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jbrandmeyer

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  1. Like
    jbrandmeyer got a reaction from Muelmuel in Best Rebel squad combos under 80-100 points   
    The Shara/Tycho/2x A-Wings combination is definitely my favorite SFC.  They also help as a better Raddus counter compared to Jan, Biggs, 2x X-Wings.  But whenever someone shows up completely squadronless (say, 2x ISD + minimal support), I find that the A-wings just don't pull their weight.
    An MFC must pull its weight when the other guy shows up squadronless.  It also needs to be fast enough to get to combat without too much extra support, or you may as well go max squadrons.  So lets look at some things that aren't dedicated bombers, which I will classify as anything that has Bomber but is not Heavy.  I'll also include the blue+black dudes for good measure.  Being non-heavy means that it can assist the fighter (or interceptor) core when facing a max squadrons fleet.  You can simply accept that you won't win the squadron fight, and can instead focus on slowing them down enough to attack the carriers.
    Norra Wexley:  Complements X-Wings very nicely, acting as a force multiplier for them in a squadronless fight.  Against max Sloane or max bombers, she can break out of the biggsball, bringing her 2x braces and 6 hull to the fight. Dutch Vander: Also complements X-Wings.  His crit effect helps immensely in the squadron game, especially paired with Wedge.  But without the Norra crit effect, a biggsball just isn't punchy enough against modern large ships.  Save him for an LFC. Gold Squadron:  Also complements X-Wings.  Consider subbing out one of the X-Wings for Gold Squadron. Lancers:  Complements A-Wings.  As Rogues, they also reduce the support requirements.  Two flotillas is enough to activate Shara, Tycho, 2x A-Wings, and have a pair of Lancers show up to the party on their own.  One well-timed squadron command (on the next turn) may be all they need to get their job done. Green Squadron:  Also complements A-Wings, but needs an activation to get into the fight. B-WIngs, of any form: leave at home.  Their speed handicap keeps them from properly assisting an MFC for me, even Ten Nub. Hera.  Very expensive by herself.  But, she can make two buddies Rogue, reducing the support requirements dramatically.  Her anti-ship dice aren't outstanding, but they do perform about as good as a BCC-assisted Y-Wing on their own. Han.  Also very expensive.   Doesn't grant Rogue to anyone else, but is himself a Rogue.  Shoots first, which make it easier for him to get work done as a finisher.  I'm not sure what he complements though, so I don't typically field him. Dash.  Complements YT-2400, and is his own personal BCC.  But I don't own that many YT-2400, so I don't have any experience with this kind of MFC.  Supposedly they work as finishers, though, complementing hard-hitting fast-movers like MC30 and Engine Tech MC80 Liberties.  
    So with all that in mind, here are my favorite MFC's.  You'll note that the ability to get in an extra attack with Rogue followed by a Yavaris attack is quite a bit more powerful than just the Yavaris attack by itself.  Which seems obvious when presented this way, but many folks decry the "Rogue tax" anyway.  Total squadron investment to play with all of them is Rogues and Villains, 2x Rebel Squadrons I, 1x Rebel Squadrons II, and Corellian Conflict, so nothing too spammy.
    Shara, Tycho, Green Squadron, 1x A-Wing, 2x Lancers (86), 2x comm net flotillas = 126 points, 24 hull, two scatter aces.  Can scale up to include Toryn and a BCC for 139, but it doesn't have to.  Can also upgrade one Lancer to Ketsu for +7, gaining a third scatter ace, better bombing, and some extra anti-Intel shenanigans.  Complements: anything that would much rather be navigating than yelling at squadrons (HH, CR90, MC30, MC75, MC80 Liberty).  With their speed and volume, this wing makes Superior Positions a solid alternative to Solar Corona.  Their speed can be a liability if they get too far out of range of their support ships.  Versus max squadrons, they have to spread out around the periphery.
    In total, 5.25 anti-ship damage without a BCC, 6.0 with one.
    Best case attack run of both Lancers followed by a Yavaris double with all three bombers is 10 dmg with a BCC.
