moving with a heavy weapon (both incurring a -1 To Hit penalty). To Wound is still based off Strength vs Toughness, but the rolls required have changed: equal Strength and Toughness still require a 4+, higher Strength than Toughness requires a 3+ and lower Strength than Toughness requires a 5+. Only when the Strength is DOUBLE the target’s Toughness do you require a 2+ To Wound, or when HALF the target’s Toughness do you require a 6+. I don’t think needing a 6+ isn’t going to be particularly common, unless you are dealing with vehicles, which I will address later.

That’s it for this initial look at 8th Edition 40k. Tomorrow I will cover the Psychic, Combat and Morale phases, as well as some of the changes made to how units function: namely AP modifiers and the different types of Vehicles.

Thanks for reading!

My (slightly less than) Glorious Return!

I have neglected this blog and its readers over recent months/years, and I feel you all deserve an explanation. This blog started out as a way to document my thoughts and feelings as life progressed, but life got in the way as it often does and left me with little time to indulge in hobbies or other extra-curricular activities such as writing.
So what I’m going to do is give you a brief update on where I am currently and what is happening next, and hopefully a more normal service will commence soon (I’m hoping for one post a week, maybe every two weeks minimum).
I started a degree in Education Studies at the University of East London in 2014, I graduated with a First Class Honours in 2016. Between September 2016 and March 2017 I assisted at that university as a Gradiate Teaching Assistant, and I am due to start a Masters degree at King’s College London in September of this year. I also worked in retail where and when I could find the hours, so as you can imagine I was fairly busy!
Hopefully my academic timetable come September will allow me to continue to post, but expect regular updates over the course of Spring and Summer!

And Now For Something Completely Different


For those of you who have been long-standing readers of this blog, I thank you for your patience during the long gaps between entries. For those of you who are new, welcome!

This blog was originally simply intended to be something fun for me to do while I chronicled particularly noteworthy battles or my painting progress. It started off with 40k, I threw in a little Fantasy and then some X-Wing and other bits and pieces. Sadly university takes up a lot of time and I’m not getting as many games in as I used to, nor am I really getting any painting done. It’s not that I don’t want to, it’s just that I spend a lot of time sitting at my desk on the computer doing university stuff and when that’s done I don’t particularly want to remain at said desk painting.

So I found a new hobby…AIRSOFT!

For those who don’t know, airsoft is a game that is much like paintballing. Like paintball, airsoft played by two or more teams who run around a quarry or wooded area shooting at one-another. That’s where the similarity ends. Paintball is designed and marketed to be as far from a military/war game as possible, to the point where the “weapons” do not look like guns (except in a few cases) and are called “markers”. Airsoft on the other hand, is played using imitation firearms (M4s, M16s, AK47s, etc.) that look and feel the same as their “real steel” counterparts.

To give you an idea roughly what I’m talking about, here is a picture of me taken last week at an event in Kent (Image courtesy of Alex Beletski and Natalia Beletskaya):


I’m holding a replica AK-47 SPETZNAZ which was my rental gun for the day, which as far as reliability goes isn’t terrible, but the range and accuracy are pretty poor due to the short barrel. I will likely go into the details about how barrel length, battery power and such affect a weapon’s performance later on when I’ve had a chance to play with a more extensive range of weapon types and variety of manufacturers.

To all who read for my painting or gaming articles, this is not the end of those! I will likely have some hobby progress to show you within the next fortnight!

Until next time!

Swarm Power! – Gamerz Nexus X-Wing Store Championship Report (Part 1)

Happy Easter everyone! Today’s offering is a report of last Sunday’s X-Wing tournament at Gamerz Nexus in Rayleigh, Essex. The tournament was a late-starter (5pm) so with a four round swiss followed by the cut, everyone knew it had the potential to be a very very long night…

To begin, let us examine my list:

Tala Squadron Z-95 x4
Bandit Squadron Z-95 x4

Eight ships, dead on 100 points, and a healthy mix of Pilot Skill four and two. I’d never run a swarm competitively before, and had been actively advised against running this list… As you can see, I ignored that advice 😉

Game One (Rob) – Wild Space Fringer (Outrider), Blue Squadron Pilot x2, Bandit Squadron Pilot


Turn one saw the B-Wings and evil Bandit turn in towards the swarm, while the Outrider moved straight forward in an attempt to remain at a decent range for its Heavy Laser Cannons. The Swarm moved forward as quickly as it could manage, but there was no shooting.

