Barracks Arsenal October/November Issue

Embed Size (px)

Citation preview

  • 7/27/2019 Barracks Arsenal October/November Issue

    1/12

    A large variety of

    toys (both collectible

    and non-collectible)

    Comics

    Gamer Storage

    Lockers

    Much, MUCH more

    room!

    With the design and little ad-ditions were putting in theshop, I can guarantee that itwill not be like any othergameshop in the area. Hopeto see you there!

    Hi all. Theres been a tonof changes brewing hereat the Barracks the lastfew months. As I men-tioned in the previousnewsletter, were gearingup to move to a new store.Theres been some de-lays, but, its all starting toshape up once again.

    But weve got somethingelse in the works too.Something so great,something so awesome,that Im still in disbeliefthat the opportunity isthere. Weve got a 3Dprinter, and soon well beable to start printing outpeoples custom minia-tures, tokens, dice, etc.Were still currently work-ing on pricing, but, wellsoon have a breakdown of

    if you have a file thatsneeded, or if we have tocustom design it for you. Ifyou have anything thatyoure thinking of gettingprinted, well just need it inan .stl file (were workingon getting various file con-versions for this).

    Lately, weve also beenasked on when well bemoving. It has beenmoved back a fewmonths, but, were aimingfor somewhere in the Fall.It all depends on contrac-tors at this point. Wevealready had to push itback a few months, so,

    hopefully it wont be toomuch longer now

    Currently weve got in theworks:

    A full Magic/

    Board Game/

    RPG room with a

    player limit of

    around 22-26.

    At least 6 4x6

    wargaming ta-

    bles. With a

    painting table. Tons of new

    scenery for the

    wargaming tables

    A much broader

    range of all table

    top board games

    and miniatures

    Coming Soon! By Ken Sheldon

    Theros by Christopher Cannon

    September 27, 2013 willmark the release of thelatest Magic: The Gather-ing set entitled Theros.This is the first set in theblock and is to be followedby Born of the Gods andJourney into Nyx. Theset will be comprised of249 cards and is based onancient Greek mythology.The set is going to be anenchantment block that

    interacts with the Return

    to Ravnica block and M14.The set will reportedlyinclude an above averageamount of Legendary per-manents due to the sub-ject matter of the set.

    Theros will feature threePlaneswalkers, includingtwo new ones and El-speth. The set will alsohave a tribal Minotaur

    cycle along with other crea-

    ture types to support the an-cient Greek mythology story-line. These creature types areKraken, Gorgon, Griffin, Hy-dra, Centaur, Merfolk, Satyr,and Sphinx. However, themain themeof this set is He-roes, Monsters, and Gods.(Continued on Pg. 2)

    Barracks Arsenal www.facebook.com/thebarracksllc

    [email protected]

    Inside this issue:

    Magic Event Calen-dar

    2

    Khador Man-O-WarListbuilding

    3

    Power Grid Review 4

    Daemons in 40k 6

    Magic Forms 7

    Win a $100 StoreCredit!

    7

    Calendar of Events 9

    Fall 2013Volume 1, Issue 3

    Special points of in-

    terest:

    3D Printer

    Return of ourComic Books

    Large Variety of

    Family Board

    Games

    Storage Lockers

    for Gamers

    This is our future location,

    as of two months ago.

  • 7/27/2019 Barracks Arsenal October/November Issue

    2/12

    Theros will contain five mechanics, one for each of the Heroes, onsters, and Gods. The other two mechanics consist of onethat fits in with the storyline and Greek mythology that will be a returning mechanic. The second mechanic is also a returningmechanic that did not quite work the way they wanted it to the first time. This mechanic has been redone and renamed to fit

    the set.

    A new land cycle is also rumored to premiere in Theros. With the absence of the buddy lands in M14 this will be a welcomedaddition by some to broaden the mana base of Standard. There has been much rumor and speculation as to what this landcycle may be. At the time of the authoring of this article no rare lands have been spoiled or confirmed. I would not be surprisedif the set ended up containing none due to the fact that one of the themes of Theros is monocolored. However, as a player Ihope this is not true.