     
    Jan, Biggs, Norra, 3x X-Wings (94), 2x Flotillas, Comm net, Toryn and a BCC comes to 147 points, 20 Biggs-shared escort hull, two brace aces (or 26 hull + three brace aces if you're willing to separately engage Norra).  Swapping out one X-Wing for Gold Squadron cuts it down to 146 (27 hull, three brace aces).   IMO, it needs the BCC too much to drop it, but maybe Toryn is optional.  It will require a squadron command from at least one more combat ship to aid it... but that's not necessarily a bad thing.  Complements: Big ships that aren't too desperate for navigation commands (MC80, AFII).  Hates: EWS, since they may not be fast enough to reach around the obstruction field.  Doesn't mind going second quite as badly, since it can muscle through much more than the interceptor group above.  Versus max squadrons, they have to stay close together.
    In total, 7.8 damage versus shielded opponents, 6.0 versus unshielded.
    Yavaris attack run without a preamble (Norra, 2 X-wings double-tapping) brings 9.25 versus a shielded opponent, and only 6.62 versus an unshielded target.  That's fine, we were shooting first anyway.
     
    Hera, 2x X-Wings, Gold Squadron, 1x Scurrg, 1x Z-95 (89), 1x flotilla w/BCC, Yavaris with flight commander (180), and a deep bid.  Technically it has 33 hull, but it relies so strongly on the X-Wings for anti-squadron that it sure doesn't feel like it.  The Z-95 pads the wing up to three deployments and does add a bit of unpredictable anti-squadron damage.  While the other wings are nicely complemented with Yavaris, she is mandatory with this wing.  Hera acts as a less-predictable Pryce, allowing you to boost Yavaris from 6 squadron attacks to 9 in a row.  Facing max squadrons?  Triple-tap her with the X-Wings.  Facing squadronless?  Bring in the bombers, baby.  This is very much a bid-dependent one-hit wonder.  If you choose your target well, it can turn the battle, but if you choose poorly it feels like a total waste.
    7.3 anti-ship damage total (4.94 anti-ship damage from Hera and the main bombers).
    Yavaris attack run (Hera, Scurrg, Gold, all triple tapping) brings 14.8 dmg.
  2. Thanks
    jbrandmeyer got a reaction from EbonHawk in Best Rebel squad combos under 80-100 points   
    The Shara/Tycho/2x A-Wings combination is definitely my favorite SFC.  They also help as a better Raddus counter compared to Jan, Biggs, 2x X-Wings.  But whenever someone shows up completely squadronless (say, 2x ISD + minimal support), I find that the A-wings just don't pull their weight.
    An MFC must pull its weight when the other guy shows up squadronless.  It also needs to be fast enough to get to combat without too much extra support, or you may as well go max squadrons.  So lets look at some things that aren't dedicated bombers, which I will classify as anything that has Bomber but is not Heavy.  I'll also include the blue+black dudes for good measure.  Being non-heavy means that it can assist the fighter (or interceptor) core when facing a max squadrons fleet.  You can simply accept that you won't win the squadron fight, and can instead focus on slowing them down enough to attack the carriers.
    Norra Wexley:  Complements X-Wings very nicely, acting as a force multiplier for them in a squadronless fight.  Against max Sloane or max bombers, she can break out of the biggsball, bringing her 2x braces and 6 hull to the fight. Dutch Vander: Also complements X-Wings.  His crit effect helps immensely in the squadron game, especially paired with Wedge.  But without the Norra crit effect, a biggsball just isn't punchy enough against modern large ships.  Save him for an LFC. Gold Squadron:  Also complements X-Wings.  Consider subbing out one of the X-Wings for Gold Squadron. Lancers:  Complements A-Wings.  As Rogues, they also reduce the support requirements.  Two flotillas is enough to activate Shara, Tycho, 2x A-Wings, and have a pair of Lancers show up to the party on their own.  One well-timed squadron command (on the next turn) may be all they need to get their job done. Green Squadron:  Also complements A-Wings, but needs an activation to get into the fight. B-WIngs, of any form: leave at home.  Their speed handicap keeps them from properly assisting an MFC for me, even Ten Nub. Hera.  Very expensive by herself.  But, she can make two buddies Rogue, reducing the support requirements dramatically.  Her anti-ship dice aren't outstanding, but they do perform about as good as a BCC-assisted Y-Wing on their own. Han.  Also very expensive.   Doesn't grant Rogue to anyone else, but is himself a Rogue.  Shoots first, which make it easier for him to get work done as a finisher.  I'm not sure what he complements though, so I don't typically field him. Dash.  Complements YT-2400, and is his own personal BCC.  But I don't own that many YT-2400, so I don't have any experience with this kind of MFC.  Supposedly they work as finishers, though, complementing hard-hitting fast-movers like MC30 and Engine Tech MC80 Liberties.  