Turn two saw the B-Wings and evil Bandit  move forward a lot slower while the Outrider turned left to engage the swarm and the swarm split up to engage the multitude of targets approaching it. The initial fire exchange saw a Bandit blown away by four Heavy Laser Cannon hits which weren’t evaded, but in return the Outrider and the evil Bandit both lost two shields.

Turn three saw the ranges closing up. A Tala Squadron Z-95 was destroyed in exchange for five shields and a hull point from one of the enemy B-Wings and a further three shields from the Outrider.

In turn four, the evil Rebels were bunched up to the point they all crashed into one-another while the Outrider blasted straight forward away from range one and back into Heavy Laser Cannon range. The bunching caused the remaining Talas to crash as the Bandits all K-Turn, the following round of shooting bringing down another Tala in exchange for the damaged B-Wing.

Turn five saw the ships break away from one-another, with the remaining evil Rebel fighters K-Turning and the Outrider trying to flee. The Outrider took two criticals and a hit from the pursuing Z-95s, injuring and blinding the pilot and preventing it from shooting that round.

Turn six saw the fleets moving in against one another again, with the Outrider suffering yet another Blinded Pilot result while the evil Bandit is swarmed and destroyed.

Turn seven saw the fight devolve into a turning knife-fight, and while my fleet had more firepower overall, it was feeling like it lacked the dice to do any decisive damage. That being said, the swarm stripped all five shields and a hull point from the surviving B-Wing for the loss of a Bandit.

Turns eight and nine saw the evil B-Wing attempt to K-Turn onto an asteroid, losing a hull point in the process. The remaining ships from the swarm followed and surrounded the Outrider, hitting it just enough to blow it out of space before they simultaneously K-Turned to blow the remaining B-Wing from the board.

Result: 100-50 victory

Game Two (Chris) – Rear Admiral Chiraneau, Carnor Jax, Academy Pilot


Turn one saw the two squadrons accelerate towards each other at full speed, with Jax attempting to flank the swarm. Because of the Decimator moving so quickly with a large base, some shooting happened turn one – with a Bandit losing two shields and a second Bandit losing a single shield because of Ruthlessness. In return, Chiraneau lost three shields of his own.

Turn two saw everything close to point blank range. Chiraneau crashes into a Bandit and unleashes his rage on the shieldless Bandit, but in return finds himself the focus of the swarm’s wrath – his ship reduced from two remaining shields and twelve hull to a meagre five hull.

Turn three saw the Academy Pilot crash into an asteroid while Carnor continues to try and flank the swarm as it continues to surround and pursue Chiraneau – resulting in the Decimator becoming free-floating atoms.

First Decimator kill EVER!

Turns four and five saw the swarm divert its attention to Jax’s lovely red Interceptor, with the exception of the one critical that sneaks through onto the Academy Pilot and causes a Direct Hit!

Turns six and seven were essentially the end-game. First the swarm surrounded Jax and blew him away despite his preventing me spending focus tokens, and the Academy pilot fell to the guns of the swarm soon after.

Result: 100-12 victory

Game Three (Tom) – Soontir Fel, Howlrunner, Academy Pilot x4


Swarm vs swarm… This couldn’t end well…

Turn one saw everything move foward to engage, the Imperials moving a little more sedately than I would have imagined…

Turn two saw me make my game-changing mistake. The swarm moved four forward, while the Academy Pilots had moved five forward – leaving me out of arc and out of position. My shooting accomplished absolutely nothing, and for my mistake I lost a Bandit.

Turn three saw pretty much everything K-Turn with the exception of Fel, who was off doing his own thing as he is wont to do. Howlrunner crashes into an asteroid, much to my opponent’s annoyance (and probably why from this point on he argued every close call he stood to benefit from). Here I get my revenge for my early mistake, stripping two hull points from an Academy Pilot and blowing Howlrunner off the asteroid she had perched on.