    With all of the hype and the fact that this will be the

    largest of the three sets in the block, Theros has a

    lot to live up to. However, the release of Theros will

    also signal the rotation of the Innastrad block and

    M13 from Standard. Either way decks and gameplay

    is about to dramatically change upon the release of

    this set. All this should add up to Planeswalkers

    everywhere wondering: In

    the gods we trust?

    Theros (continued from page 1)

    Page 2Barracks Arsenal

    Polukranos, World Eater

    Mondays are

    Magic Mondays!

    Any 3 Regularly

    Priced Booster

    Packs for $9.99

    + tax!

    FNM @ 6 pm

    9-6-13-Booster Draft-$15

    9-13-13- Standard-$6

    9-20-13- Standard-$6

    9-27-13- Sealed Deck (Theros Release!)-$25

    10-4-13- Standard-$6

    10-11-13- Booster Draft-$15

    10-18-13- Standard-$6

    10-25-13- Sealed Deck-$25

    11-1-13- Standard-$6

    11-8-13- Booster Draft-$15

    11-15-13- Standard-$6

    11-22-13- Sealed Deck ($25)

    11-29-31- Closed due to Holiday

    Commander every Saturday @ 2 p.m.- $2 buy

    in

    Saturday Magic @ 6 pm ($4 Buy In)

    9-7-13- Modern 2HG

    9-14-13- Standard 30 pt. Highman

    9-21-13- Theros Pre-Release

    9-28-13- Commander

    10-5-13- Standard 30 pt. Highman

    10-12-13- Modern

    10-19-13- Theros Gameday (Standard)

    10-26-13- Commander

    11-2-13- Chaos Draft

    11-9-13- Modern

    11-16-13- Standard 30 pt. Highman

    11-23-13- Commander

    Matches subject to change

    Magic Event Calendar

  • 7/27/2019 Barracks Arsenal October/November Issue

    3/12

    The Empire of Khador facesenemies on all her borders.To claim our ancient birth-right over the lands of Im-

    moren we cannot rely on thestrength of our mighty war-jacks alone. A Khadorancommander must be re-sourceful and be able toachieve victory with the can-non and axe. The Man-o-War (will be referred to asMoW) is the Swiss armyknife of Khador. Humansencased in light warjackarmor; they can crush anenemy under foot if properlyemployed. Therefore thisarticle seeks to enlighten

    Khadoran leaders how tofield an army with everypoint being spent on MoWs.One thing to note about thisarmy is you will be gettinghita lot. The MoW is willingto take a few hits and let hisarmor mitigate the damage.Further your entire army willbenefit from fearless.The MoW comes in threebasic flavors with a couple ofinteresting solos to choosefrom. For this thought exer-cise we will be building a

    thirty five point army to giveyou access to every MoWavailable so that you can geta feel for how varied you canmake a MoW army.

    Our commander for thisforce is Orsus Zoktavir,Butcher of Khardov. TheEmpress has called theButcher, the personificationof victory at any cost andthat is exactly what this armyis about. Orsus benefits fromthe MoWs since he is on amedium base; they canblock line of sight to himwhereas smaller units wouldnot. The benefits he pro-vides them are muchgreater. He has three pri-mary spells to help you con-trol the pace of battle. First isIron Flesh which increasesthe defense of a unit bythree but reduces speed byone. Second is Fury which

    reduces the de-fense of a unit byone and grantsplus three to melee

    damage rolls. Andthird is Full throttlewhich allows jacksto run, charge,slam, or maketrample powerattacks for free.But wait; isnt thisan entirely MoWarmy? Yes and no.All of your pointsare devoted to theMoW but Orsushas six warjackpoints allowing you

    to field a Berserkerfor free. The ber-serker is a fairly low qualityjack with some unique spe-cial rules but since he costsnothing you get yourmoneys worth. Orsus alsohas a fourth spell that dealssome ranged AoE damagebut this should only be usedif you have nothing else tospend your focus on. Hisfeat gives you one last op-tion for controlling the paceof the game by granting one

    bonus die on all your modelsdamage rolls for one turn.

