sábado, 28 de marzo de 2020

Download Prince Of Persia Two Thrones

Download Prince Of Persia Two Thrones


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How To Install Prince Of Persia Two Thrones without Errors and Problems







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Prince Of Persia Two Thrones :- 


Part 1

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Playtest Day: Revisiting Automatown And Riders Of The Pony Express

The ball is back in Michael's proverbial court for the game I've been testing lately (Sails & Sorcery), so Saturday I brought two games I've had on the back burner for a while: Automatown and Riders of the Pony Express.

Automatown

It's been 2 years since I initially prototyped this worker placement game where you use your workers to build more workers, and it's been almost as long since I got it to the table. The basic premise is that you're building robots out of head, arm, torso, and leg pieces of high, medium, and low quality (as well as scrap). You can make a generic robot with anything, which gives you another works, and adds 1 strength to your army of robots, but if you get the correct combination of head, arms, torso, and legs, then you can complete a blueprint and make a better robot -- stronger, or with a cool ability you can use each time you send it out.

Challenges with this one include things like (a) the scary look of 13 different resources (even if there are really only 4, each with 3 levels of quality -- but since the blueprints require specific levels of quality, it kinda IS like there are 13 different resources), and more importantly (b) the "combo-y" nature of the abilities does not seem to be coming through, so there isn't a strong feeling of engine building to be had.

I got some good notes, some of which had come up in previous tests, but it's been so long I'd forgotten about them, and I hadn't updated my prototype (friendly reminder: keep our prototypes up to date!). Things like making a specific set of starting worker placement cards, to ensure the first round has useful actions for example. Also, reducing the game end trigger for 4 players, so that the game ends before players have 10+ workers each and the blueprint deck runs out (also, I could make more blueprints). Also, I think I need to improve the engine building aspect / combo-y nature of the robot abilities (again), because it seems like players weren't feeling like they were able to build combos.

Some good ideas that came up this time include:
* Rather than taking any card from the 3 available blueprint cards, take the 1st (if you placed 1 worker), 1st-2nd (if you placed 2), or 1st-3rd (if you placed 3 workers). Ether that, or take any one you want, but to access the cards deeper in the row, pay resource cubes onto the ones before it (as is common in games with a card row). I like both of those ideas, and I'm not sure which I like better.
* Possibly making the higher level resources cost more to get, since currently it felt easy to get what you needed. Currently things are designed and balanced such that the high quality resources are worth more than the low quality ones -- a low quality torso is worth 2 (scrap + upgrade), and a high quality torso is worth 4 (scrap + 3 upgrades), which IS more, but with so many workers, and so many ways to get, upgrade, and swap resources around, it didn't feel hard for players to get what they needed (though by definition, they were paying more for it). I think overall the system might just be too flexible. If I re-balance things so that going up a level requires not just an upgrade action, but also a scrap (+2 units), then that might make the higher level resources somewhat harder to get, and it might also simplify the worker spaces, some of which are oddly designed in order to get the values right.
* Maybe cut a whole resource type, and just have head/torso/legs, reducing the resource variety by 3, and the cost complexity by 25%

Some ideas that I'm less sure about, but which certainly bear considering or trying include:
* Separating scoring from building robots. Make it so you build robots for workers and abilities, but then do scoring some other way.
* Making a sort of Master Blueprint that you could improve/update, to give a better sense of "that player wants that type of resource," so that you can plan and block better.
* Maybe don't require 1 of each type per robot -- instead maybe have a robot that requires multiple heads and only 1 torso, for example. Or change the resources to be things like actuators and power cores instead of heads and torsos. With good iconography, the costs would be clear enough, it's not necessary to make sure each robot has each of the 4 types of resources. This may also help the engine building aspect, since you won't need to always get all 4 resource types (something the swap ability was supposed to help with)

I definitely got a lot to think about for this one, and I'll be revisiting my prototype soon to try another version.