Turn four was a bit of a clusterfrag, with everything getting so close it crashed. Fel picked off a Z-95 while another Bandit picked off the damaged Academy Pilot.

Turn five saw some appalling flying on my part, with every ship crashing into another. There was (thankfully) no shooting however, I’d gotten away with this mistake!

Turns six and seven saw the minutes winding down. My opponent liked to take his time with his dials, which you can’t really afford to do with a swarm, and I was beginning to wonder if he was deliberately running down the clock because he was (at this point) going to get a modified win. That being said, the two final turns saw Fel kill a Tala in return for two Academy Pilots and two hull from Fel. Three hits against the damaged Interceptor at range one were met by three natural evades just after time was called – jammy bastard!

Result: 54-37 victory

Game Four (Dan) – Boba Fett (scum), Black Sun Soldier x3


I hate scum Boba, I just want to get that out now – the ability to re-roll a die for every ship in range one is broken, it should be one per turn.

Turn one saw the Bandits all turn to face their opponents while the Black Sun and Boba all charge forward.

Turn two saw everything move into closer range, with Boba hitting a Bandit for two shields and a hull, but without taking any damage in reply (damn Heavy Laser Cannon…)

Turn three saw the Black Sun Soldiers crash and Fett piled into the back of them. Shooting from both sides accomplished nothing.

Turn four saw the Talas strip three shields and a hull from Boba in return for one Tala losing two shields and a hull, the final hit point being claimed by a Black Sun Soldier while a second Soldier kills the damaged Bandit. In return, the remaining Bandits pull three hull from Boba.

Turn five saw the Bandits and Talas deliberately crash so Boba cannot move (no actions for you!) and converge on the Black Sun Soldiers. Boba’s shooting is ineffective, while the Bandits swarm and destroy one of the Black Sun Soldiers.

Turn six saw the swarm scatter in a (successful) attempt to continue to prevent Boba moving and manage to knock two shields from a Black Sun Soldier, although this is punished (rather vindictively in my opinion) for the loss of a Tala.

Turn seven saw Fett bumping (again) while the remaining Black Sun Soldier tries to flee and in the attempt blows a Bandit out of space.

Turns eight and nine saw the remaining ships attempt (and fail) to block Boba, though they do manage to kill the remaining Black Sun Soldier and then finally manage to not only block Fett one last time, but also get enough hits through that not even his broken re-roll power could save him!

Result: 100-50 victory

So ended the swiss, at about 9.30PM. We were all tired, and though I knew I’d done well I wasn’t aware of how well anyone else had done… Turns out I was the only person with four wins, which put me into first place… My good friend Pete was in second, Tom (with the Imperial swarm) was third and Dan’s broken Fett list had come fourth.

All that was needed now was to play two more rounds and see which one of us would be crowned store champion. It was going to be a long night!

But that’s a story for another time, I think…

Sand-blasting – Paint stripping for the future?

i wanted to bring you something slightly different today, as I’ve been playing about with a new acquisition of my father’s that just so happens to fit on my compressor – an abrasion brush/air eraser.

So it looks like an airbrush and behaves like an airbrush, but rather than pair it sprays a layer of sand that in theory rubs off any paint on your model. This is an interesting idea, as in the UK the usual methods of removing paint from plastic models (Dettol or Fairy Powert Spray) have been rendered impossible due to formulaic changes that have made them much less potent.

I selected two models to strip, because they were to hand:


I loaded up the little hopper with sand, and after about half an hour of coating the inside of my conservatory with a fine layer of sand, this was what I was left with:


I admit it isn’t perfect, and is more labour intensive than simply leaving your model in your solution of choice, but it’s also a lot more fun to watch the paint flake off and fall away! Even better, you can re-use the sand to cut down on costs!

I wouldn’t recommend this for large models, purely because it would take you forever to do anything, but for small models or individual components this is definitely quicker. You could even use it as a weathering method!

The eraser in question cost £26, adding in a decent compressor and the whole lot will be in the range of £100+ but it is worth it,and if you already have a compressor because you have an airbrush, great!