    So with all that in mind, here are my favorite MFC's.  You'll note that the ability to get in an extra attack with Rogue followed by a Yavaris attack is quite a bit more powerful than just the Yavaris attack by itself.  Which seems obvious when presented this way, but many folks decry the "Rogue tax" anyway.  Total squadron investment to play with all of them is Rogues and Villains, 2x Rebel Squadrons I, 1x Rebel Squadrons II, and Corellian Conflict, so nothing too spammy.
    Shara, Tycho, Green Squadron, 1x A-Wing, 2x Lancers (86), 2x comm net flotillas = 126 points, 24 hull, two scatter aces.  Can scale up to include Toryn and a BCC for 139, but it doesn't have to.  Can also upgrade one Lancer to Ketsu for +7, gaining a third scatter ace, better bombing, and some extra anti-Intel shenanigans.  Complements: anything that would much rather be navigating than yelling at squadrons (HH, CR90, MC30, MC75, MC80 Liberty).  With their speed and volume, this wing makes Superior Positions a solid alternative to Solar Corona.  Their speed can be a liability if they get too far out of range of their support ships.  Versus max squadrons, they have to spread out around the periphery.
    In total, 5.25 anti-ship damage without a BCC, 6.0 with one.
    Best case attack run of both Lancers followed by a Yavaris double with all three bombers is 10 dmg with a BCC.
     
    Jan, Biggs, Norra, 3x X-Wings (94), 2x Flotillas, Comm net, Toryn and a BCC comes to 147 points, 20 Biggs-shared escort hull, two brace aces (or 26 hull + three brace aces if you're willing to separately engage Norra).  Swapping out one X-Wing for Gold Squadron cuts it down to 146 (27 hull, three brace aces).   IMO, it needs the BCC too much to drop it, but maybe Toryn is optional.  It will require a squadron command from at least one more combat ship to aid it... but that's not necessarily a bad thing.  Complements: Big ships that aren't too desperate for navigation commands (MC80, AFII).  Hates: EWS, since they may not be fast enough to reach around the obstruction field.  Doesn't mind going second quite as badly, since it can muscle through much more than the interceptor group above.  Versus max squadrons, they have to stay close together.
    In total, 7.8 damage versus shielded opponents, 6.0 versus unshielded.
    Yavaris attack run without a preamble (Norra, 2 X-wings double-tapping) brings 9.25 versus a shielded opponent, and only 6.62 versus an unshielded target.  That's fine, we were shooting first anyway.
     
    Hera, 2x X-Wings, Gold Squadron, 1x Scurrg, 1x Z-95 (89), 1x flotilla w/BCC, Yavaris with flight commander (180), and a deep bid.  Technically it has 33 hull, but it relies so strongly on the X-Wings for anti-squadron that it sure doesn't feel like it.  The Z-95 pads the wing up to three deployments and does add a bit of unpredictable anti-squadron damage.  While the other wings are nicely complemented with Yavaris, she is mandatory with this wing.  Hera acts as a less-predictable Pryce, allowing you to boost Yavaris from 6 squadron attacks to 9 in a row.  Facing max squadrons?  Triple-tap her with the X-Wings.  Facing squadronless?  Bring in the bombers, baby.  This is very much a bid-dependent one-hit wonder.  If you choose your target well, it can turn the battle, but if you choose poorly it feels like a total waste.
    7.3 anti-ship damage total (4.94 anti-ship damage from Hera and the main bombers).
    Yavaris attack run (Hera, Scurrg, Gold, all triple tapping) brings 14.8 dmg.