    Orsus is an absolute killingmachine in melee but he canalways benefit from having aWar Dog at his side. Thisone point unit attachmentmakes Orsus more difficultto hit in melee combat; al-lows him to escape frommelee without taking freestrikes; and can countercharge, meaning he gets afree charge on any enemythat ends its movementwithin six inches, and returnright back to your castersside.The foundational unit is theShocktrooper. Wielding acannon shield and axe, withreach, survivability is thename of the game for theShocktrooper. The inherentlyhigh armor rating will preventa fair amount of damage. As

    if thats not enough you cankeep them in base to basecontact at the end of theiractivation and issue them ashield wall order increasingtheir armor to a whopping 21points, higher than mostjacks! But wait; theresmore! For two focus you canhave the Butcher cast IronFlesh to turn them into anigh-unkillable wall. Onceyou consider that you can

    use a combined melee at-tack to increase yourchances of hitting a shiftyenemy or crack open some-thing tough the Shocktroop-ers are a perfect choice foryour front lines.The second unit available isthe Bombardiers. This spe-cialized unit has opted forgrenade launchers with at-tached chainsaws. Theirranged attack is nothing toscoff at with a range of 10 apower of fourteen and a 3blast. Not only do they havea good range but theirranged attack stat is highenough that you can counton a fair number of directhits. (Continued Next Page)

    This unit is going to let yousoften up the enemy beforethey have a chance to reachthe Shocktroopers. Theyrenot lacking in melee either

    The Men of Steam: Man-O-War armies in Khador by Robert Blanchard

    Page 3Volume 1, Issue 3

    Our commander for

    this force is Orsus

    Zoktavir, Butcher of

    Khardov. The

    Empress has called

    the Butcher, the

    personification of

    victory at any cost

    and that is exactly

    what this army is

    about.

    Khador Rulebook retails for

    $34.99

  • 7/27/2019 Barracks Arsenal October/November Issue

    4/12

    only doing one point of damage less than the more melee-specific MoWs but having achance on critical hits to get two attacks for the price of one.The final unit available is the Demolition Corps. This unit ditches the axe/shield combo infavor of a maul with reach. Dropping the shield means theyre going to be a little squishierthan your Shocktrooper but it is worth the trade for the damage they can put out. The Demo

    Corps can choose from two special attacks each activation; backswing and ice breaker.Backswing will give you an extra melee attack which is basically a do-over for those hard tohit enemies. Ice breaker on the other hand gives you an extra die on your damage roll allow-ing your hits to really land home on those stronger, easier-to-hit enemies. This unit reallymakes the Butchers feat shine. By activating his feat on the same turn that this unit chargesinto battle you potentially have four dice to roll for damage with each model. When you needsomething to die in a hurry the Demo Corps are here to make it happen.

    The last two models to discuss are the MoW solos; the Drakhun and the Kovnik. These solos provide your army with the versatilityyou will need to control the pace of battle. By utilizing the solos on the flanks of your force you gain some map control and can fun-nel the enemy into the meat grinder that is your MoW units. Additionally both solos are weapon masters meaning they always getan extra die for damage rolls.The Drakhun is a mounted MoW that, for an extra point, stays on the field after his mount dies. This means for one extra point youget a model with 15 damage boxes that is lightning fast and has astonishingly high armor for most of its life. So long as he can staymounted he can have his mount attack and gets to counter charge, like the war dog. Even after being dismounted he will continueto be a tar pit for the opponent keeping valuable resources occupied with finishing him off.

    The Kovnik is a support star through and through. Being a Jack Marshal he allows that Berserker you got, for free, to boost its at-tack rolls, as long as you pass a command check each turn. This means that you are going to be much more likely to land both yourinitial attacks to trigger the brutality chain attack scoring you a free head butt. Being the beast that he is the Kovnik can opt to use aspecial attack and slam an enemy model. By putting the Kovnik and the Berserker together on the board you are placing a wreckingball directly in the enemys path.Armed with this knowledge go forth and crush your enemies under a tide of steam-powered warriors!

    The Men of Steam (Continued from page 3)

    Page 4Barracks Arsenal

    Power Grid is a strategic,

    multiplayer game by Rio

    Grande Games. Following is

    a review by board gameplaying couple, Joel and

    Megan Walthers.