That’s all for this meagre offering, as I now have to go wash my eyes out!

Until next time!

Defenders of the Empire – Rochester Store Championship Battle Report

Welcome one and all to another Store Championship Battle Report! This one is a little shorter than the last, as this tournament was only four games played between sixteen players. Counting the different lists, I counted seven large ships shared among six players, and only one Phantom! The meta is not so strong in this tournament!

So without further ado, I present you my list:

Rexlar Brath: Veteran Instincts, Shield Upgrade, Heavy Laser Cannon
Colonel Vessery: Decoy, Shield Upgrade, Heavy Laser Cannon
For a total of 97pts.

Game One (Adam) – A-Wing, A-Wing, X-Wing (Jake Farrell, Tycho Celchu,Wedge Antilles)


Turn One – The Rebels blast forward as fast as they could, while Vessery and Rexlar both turned performed a one bank and barrel-rolled.

Turn Two – Vessery makes a three turn to the right while the Rebels continued to burn forward as fast as they can and Rexlar moves two straight forwards and performs a barrel-roll.

Turn Three – Vessery banks one to the right and focuses while the Rebels bend in to engage. Rexler banks one right and target locks Tycho, who in the long-range exchange of fire loses a shield.

Turn Four – Vessery moves two straight forwards and focuses  as Tycho turns hard right. Jake performs a three-speed turn while Wedge banks in. Rexlar moves two forwards and locks onto Wedge. Vessery fires first, stripping a shield from Wedge’s X-Wing and loses two of his own shields in return before Rexlar hits Wedge for four points of damage, and after zero evades Wedge is destroyed.

Turn Five – Vessery makes a three-speed turn to the left and focuses while Tycho and Jake pursue him. Rexlar crashes into Jake, and opens fire on Tycho, causing him to take a critical hit – Injured Pilot. No more Push the Limit or performing actions while stressed! Jake fires on Vessery and damages his sensors, and in an appalling display of dice rolling, Tycho blows the Defender out of space.

Not good…

Turn Six – Jake and Tycho both turn left, Rexlar tries to follow and crashes into Tycho…

Turn Seven – Tycho turns sharp left while Jake moves two forward. Rexlar banks one and focuses, before blowing Tycho out of space.

Turn Eight – Jake performs a three turn, and Rexlar manages to skip over him so no shooting is declared.

Turn Nine – Jake performs another three turn around an asteroid, while Rexlar performs a similar move the other way – rolling to get into arc. Rexlar’s Heavy Laser Cannoms hit Jake for two shields and a hull point.

Turn Ten – Jake makes a one left turn and boosts, while Rexlar performs a Koiogran turn and blows the small A-Wing out of space.

100-48 Victory!

Game Two (Craig) – Firespray, Interceptor, Interceptor (Krassis, Royal Guard, Royal Guard)

Craig is an old friend, who I only found out recently plays X-Wing. His list was a little different, but had me slightly concerned – Outmaneuver on those Interceptors might sting…


Turn One – Krassis moves one forward while Rexlar and Vessery both perform their obligatory (or signature now?) one bank and barrel role move. The two Interceptors both rush five forward and boost to get further down the board.

Turn Two – Krassis moves one forward again while the Defenders perform banks the opposite way to previous turn to straighten out. The Royal Guard at this point bank away from the Defenders, no doubt in an attempt to swing round and get behind me.

Turn Three – Krassis performs a two bank, while Vessery makes a three turn over an asteroid without damaging himself. The Royal Guards turn in on the attack, and Rexlar manages to crash into one of them. Rexlar hits one of the Royal Guard for two hull (take THAT Stealth Device!) and Vessery follows up to finish him off. In reply, Krassis knocks three shields from Vessery (I can see where THIS is going…)

Turn Four – Krassis moves two forwards while Vessery performs a Koiogran turn and strips three shields from Krassis. What the Royal Guard and Rexlar did, I can’t remember and can’t tell you because I forgot to write it down…

Turn Five – Krassis performs a speed four Koiogran turn, and Vessery crashes into Krassis. The Royal Guard burns forward four, with Rexlar performing a one hard turn. For the second time in as many games, the green dice fail me and Vessery falls apart in a hail of laser-fire.