Riders of the Pony Express

This is another "oldie-but-a-goodie" from the back catalog. My last blog post about playtesting this one was 4 years ago (whew!), but I might have played it since and not posted about it. The premise of this one is that you're a rider for the Pony Express, tasked with delivering parcels to various towns on our way from Missouri to California and back. You haggle with your fellow riders, trying to get people to take your parcels for you, and offering to take parcels that are on your way, before riding from town to town to make deliveries. This was my attempt at a low-bid auction, initially a "count-up" auction, where the auctioneer would count up from 1 to 10 or until another player jumped in to claim it, I think it works better as a blind bid (even though generally speaking I hate blind bids). However, it's possible that the "count up" auction could be a variant rule, because non-designer/social gamer types seemed to like it.

This game went over pretty well with my playtesters, and a new rule I found hand written on the rules page was a great change that I don't think I'd tried before. In the past I'd had some trouble with the 5 player game, and decided maybe it should just be a 4p max game, but this new rule might actually make 5p work just fine after all. The rule is that you leave your bid card out, so you can't bid the minimum ($3) over and over again. We clarified that to be that the bid winner leaves their card out, which must be what I had meant in the first place :)

I was hard pressed to find anything I really wanted to change for the next test of this. I think I'll boost the Bear hazard up by 1, to make them more different than the Bandits, and to make the Shotgun item more attractive. I also might try a tweak to the delivery phase based on some comments that one of my testers felt strongly about.

All in all, a good playtest day. We even played Dave's video game prototype, which is a pretty fun spaceship building/dogfight/king-of-the-hill ting based largely on one of my favorite old arcade classics, Rampart.

You’ll Only Have Each Other, Short Film, Review And Interview



You'll Only Have Each Other is an investigation into an individual's psyche as they deal with the combination of grief, regret, and blame. The imagery used to reflect her emotional state leaves you questioning if it is what she is seeing or creating within her own thoughts.

I saw You'll Only Have Each Other at the 2019 FilmQuest film festival (website). It was nominated for Best Student Short.

Synopsis

After the death of her mother, a disconnected daughter, Maggie, struggles to reconnect with her twin brother and must now face her demons and accept responsibility for what she has done, of forever be haunted by her past mistakes.

The writer/director, Allison-Eve Hammersley, took some time to talk about what inspired You'll Only Have Each Other and her becoming a film maker. There is also news about what she is working on and other things she likes to do.

What was the inspiration for You'll Only Have Each Other?

I wrote and directed You'll Only Have Each Other because about two years ago my mother was diagnosed with cancer—she's completely healthy now—and when I found out I was living in Los Angeles while she was in CT. I struggled a lot with the fear of not wanting to go home and see her like that... that shame is what really inspired the film. I wanted to exorcise myself of it.
 

What project(s) do you have coming up you're excited about?

I'm currently in post for a film with AT&T Hello Lab called Fragile.com. It's a teen thriller about a girl who in an attempt to finally feel seen and be told she's special winds up live streaming herself crying on a website for men to tune in and watch. It's a sick and fun short that will be premiering in November 2019. You can follow me on instagram at @alison_hammersley for more details!

What was your early inspiration for pursuing a career in film?

I was 8 years old when my dad let me watch The Exorcist for the first time. I remember starting the film while it was light out and by the time it was over the sun had set and it was completely dark inside. I had never been so scared in my life. Ever since then I was hooked—I wanted to be able to make people feel like that.

What would be your dream project?

I'd love to make my own Hereditary—just an epic, emotionally driven, elevated horror piece that ruins the audience from the inside. I love this trend of story first and horror later that's happening for genre right now. I've always been more excited to make films that have the horror come out of the characters, to make tangible what's happening internally for them. So I'd really like to do that one a grander scale.

What are some of your favorite pastimes when not working on a movie?