    Premise of Game Play: The

    action begins with players

    bidding against each other to

    purchase power plant cards.Each power plant card pow-

    ers a set number of cities

    (anywhere from 1 to 7), and

    requires a certain type of

    resource to run: coal, oil,

    garbage, uranium or wind.Choose your power plants

    carefully the cost of re-

    sources change through-

    out the game (wind is al-

    ways free, but the power

    plants tend to be pricey),

    as does the availability of

    certain resources. Plus,

    youll need a few bucks

    left to buy whatever re-

    sources your plant needs

    to run and to cover the

    cost of building in a city.After buying power plants

    and resources, you get to

    build cities. The game

    board has full maps of

    both the U.S. and Ger-

    many, so theres plenty of

    variety. (Also, at the be-

    ginning of the game youll

    choose particular zones

    that youll play in, which

    Charged Up Gaming: Power Grid by Joel and Megan Walthers

    changes the game even more.) Choose

    a central location, and branch out in

    future turns. At the end of each round,

    you get money based on the number of

    cities you power, allowing you to buymore power plants, more resources,

    and more cities in the future. The first

    person to build and power a set number

    of cities wins the game.

    Recommended For

    He Said: Game Lovers

    She Said:Anyone willing to put in thetime

    Him: If you love games and would enjoyspending an evening playing a strategy

    game that can still surprise you with anunpredictable outcome, then this is thegame for you.

    Her: Even my Mother loved this game,and she doesnt like many strategygames. You start each turn by biddingon power plants, and you can reallychange the game based on how ag-gressive you are in bidding on plantsand buying up resources. Its a greatgame.

  • 7/27/2019 Barracks Arsenal October/November Issue

    5/12

    Her: There are endless options for this game, and it will unfold dif-ferently every time. As a bonus, Rio Grande has already released

    expansion packs.

    Worst Feature:

    He Said: Game length

    She Said: Poorly written directions

    Him: Its such a great game, I wish Ididnt have to set aside an entireevening to play it. I dont alwayshave two hours to spare, and I wishI could play this game more oftenthan its length allows.

    Her: Whoever wrote the directionsto this game should be fired. Therules are repetitive in some placesand vague in others, and overallthey are the worst part about thisotherwise fantastic game.

    Is it Worth the Money?

    He Said: Yes

    She Said: Definitely!

    Him: We have a large closet of games, and this is one that will notget pushed to the back from disuse.

    Learning Curve

    He Said: High

    She Said: High

    Him: Expect to play this game wrong the first few times as younavigate the complex rules. That said, its so worth it once youfinally do learn it that youll forget how hard it was to learn. I sug-

    gest you have a game master, someone who has studied therules and knows them front to back, to help the game play movesmoothly. Have patience when teaching others.

    Her: The directions for this game are confusing, but the gameplay itself is fairly logical. Once you start playing, the game willstart to make sense. Youll figure out the details as you go along.Learning from someone who has played before is much easierthan teaching yourself from the directions.

    Replay Value

    He Said: Very High

    She Said: Very High

    Him: Ive only had this game for 2 weeks, and I keep thinkingabout playing it, even while Im at work.

    Her: With two maps containing multiple areas, this game hasinfinite replay value. It will be different and engaging every time

    Strategy v. Chance

    He Said: 2 parts strategy, 3 parts chance

    She Said: 4 parts strategy, 1 part chance

    Him: On the surface this is a strategy game, but there are manyelements that are out of your control: what power plants comeup, what resources will be available, and the ever-chancy ques-tion of what your opponents will do.

    Her: This game is all about thinking ahead. You can build citiesand buy up resources to block your opponents options if youkeep an eye on the future market, youre golden.

    Best Feature

    He Said: Well-made board and pieces

    She Said: Replay value

    Him: The wooden pieces and board and cards are all sturdy andwell-made, and the game-makers provided enough bags for allthe tiny pieces.