Turn Six – Krassis moves three forwards and the Royal Guard moves five forwards. Rexlar moves in and causes one shield and three points of hull to be removed from Krassis.

Turn Seven – Krassis performs another Koiogran turn while the Royal Guard turns sharp one and barrel rolls. Rexlar moves two forwards and focuses, but there is no effective shooting.

Turn Eight – Krassis performs a hard two turn, retaining his stress token. The Royal Guard banks two towards Rexlar and rolls, while Rexlar moves forward four and hits Krassis for another point of hull damage.

Turn Nine – Krassis moves forward four (still retaining stress) while the Royal Guard moves three forwards. Rexlar banks in at speed three and blows Krassis off the board, before losing a shield to a long-range shot from the last Royal Guard.

Time-skipping through the five turns of jousting with no hits being caused on either party…

Turn Fifteen – The Royal Guard gets fed up of jousting and performs a hard two, boosting round an asteroid. Rexlar performs a Koiogran turn, and rolls to ensure fire arc doesn’t go through asteroid. Rexlar’s Heavy Laser Cannon hits the Interceptor three times, and zero evade dice are rolled.

100 – 48 Victory (Again!)

Game Three (Ian) – Defender, Defender (Rexlar, Vessery)


This list was going to be a toughie – my last “mirror match” didn’t go so well, and this was very similar. These two Defenders both sported Marksmanship, Proton Rockets and Munitions Failsafes… This could be rough…

Turn One – The “good” (mine) Defenders do their one bank/roll intro, while the “evil” (Ian’s) Defenders boost five forward.

Turn Two – Vessery straightens out with a one bank and focuses. The evil Defenders bank in to try and get some long-range shots in. Rexlar also straightens out and acquires a lock on evil Vessery. Vessery hits evil Vessery twice and pulls off two shields, while Rexlar follows up and hits Vessery for another shield, a hull and a critical – Minor Explosion. Ian rolls an attack die, rolls a hit, bye-bye evil Vessery! In revenge, evil Rexlar hits Rexlar for two shields.

Turn Three – Vessery performs a three bank and evil Vessery crashes into him. Rexlar performs a Koiogran turn and shoots his evil twin, stripping a shield from him.

Turn Four – Vessery performs a Koiogran turn while evil Rexlar performs a one sharp turn and stresses himself. Rexlar crashes into his evil twin while Vessery strips a second shield from evil Rexlar.

Turn Five – Vessery performs a one bank and focuses while evil Rexlar charges four forward and focuses and Rexlar performs a three turn and focuses. Vessery fires first (Decoy at PS10 is really throwing people off!) and hits evil Rexlar for one shield and two hull, damaging the Defender’s sensors. Rexlar follows up and hits his evil twin four times, evil Rexlar rolling three evades and still taking the last shot that brings him down…

100-0 Victory!

Game Four (Macey) – YT-1300, A-Wing, A-Wing (Chewbacca, Jake Farrell, Gemmer Sojan)


Holy crap I’m on top table! The winner of this game wins the tournament! So far from three games, I’ve lost two ships (both 48pts), Macey (like Craig a long-time friend I didn’t know played until recently) had only lost one A-Wing in three games. This could be rough…

Warning in advance – this one’s a lengthy one!

Turn One – Chewie moves two forwards while Gemmer moves four forwards. Vessery performs his now-traditional one bank and roll, while Jake moves five straight forward and Rexlar copies Vessery.

Turn Two – Chewie moves three forwards and Gemmer turns two to the right and boosts. Vessery performs a two-speed bank and focuses as Jake moves five forward, boosts and barrel-rolls. Rexlar follows Vessery by performing a one bank and a barrel roll.

Turn Three – Chewie turns hard left and evades while Gemmer moves three forwards and turtles. Vessery makes a three turn in towards the A-Wings and focuses while Jake makes a two turn and boosts out of Vessery’s arc. Vessery takes a long-range shot at Chewie and knocks off one shield.

Turn Four – Chewie turns hard right and evades while Gemmer moves three forwards and boosts. Vessery moves two forward and focuses while Jake makes a one hard turn and boosts. Rexlar moves two straight forward, and Vessery strips another shield from Chewie.