I'm a huge fan of immersive theater. It really takes that idea of escapism to another level. I'd love to write and direct my own immersive theater piece at some point if I can wrap my head around the mechanics of it.
 

What is one of your favorite movies and why?
The Shining and Babadook are two of my favorites. Both of those films I think are excellent examples of story and character first and then using horror elements as simply another tool in the director's toolbox for story-telling.

You can find out more about You'll Only Have Each Other on

IMDb (link)
Website (link)

Instagram
@youllonlyhaveeachother
@alison_hammersley
Facebook (link)

You can also watch the trailer on YouTube (link).

I'm working at keeping my material free of subscription charges by supplementing costs by being an Amazon Associate and having advertising appear. I earn a fee when people make purchases of qualified products from Amazon when they enter the site from a link on Guild Master Gaming and when people click on an ad. If you do either, thank you.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

I have articles being published by others and you can find most of them on Guild Master Gaming on Facebookand Twitter(@GuildMstrGmng).

 



lunes, 23 de marzo de 2020

Building A Magnetic Model Transport System

Last June I started collecting Convergence of Cyriss.  Since I was getting the faction almost completely by doing model trades, the project turned into a bit more work than I had planned for it as more than half of what I got in trades were in a horrible state.

That said, I did get most of the faction in one swoop and after a bit of hard modeling work, I had everything ready to go.

Except I couldn't really go anywhere with it because as any war gamer knows, you need some kind of transport system for an army.

That's a lot of CoC!

I've typically used Sabol foam trays carried around in a Battle Foam Pack Air case, but huge based models require specialty foam from Battle Foam, and those are pretty pricey - $23 per huge base.  If anyone knows about CoC, they know you will have at least 3 huge bases, and I ended up with 4 after all the trading was done.

I'm looking at almost $100 in foam just for the huge bases, then at roughly $8 per Sabol tray, I'm easily blowing $150 or more getting everything in foam for this faction.  Then I'm lugging the large pack air case plus an old Sabol Army Transport bag to hold my huge bases if I'm using them in my list pair.

There simply had to be a better way. Then the idea hit me...





Magnets!

I went to the local craft store and bought myself some bins that were the same length and width, but had different heights. I did some pre-measuring of each of my huge bases and my "floating" vectors to check heights.

Each bin is 15.5" x 11.5" and I ended up with 5 bins in total: 1x 8.3" tall, 2x 5.6" tall, and 2x 2.9" tall.  The bins were about $12 a piece, but more importantly I wouldn't ever have to buy more in the future. The only recurring cost for this system is going to be purchasing magnets for new models.


Securing the Models

Magnets don't work on plastic, so I needed to line the bottom of my bins with metal. My local big-box hardware store had 1 foot square steel sheet at about $5 per. Not too shabby.  The only problem was that I'd need to shave off some of the sheet to fit into the bottom of my bins. What's more is that while the overall top dimensions of the bins are the same, the bottoms are not.  

There was a bigger problem. I'm not particularly handy, and I don't have a ton of power tools.  What I do have however is my friend Ray.

This is Ray. Ray is handy. Be like Ray.

Ray is one of those guys who makes his own furniture - as a hobby...and the furniture actually looks good when he's done! He's got tools galore and was kind enough to help me out by cutting my metal for me. I had used a pair of metal snips to cut one sheet and it worked, but it didn't look great. Ray sanded that shit down for me and trimmed it up so it looked better. 

So now I had 5 sheets of steel cut to the right size for my bins. 

Mixing Plastic and Steel

Next up I just gotta stick my steel to my bins, should be easy right?

I tried superglue. That failed spectacularly. The steel pulled right off with a tiny bit of tugging. It worked well enough to hold if I didn't rumble it too much, which was good for a short term solution of carrying the CoC to play games locally. 

So next I decided to buy a two part epoxy that said it would work on metal and plastics.  So I put on my gloves, was really careful, sanded down parts of the steel where the super glue didn't take and weighted down my bins:




After 24 hours of curing....the steel peeled right off with just a little bit of force, just like the the superglue. 