    Page 5Volume 1, Issue 3

    Even my Mother loved

    this game, and she

    doesnt like many

    strategy games. You

    start each turn by

    bidding on power

    plants, and you can

    really change the game

    based on how

    aggressive you are in

    bidding on plants and

    buying up resources.

    Its a great game.

  • 7/27/2019 Barracks Arsenal October/November Issue

    6/12

    In our previous issue, we discussed many of the HQ choices from

    the 6thEdition Daemons of Chaos Codex. In this issue, were goingto cover the basic troop choices that areavailable. There are currently five basic

    troops available: Bloodletters of Khorne, Dae-monettes of Slaanesh, Pink Horrors ofTzeentch, Nurglings and Nurgle Plaguebear-ers.

    Bloodletters of Khorne

    Bloodletters are the stock troop of Khorne.They are red devils armed with hellbladesthat cut and tear through anything fleshy thatgets put in their path. However, they are farfrom perfect martial fighters. Bloodlettershave a toughness of an IG Guardsman, and apretty unspectacular amount of attacks, and

    their Hellblades give an AP thats goodenough to cut through power armor. Theirstrength lies in

    the horde tactic.Like all of thedaemons troopchoices, thesquad leader can take lesser rewardsthat will also buff them up.

    I like bloodletters, I like them a lot.However, because of their low tough-ness, they become huge targets foroverwatch, especially when facing aTau or IG gunline. With their high In-

    vulnerability save; you have to makesure you make your charges count.Once they get into combat, they willpay for their points.

    Daemonettes of Slaanesh

    Daemonettes are my all-time favoritedaemon troop choice. Maybe its because they have rending,maybe its because they are half naked daemon ladies bent ondeath and destruction. Either way, I love using them. I love usingthese gals as an assassin type unit. I generally will use my Seekersof Slaanesh with the icon to give them a homing beacon. I then usemy Seekers as a mobile gateway to set my Daemonettes up for alarge horde of rending. Throw in a Rapturous Banner to make your

    opponent crap at melee to get as many attacks as possible, be-cause at strength 3, youre going to be banking on your 6s to getthe job done. Throw in a Masque of Slaanesh to make it even moreone sided.

    Pink Horrors of Tzeentch

    I consider these guys as the WORST troop choice in the codex.Terrible stat line: just about everything of a guardsmen, but insteadof lasguns, they have the brotherhood of sorcerers rule, however,its for Tzeentchian magic, which, as many of you now, is NOT thebest in the game. With the chance of increasing your opponents

    Invulnerability save, I see very little reason to run them in aserious game. Now, for a fluff filled fun match, these guys can

    be great. Yeah, they can up your oppo-nents saves, BUT, the real fun part is run-

    ning these guys in close combat, simply forthe fun aspect. At best, youll only get 21strength 3 attacks, most of which will miss(remember, guardsmen statline), but,when a Pink Horror is killed in close com-bat, it splits into a blue horror, which, getsan autohit in on your opponent beforegetting removed from play. Yes, its onlystrength three, but, its all for fun if you runyour horrors into close combat. Heck,sometimes it can work out like a grot vs. adaemon prince. The rolls can, and some-times will, surprise you.

    Plaguebearers of Nurgle

    I really think Nurgle got a lot of love in thiscodex. Nurgle autogrants shrouded, whichwill instantly make your invulnerability savemoot cause youll want to plant these guyson an objective and just challenge youropponent to dig you out. These bearers of

    the plague have the toughness and strength of a marine, andplagueswords are never a bad option in close combat. Theymay have a low initiative, but, they should be able to weathermost close combat.

    One of the big downsides of them is that they are slow andpurposeful. Moving them anywhere can be a huge chore. Per-sonally, I wouldnt do it. I would simply put them in as a guard

    for an objective and let them do what they do best: sit thereand rot, and give your opponents a huge headache. Being Nur-gle daemons, Epidemus can certainly buff them up. However,its getting them in close combat to do their work which can bea little tricky.