  3. Like
    jbrandmeyer reacted to TallGiraffe in Best Rebel squad combos under 80-100 points   
    Shara/Tycho plus 2 A-wings is pretty versatile for the cost with decent Anti-Squadron along with black non-bomber dice for ships. X-wings kinda need Bomber Command Center to be really effective against ships.
    Toryn Far of course helps out a ton for the Rebels. 
    I have also ran 4 Z-95s and 2 YT-1300s to some fun results as well.
  4. Like
    jbrandmeyer reacted to Divad in Nebulon: What One Upgrade Slot Would You Add to Make it Competitive?   
    I'm still note sure why people are pining for gunnery teams on Nebulons, even Salvation. That front arc is just too narrow to reliably catch multiple ships. Plus they only have 3 red dice, 4 with spinals (which comes in at a whopping 74 points, even assuming the gunnery team slot is added for free). In addition to this, even if you catch 2 ships in your front arc, chances are at least one of them has an evade which cuts your already small dice pool down to 2 or 3.
    Given the option, the only time I'd consider gunnery teams on a Nebulon is in an Ackbar fleet to spam 4 red dice broadsides at long range with EA coming in at 61 points. Probably with IF! somewhere in the fleet.
  5. Like
    jbrandmeyer got a reaction from Muelmuel in Nebulon: What One Upgrade Slot Would You Add to Make it Competitive?   
    Take a nebulon.  Give it stronger side arcs, a wider front arc, and a redirect, and you've got something (defensively) like a Pelta.  The trouble remains that fleets like a double-Cymoon and precision-piloted MC75 will still nuke it pretty quickly.
    The trouble is that all of the frigates (command-2 ships) short of Admo and Mon Mothma-amped up Foresight are in bad shape right now.
  6. Like
    jbrandmeyer got a reaction from EbonHawk in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  7. Haha
    jbrandmeyer got a reaction from Scopes in Not a Fleet Question per se, but a Question About a Card in My Fleet   
    On a Command-2 ship, yes exactly.  If you have any software engineering background, the "command stack" is a misnomer.  It is actually more like a "command queue", with the write end being the physical bottom of the stack of dials, and the read end is the physical top of the stack of dials.  SFO pops off the read end of the queue.  Officer Leia Organa allows you to replace the element on the read end of the command queue, and so on.
    At the end of the Command Phase, every ship's command queue should be completely filled to that ship's command value.
  8. Like
    jbrandmeyer got a reaction from AllWingsStandyingBy in Not a Fleet Question per se, but a Question About a Card in My Fleet   
    On a Command-2 ship, yes exactly.  If you have any software engineering background, the "command stack" is a misnomer.  It is actually more like a "command queue", with the write end being the physical bottom of the stack of dials, and the read end is the physical top of the stack of dials.  SFO pops off the read end of the queue.  Officer Leia Organa allows you to replace the element on the read end of the command queue, and so on.
    At the end of the Command Phase, every ship's command queue should be completely filled to that ship's command value.
  9. Thanks
    jbrandmeyer got a reaction from Scopes in Not a Fleet Question per se, but a Question About a Card in My Fleet   
    At a bare minimum, Skilled First Officer makes a command-2 ship command-1 for two turns.  Sometimes you can do better.
    Turn N.  You see at the top of the round that it has the wrong command queued up.  Put the right one on the bottom of the stack.  When it is this ships turn to activate, you throw out the top dial, and reveal the dial you placed this turn.
    Turn N+1.  You have zero dials face down, and therefore place two dials for this ship.  One for this turn, and one for next turn.  So, on both turns N and N+1 you got to choose the command you are using this round.
    In some situations, you can get a bit more flexibility as well.  Make your best guess about which commands you will need, but alternate them.  Now, on each turn, you have the option of delaying your command choice all the way until you reveal the dial. So on Turn N you get to choose one of two key commands at this particular ship's turn to activate, and still also choose the command fresh at the top of turn N+1.
  10. Like
    jbrandmeyer reacted to xpress907 in Denver Regional (Broomfield, CO)   
    @SQUIDwarrior
    yeah, we play every Thursday. People tend to arrive around 6pm. (give or take an hour). We'd love to have you and ur friends drop by.