At this point I was done trying to find some kind of glue or epoxy based solution. It was time for nuts and bolts. Luckily the bins I bought had the raised section in the middle where I could have the bolt-ends sit while not exceeding the lip of the base of the actual bin (ie. I won't scratch up any tables due to having bolts on the bottom of my bins). 

Construction Tips

One thing I learned: Drilling through steel sheet isn't great if you don't have special drill bits, which not being a handyman, I didn't have.  You can however put a thick nail through the steel pretty easily, which then lets the drill go through easily and drill through the plastic.  I only hammered my thumb once. Ray would be proud. Sorta. 

Because bolts take up model space, and my huge base solution is kind of tight, I elected to only use two bolts per bin rather than 4. I will see how well this holds up, and if I need to secure it more it's easy enough to mark where to put the holes, remove the plates, make the holes, and re-secure it all. 

That said, there's only a tiny bit of wiggle with the two corners secured as it is, so I believe this setup will work.  Here are my results:






Magnet Advice

I recommend buying strong rare earth magnets for this, stronger than what you'd usually buy if you're magnetizing jacks/beasts. Specifically N52 strength is preferred.  I've gotten some magnets off Amazon but the affordable ones there are generally the weaker kind, so I've preferred to get magnets for this from K&J Magnetics. I'm not affiliated with them at all, but I've used them for years and they deliver quality stuff. 

You can get away with cheaper magnets if you use multiple, and cheaper magnets work well for small based plastic models that don't require as much force. Amazon can help out here. 

I actually had quite a few magnets laying around from years gone by which reduced my magnet purchasing requirements a bit.

That said, once you've used the right magnets, everything stays very secure in the bins. I didn't take a picture, but I was able to turn the bin upside down with the models in it and not have any casualties. 

Carrying Solutions

The final bit that isn't finished yet for this is a bag to hold it all. Currently I use a set of straps I had for carrying a PC around to LAN parties to secure the bins and hold my dice bag + widgets.  This works but isn't exactly pretty.

I am lucky in that my wife is a quilter, and she's currently sewing up a bag to hold this in, complete with pockets, straps for easy carrying, and all the rest. I realize not everyone can do this or has the luxury.  The alternative was trying to find a piece of luggage or a transport/case for a sewing machine that would have the internal dimensions to hold my bins. With better planning up front (buy bins that fit in luggage more easily) this is probably more achievable, but again you're still spending a decent amount of money this way. It's still probably less than a equivalent sized Battle Foam bag + rack system, but it's a lot of work to find the right combo of bin + case. 

Costs and Benefits

I started this project thinking it'd be good long term going forward wargaming wise and would save me money. Did it? Yes, but partially because I've cheated.

I am saving a good bit of money and getting a custom case + transport system, but that's really only because my wife isn't charging for her labor to assemble the bag, Ray didn't charge me for cutting the metal to size, and I don' t have to pay myself for all the work I've done getting the bins setup.  I also didn't have to buy lots of my strongest magnets because I already had a bunch from when I played 40k/WHFB. 

I probably could have just spent the extra money up front and bought Battle Foam's Magna-Rack system and one of their cases. They're pretty damn expensive, and you still have to buy the magnets, but it's basically none of the work and it looks great.  My custom case will look as good if not better, but not everyone is married to a quilter with sewing equipment to make a custom bag. 

The real savings are in the fact that going forward for any new armies I ever pick up, I'm using magnets, not foam. 

Magnets can cost up to $0.50 per magnet of the right size/strength, so 100 models is $50 in magnets. Is there really a cost savings here?  I think so, but in hindsight, it's probably not much.

Typically $50 in foam is not going to store 100 models, especially if you're counting lots of bigger models (30mm to 50mm bases) which take up a lot of foam space, but still only require one strong magnet.   Huge bases (120mm) require multiple magnets per, but even then it's only like $2 in magnets as opposed to $22 for a foam tray. 