Turn Five – Chewie makes a three turn to the left while Gemmer copies his larger wingmate. Vessery banks one and focuses as Jake performs a two bank and turtles. Rex banks one and acquires a target lock on Jake, stripping all two of his shields in the subsequent shooting.

Turn Six – Chewie makes a hard turn at speed two while Gemmer moves three forwards and boosts, locking Vessery with Push the Limit. Vessery performs a Koiogran turn and focuses as Jake moves five straight forwards and boosts. Rexlar performs his own Koiogran turn and locks onto Gemmer. Vessery fires, hitting the A-Wing for two shields and one hull (it has two left from Hull Upgrade) before Rexlar finishes the little ship off.

Turn Seven – Chewie performs a three bank to the left and marksmans. Vessery performs a three hard turn and focuses while Jake performs a two hard turn and boosts. Rexlar turns three and rolls, but no Imperial shooting this turn. Jake, however, pulls a shield off of Rexlar while Chewie pulls two shields from Vessery (here we go again!)

Turn Eight – Chewie hard turns and marksmans again while Vessery performs a Koiogran and focuses. Jake reveals a red manoeuvre, but is still stressed from Pushing the Limit last turn. I could turn him three left and ensure next turn he’s off the board, but I don’t want to be that guy so I turn him hard right onto an asteroid (I didn’t want him flying off, didn’t mean I didn’t want him dead!) Jake takes a critical hit – engine damage, meaning all his turns are now red (and he’s still stressed!) Rexlar crosses an asteroid and loses a shield, before the pair of Defenders hit Jake for two hull and finish him off.

Turn Nine – Chewie moves three forward and crashes into Rexlar, meaning both Rexlar and Vessery crash into Chewie.

Turn Ten – Chewie sharp turns two and marksmans, while Vessery banks three and rolls and Rexlar moves five forward and focuses (this is the point I considered moving away and running down the clock, but given what I’d already done I chose not to!)

Turn Eleven – Chewie banks one and evades while Vessery and Rexlar both perform Koiograns and roll to get themselves into better position.

Turn Twelve – Chewie performs a three bank and evades again, as Vessery and Rexlar bank to pursue.

Turn Thirteen – Chewie performs a one sharp turn and marksmans while Vessery banks and focuses and Rexlar moves two forward and acquires a lock on Chewie. Vessery and Rexlar both fire, knocking the last four of Chewie’s shields down, while Chewie’s return fire hits Rexlar for one shield.

Turn Fourteen – Chewie banks away from the Defenders and evades while Vessery and Rexlar both perform Koiogran turns and focus (Vessery) and lock (Rexlar). Between them, they hit Chewie for four hull points.

Turn Fifteen – Chewie banks one and evades again while Vessery performs a three bank and focuses. Rexlar banks two and once again locks onto Chewie, before the pair of them inflict four hits on the damaged YT-1300 and end the game.

100-0 Victory!


I knew I’d done fairly well, and four out of four is a tournament record for me! I knew I was top three, but I thought it would all come down to margin of victory. As the results were read out, I got gradually move and more tense – especially as the final three were announced. Macey (my final opponent) came third, and when I realised I was not second it dawned on me:


I was so stunned I didn’t realise they’d even started clapping, and graciously accepted my prizes and congratulated all my opponents and thanked the two fantastic umpires and the store manager. So to round out this report, I present my first-place prizes:


That’s a funky little medal from the 2014 Winter Tournament pack, a Han Solo alternate art card, a Scimitar Squadron alternate art card, what I assume to be a bye ticket for a regional (or something along those lines) and oh yes, a free Tantive IV!

I’d like to take this opportunity to thank all of my opponents for a fantastic game, the umpires for ensuring fair play and answering rules queries, and the staff at Rochester Games, Models and Railways for organising the event and providing the venue and the food. For those in the South-East of England who wish to visit the store, their facebook page can be four here.

Now I’m going to sleeve up my new cards, inspect my new toy and take a nap because I just realised I’ve missed the first twenty minutes of Top Gear finalising this entry! Thanks for reading, until next time!