  11. Like
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  15. Like
    jbrandmeyer got a reaction from Muelmuel in Double commanders   
    In a sense, the fleet commands do act much like a second commander.
  16. Thanks
    jbrandmeyer got a reaction from deDios in Madine is Half a bubble off   
    I don't have sensor net/VCX in my MC75+MC80L list.  That was a comment about what I would pick as player 1 against a strategic player when I don't have any strategic in my list.
  17. Thanks
    jbrandmeyer reacted to Nevetz in Introducing Armada Warlords: database and fleet builder   
    I have to thank @Green Knight for his work: he did in less than one day what I couldn't do in weeks, so this time all the honors are for him. For future updates and fixes, I'll be working with him in order to fix what is still pending and maybe add a bit more to Warlords tools. 
  18. Thanks
    jbrandmeyer reacted to Green Knight in Introducing Armada Warlords: database and fleet builder   
    WAVE 7TH HEAVEN FINALLY HITS ARMADA WARLORDS!
    Nevetz has given me ftp and dbase access to Warlords, so that I might aid his good work with this builder.
    I freely admit to using 4 other builders (Fab's, Kingston, Battlescribe and Android Fleet Builder app), so I'm not a "Warlords or bust" kind of guy... they each have their pros and cons, but I feel Warlords has a good save and share functionality, the best of all the builders. It's easy to use... and it is also a widely known and widely used builder, so it deserves to keep going.
    I have started by adding missing images and dbase entries for wave 7: everything from wave 7 should now be usable. Plz report ASAP if you see anything missing/buggy.
    For the future all new content will be added ASAP!
    I have also listed some known bugs and/or feature requests for Warlords. These require some changes to php files and/or changes to dbase structure. I will look at it, and discuss with Nevetz if anything can be done. But this will take some more time, so please be patient (but now is a GOOD TIME to report bugs/feature requests). 
    Fixes:
    added missing cards from wave 7 Bugs that could use some fixing:
    dual upgrades: on edit/clone it happens that the 2nd upgrade disappears (example: Boosted Comms/Exp Hangar) upgrades that grant another slot: on edit/clone it happens that say ECM gets deleted if TUA is the one granting the Defensive slot Chimaera is even worse: as soon as you save, the Fleet Command disappears, both from text export and public view (it is oc also gone on edit/clone). Feature request:
    make the editor stop randomly shuffling the order of ship/squads on edit/clone; not a big, but very annoying. made dual-slot upgrades eat both slots enforce/warn about non-legal upgrades (such as large-only on non-large ships) add points summary for squadrons (text export view) http://armadawarlords.hivelabs.solutions/
  19. Like
    jbrandmeyer got a reaction from Helias de Nappo in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  20. Like
    jbrandmeyer got a reaction from Undeadguy in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  21. Like
    jbrandmeyer got a reaction from Akhrin in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  22. Like
    jbrandmeyer got a reaction from Handler in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  23. Haha
    jbrandmeyer got a reaction from NairoD in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  24. Haha
    jbrandmeyer got a reaction from Captain_Nemo in The Force in Armada   
    That time you threw 18 black dice without a single crit?  The Force.
    The day your opponent threw 4 red doubles and two accuracies to one-shot your ship?  The Force.
  25. Thanks
    jbrandmeyer reacted to GiledPallaeon in MONSTER TRUCK MANIA (The Actual Thread)   
    LADIES AND GENTLEMEN (AND ASSORTED SMALL CHILDREN),
    I PRESENT TO YOU
    MONSTER TRUCK MANIA!
    In an effort to wind down as we come out of yet another successful and stressful Vassal World Cup, I present our next Vassal tournament, MONSTER TRUCK MANIA, with one singular objective: HAVE FUN! Players are hereby encouraged to bear this in mind as we go through this tournament, and to seek to maximize fun, for both themselves and their opponents at every opportunity. This entire tournament is structured around controlled ridiculousness, so HAVE FUN!
     
    Format
    Tier: Relaxed. This is the definition of a casual event. Play nice, play fair, play to have as much fun as possible. First time Vassal players are welcome, but are strongly encouraged to practice on Vassal before your tournament games in order to help things go smoothly.