You can also use weaker magnets for small based plastic models, where the magnet costs are significantly cheaper, especially if you look around on Amazon where you can get 50 to 100 magnets of the right size for something like $15. 

The real savings comes in the fact that once you've bought+built your bins to transport the minis, you can use them with basically any model set you want. Compared to foam where you need to pluck out whatever kind of foam for your specific models. The other benefit is storing models that have long reach weapons or stick out oddly...like Inverters or Reciprocators. 

When it comes to storing models long term (ie. when I'm switched to another army), I can put some metal sheet in larger storage bins and just put my models into one decent sized bin. This is probably more efficient than what I have to do now to store foam trays for models. 

The other benefit is when it comes to going to tournaments. I can fit my two list pair onto a single baking sheet, which makes for a great tournament tray that securely holds everything. I've already attended one event this way and it has worked out great. The baking sheet was something like $5 and slips easily into my bag. 

Overall I'm pretty happy with how the project has come out and I've certainly saved some money going this route, but it's definitely a lot of work to get here.

jueves, 19 de marzo de 2020

Red Dead Redemption 2 | Review, Trailer, Gameplay, & Everything You Need To Know.



Rockstar's most awaited game Read Dead Redemption 2 is almost here, Yeah! Red Dead Redemption 2 will finally be released next month on October 26. Yes, it's been eight years since the original, but everything we've seen so far suggests it will be worth the wait. Rockstar has given us some enticing glimpses of a lush and lively Wild West, packed with colorful characters like the Van der Linde Gang and new protagonist Arthur Morgan.

Quick Facts:

Initial Release Date : 26 october 2018
Developer : Rockstar
Platforms: PlayStation 4, Xbox One

A few fugitives are solitary wolves, yet more often than not the kind that lives long. In Red Dead Redemption 2 you'll travel with a great grouping of mavericks and cheats (A run of the mill Rockstar topic). Some of them you've met previously, similar to Dutch van der Linde, Bill Williamson, and Javier Escuella - all objectives of John Marston's manhunt in the first Red Dead Redemption. In any case, numerous more are new faces that assistance round out the pack as not only a band of hoodlums but rather a little society unto itself.


The First Reveal :


The primary trailer for Red Dead Redemption 2 which was released on October 20, 2016, was somewhat of a mindset piece that exhibited numerous districts in the diversion, while likewise depicting the solemn tone of the fundamental account. In this trailer, we saw a few towns and areas, a considerable lot of which are abounding with life and movement -, for example, farmers stirring up some cows, huntsmen bringing back their pull, and a gathering of subjects hanging out in the general store. Which depicted its mind-boggling illustrations.

Who Are We Playing As?


In spite of the fact that the focal character of Red Dead Redemption, John Marston, assumes some job in the story- - the fundamental hero of the prequel is Arthur Morgan. As Dutch's correct hand man and master for the pack, he'll handle a significant part of the day by day obligations of holding the posse within proper limits - which incorporates a youthful and less-experienced John Marston. With regards to keeping the posse and its locale above water, Morgan is very helpful with grabbing different occupations to guarantee everybody is all around nourished and in great spirits. Be that as it may, as the story advances, he'll start to scrutinize his own determination for Dutch's lifestyle, and whether despite everything he has a place in the group.

What's New In Red Dead Redemption 2?


While the spin-off is to a great extent in an indistinguishable vein from its forerunner, concentrating on the investigation, chasing, shoot-outs, heists, and opposite side-exercises where you'll communicate with various exciting characters- - Red Dead Redemption 2 includes an unquestionably sweeping world to plunge into. 

The respect framework from the first diversion makes an arrival, yet now with undeniable point by point following. Alongside the normal subject, individuals from your locale will respond to how well or how ineffectively you treat them (Which is kinda inventive as we don't get the opportunity to see that a considerable measure). As the lead master, Morgan should deal with a huge amount of duties, for example, asset gathering, obtaining assets, and ensuring everybody in the network is cheerful.

Yeah, It Has Online Multiplayer Mode?


As of now, Rockstar hasn't shared any information on how the online play will work. The first Red Dead Redemption included online free-for-all and group deathmatch style interactivity in the open world, alongside a few community themed missions. While it's protected to accept that these sorts of missions will restore, another long-waiting gossip is the presence of a fight royale mode. Rockstar has as of late affirmed that an open beta for the online mode is planned for multi month after the amusement's dispatch. We will see you when we get the news, So be in contact.


Camping and hunting will be a major part of Red Dead Redemption 2 life.


Being an outlaw means adopting a nomadic lifestyle, That when the camps comes to rescue as being a key part of surviving and thriving on the prairie. Camps will act as a hub where you can get to know gang members, learn secrets and pick extra missions. It feels like relationships with your allies will be key to your experience of the world, and you can improves things by contributing to the camp by hunting, contributing provisions or just sharing your wealth. How much you contribute is optional, there's a lot of world to explore out there on your own, and a lot of hunting and fishing to keep you away, but you can bet there'll be benefits to communal living.


Gameplay :

Rockstar Released the gameplay for Red Dead Redemption last month. If you wanna watch  here's the Gameplay


Pre-Order :

Pre-orders are now live for Red Dead Redemption 2 on Xbox One and PS4. 


Veins Of The Heartland

What's going on everyone!?


Today for the #2019gameaday challenge dear ol' dad and I played a game of Ticket to Ride on our tablets. 

Luckily for dad, I played an honest game and didn't cut him off on a route or two of his that he got on me which ended up winning him the game!

All in all, it was a great time and I can't wait to play again.


As always, thank you for reading and don't forget to stop and smell the meeples! :)

-Tim

How To Download & Install Crysis 2 Black Box On PC With Proof 100% Worki...

lunes, 16 de marzo de 2020

DE: New FAQ And Updated Lists!

New FAQ and updated lists.

Ho ho ho, a day after I blog about competitive play and Dark Eldar's place in the meta, GW drops a huge FAQ that extends to all armies and changes the way we play the game.

You can find all the good jazz right here, but I'll sum up the main highlights of how this changes the way I build my armies going forward.  Funny enough, DE didn't change all that much and it was really those other armies out there that got a big calibration.

Here are the big highlights from the FAQ:
  • Smite spam is now harder to cast
  • Character targeting changed so other characters can't block targeting
  • Battalions and Brigades now generate +5 CPs and +12 CPs!
  • You only get one kind of Ignore save wounds
  • Various point changes (increase to CW units and Dark Reapers)
  • You cannot have more than 3 datasheets in a 2K game except troops and transports
  • Soups got hit so you can't mix as hard, you just have to read it
  • Reserves also changed so first turn alphas are not as devastating

There's a lot of changes here the directly affects competitive play, but my favorite change of all is probably the rule of 3.  Not being able to spam is really awesome of the game's health.  The soup changes also make it so you can't just bring the most powerful units of all different books into a single detachment and that's awesome.  The only one I'm not too sure about is the fact that Battalions and Brigades generate so much CP now.  While I can understand GW's intention here to fix the more elite armies limited CPs, this benefits everyone.  This means that IG CP batteries with their cheap ass Brigades are in season.. even more so than they were before.  Lastly, the changes to Reserves alpha striking is not created equal with all the armies out there.  Some are much more effective than others, but other armies are made better when these kind of assaults are part of their strategic repertoire.

With that said, the only thing I'm really bummed out about is the fact that the Farseer, Warlock, and Spiritseer went up in price.  I was actually in the middle of writing out a list last night, but now that the FAQ has dropped, I'm going to update all the lists I'm using in one go!