    Structure: Custom. That's actually a lie, we're using the Basic Structure outlined in the Tournament Regulations document with one major change to the actual Swiss setup. Stealing from the success of the Autumn Tournament, there will in fact be two tournaments using the same rules running in parallel,  one of Europe and one of everyone else. As of right now, plans are for three rounds of Swiss.
     
    Rules
    FOR THE PURPOSES OF MONSTER TRUCK MANIA, THE FOLLOWING RULES ERRATA ARE IN EFFECT AT ALL TIMES.
    1. In keeping with maximum ridiculousness, fleet points cap is raised to eight hundred (800) points.
    2. In keeping with making sure Rule 1 doesn't spiral out of control, squadron points allowance is lowered to twenty five percent (25%). For those too lazy to cut 800 in quarters (I am too, don't worry), that means there are two hundred (200) points maximum allowed for squadrons.
    3. Commanders may only be equipped to Large base ships.
    4. Fleets MAY NOT contain any Small base ships.
    5. All Margins of Victory points requirements are doubled.
    This means: 6-5 is MoV<119, 7-4 120->279, 8-3 280->439, 9-2 440->599, and 10-1 600+.
    6. The following objectives are errata'd in the following ways:
    Station Assault: Victory token value increased to 80 points.
    Capture the VIP: Victory token value increased to 100 points.
    Contested Outpost: Victory token value increased to 40 points.
    Dangerous Territory: Victory token value increased to 30 points.
    Intel Sweep: Final score bonus increased to 150 points.
     
    All other rules for fleet-building (one of each objective, no doubling up on unique upgrades etc. etc.) REMAIN IN EFFECT PER FFG TOURNAMENT REGULATIONS AND THE RULES REFERENCE GUIDE. Anyone playing in the tournament may submit as many fleet lists as they desire. However, only their final submission will be considered as their legal list. Please don't blow up the form.
    I have included in the signup form an option to offer to be a judge for games you are not playing. Please, we've gotten through three World Cups and I have no idea how many other tournaments without issue, please please please don't make this the tournament that starts that trend. Remember Rule No. 1 of Star Wars Miniature Gaming: Fly Casual.
     
    Schedule
    All Dates are closure of that tournament element.
    Signups/Fleet Submission: March 9, 2359 GMT
    Fleet Lists & Round 1 Matchups Posted: March 11
    Round 1: March 26, 2359 GMT
    Round 2: April 12, 2359 GMT
    Round 3: April 26, 2359 GMT
    Under this schedule, there are two weeks per round. Remember, we are playing with elevated points totals and elevated squadron counts. Players are encouraged to coordinate ahead of time to plan whether or not they believe they can complete their game in one longer than average session or if they will have to make it a two parter. Any player pair that are unable to play during this 2 week window will receive a 0-0 loss.   Either player has the opportunity to concede to their opponent if they are unable to schedule and believe they are more to blame for the scheduling conflict, which will result in a 8-1 win (280 MOV) for the other player.  Players are encouraged to post their scheduled games to the thread once they agree to a game time.  A no-show by either player for a scheduled game will result in a 0 point loss for that player, and an 8 point victory for their opponent, with 280 point MOV.
    I really really don't want to enforce the above rules. Please don't make me.
     
    Finally, as this is a casual event for fun, all players are strongly encouraged to create fun, engaging battle reports for their games. Awesome points* will awarded to those players with exceptionally entertaining battle reports, be they video commentary, written dialogues, or whatever else you come up with that I haven't yet.
    *Awesome points are not worth either score points or tournament points. They may however be redeemed in person at the rate of all of your awesome points for a drink of your choice (that I may legally buy for you).
    SIGN UP HERE
    Feel free to also repost your signup below to build hype for MONSTER TRUCKS!
    If there's something that you see that needs addressed, please bring it to my attention.  I can't fix issues that I don't know about. Finally, thanks to @Green Knight whose Autumn Tournament geographic separation idea I've pilfered and @BiggsIRL whose Vassal World Cups are the highlight of the Vassal year and whose 2018 World Cup thread I have grossly plagiarized.
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