Here they are:

Kabal of the Black Rose
1999 // 10 CP

Obsidian Rose Bat +5 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104
10x Warriors, 2x Blaster, SC = 104

+++

Black Heart Spear +1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Cunning, Living Muse

TROOP:
7x Warriors, Blaster, BP = 69

PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

+++

Black Heart Wing +1 CP

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

>>>
Firepower:
11 Dark Lances at BS3+
9 Dissies at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
4 Splinter Cannons at BS3+
40 Splinter Rifles at BS3+

This my pure DE Kabal list combining the range power that is Obsidian Rose with the resilience of Black Heart.  I call this my Kabal of the Black Rose and it has been undefeated since the Codex came out.  A lot of firepower, a lot of pain.

Alaitoc Black Spear
2000 // 10 CP

Alaitoc Bat +5 CP

HQ:
Farseer Skyrunner = 135
Doom, Mind War

Warlock = 55
Protect/Jinx

TROOP:
5x Rangers = 60
5x Rangers = 60
5x Rangers = 60

+++

Alaitoc Wing +1 CP

FLYER:
Hemlock Wraithfighter = 210
Jinx

Hemlock Wraithfighter = 210
Jinx

Crimson Hunter Exarch, 2x Bright Lance = 175

+++

Black Heart Spear +1 CP

HQ:
Archon, Huskblade, Blaster = 93
Cunning, Living Muse

TROOP:
10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

10x Warriors, 2x Blasters, SC = 104
Raider, Dark Lance = 85
189

HEAVY:
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125
Ravager, 3x Dissies = 125

>>>

Firepower:
9 Disintegrators at BS3+
3 Dark Lances at BS3+
2 Bright Lances at BS2+
1 Pulse Laser at BS2+
6 Blasters at BS3+
1 Blaster at BS2+
3 Splinter Cannons at BS3+
4 Heavy D-Sycthes at Auto
21 Splinter Rifles at BS3+
15 Ranger Long Rifle at BS3+

This is my current DE + CW list and I think it's actually pretty decent.  I used it once so far and the combination of Doom/Jinx with DE firepower is just insane.  With the loss of so many lances, having the Crimson Hunter in the army actually helps a lot.

Black Skull Strife
2000 // 14 CP

Flayed Skull Bat +5 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, Agonizer, Blaster = 91

PARTY BOATS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

TROOP:
10x Warriors, 2x Blaster, SCannon = 104
10x Warriors, 2x Blaster, SCannon = 104
10x Warriors, 2x Blaster, SCannon = 104

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

+++

Black Heart Spear +1 CP

HQ:
Archon, Huskblade, Blaster = 93
Warlord: Hatred Eternal, Djin Blade

HEAVY:
Ravager, 3x Dinsintegrator = 125
Ravager, 3x Dinsintegrator = 125
Ravager, 3x Dinsintegrator = 125

+++

Strife Bat +5 CP

HQ:
Succubus, Agonizer = 54
Blood Dancer, Whip

Succubus, Agonizer = 54

TROOP:
8x Wyches, Agonizer, Shardnet, BP = 83
8x Wyches, Agonizer, Shardnet, BP = 83
5x Wyches, Agonizer, Shardnet = 49

>>>

Firepower:
9 Disintegrators at BS3+
9 Dark Lances at BS3+
6 Blasters at BS3+
3 Blasters at BS2+
2 Razorwing Missiles at BS3+
3 Splinter Cannons at BS3+
25 Splinter Rifles at BS3+

This is my close-combat list with double Bats and a Black Heart Spear.  This list gives me some great killy units with my Blood Dancer Succubus and Hatred Eternal Archon.  I can also choose to go with more re-rolls with Living Muse and Cunning, but I think I'm going to use this for now because I want to be able to play CC armies occasionally.  I still stand by what I said before in previous posts:  Cults are our best CP battery (especially now with the Bat CP buffs).  Gotta go fast!