    Nurglings

    Lastly, we have Nurglings; Grandfather Nurgles jovial littleplague-filled balloons with arms and legs. These little guys areterrible at just about everything, with the exception of soppingup wounds. These guys have 4 wounds per base, and are con-sidered swarms. They have shrouded, as all Nurgle daemons

    do, and with an incredibly small stature, they can be used toeven greater effect for holding objectives down. At a cheaperpoint cost, I recommend it. They also make good meat-shieldsfor a higher point solo or HQ. However, like all Nurgle dae-mons, it also suffers from slow and purposeful.

    Like the troops of every army, these guys are yourworker bees. They get stuff done. Each troop has their prosand cons, and the big con for everyone except Nurgle in thecodex, is their low toughness and terrible invulnerability save.But, with the proper strategy, these troop choices can be in-credibly efficient. Well continue this discussion on Daemons

    The Daemonic Hordes of 40k by Ken Sheldon

    Page 6Barracks Arsenal

    I really think Nurgle got

    a lot of love in this

    codex. Nurgle

    autogrants shrouded,

    which will instantly

    make your

    invulnerability save

    moot cause youll want

    to plant these guys on

    an objective and just

    challenge your

    opponent to dig you

    out.

  • 7/27/2019 Barracks Arsenal October/November Issue

    7/12

    This is a section we will fea-ture every month in whichwe will answer any ques-tions or address any com-

    ments received.However, this section will notbe possible without the sup-

    port of our readers so partici-pation is encouraged.

    Any questions or commentscan be submitted to eitherKen Sheldon at The Bar-racks or to myself, either inwriting or through the web-site. All questions and com-ments that we display will bedone anonymously.

    We do appreciate all sorts of

    comments and questions,however, we do ask that youkeep it clean and critiquing isappreciated, but complainingis not.

    Send articles to [email protected]

    Exception : the BarracksSubmitted Anony-

    mously

    Normally when you walk intoa gaming store or a comic

    shop, what do you get? Usu-ally a dark and dingy atmos-phere where the grizzledshop keeper would rather

    cut you then help you. Thestore regulars stare and youand make you fell unwel-come. The employees makecustomers feel stupid, un-wanted, and out of place. Ihave been to many shopsand they are all like this ex-cept one - The Barracks.

    The first time I ventured intothis little shop in Petersburg,I was welcomed as soon as Ientered the door. I talkedwith one of the employeesand they were very warm

    and helpful. I was told of aMagic tournament that theywere hosting on Friday anddecided to return later thatweek and check it out. I amsure glad that I did.

    Not only were the employ-ees nice but the other play-ers were too. I have neverbeen to place like this be-fore. All the players wereopen and helpful when dis-cussing cards and strategy, Ihad never witnessed any-

    thing like it. Most other

    places the other players arecold and cant wait to seeyou fail or call you out forsome small technicality but

    the players at The Barrackswere nothing like that.The other playershelped me build a betterdeck and when I acci-dentally made a misplaythey allowed me to takeit back instead of justbeing disqualified. (Ashas happened to mebefore at other stores) Ireally appreciated that, Iam not a professionalplayer nor do I want tobe, I just like to play

    to have fun and that isexactly what hap-pened.

    I just want you guysto know that I appreci-ate the atmosphereyou provide and the warmthand kindness I have re-ceived from you, your staffand your fellow customers. Iwill definitely be back andlook forward to it.

    games, pre-discounts), sim-

    ply by helping us donate to

    an organization of the

    month. We will be putting

    together a list of items that

    are needed by the organiza-

    tion, and if you donate any of

    the items on that list, you getan entry into the drawing.

    Want a better chance of

    winning? Donate more

    items! You are not limited to

    one donation!

    I have already talked to the

    Monroe County Humane

    Society, and they will be our

    first organization that were

    For a game store, commu-

    nity has two meanings. You

    have the gaming community,

    which is the foundation for

    your player base, and the

    community in which you live.

    I want to start giving back to

    both, because both havebeen incredibly great to us in

    our first year and a half.

    Starting in November, were

    going to be holding monthly

    raffles where the winner can

    get a booster box of their

    choice (or if they arent a

    card gamer, a $100 credit

    towards miniatures or board

    going to be helping. If any-

    one has an organization they

    would like us to consider,

    please contact me at thebar-

    [email protected].

    Thanks everyone!

    The Barracks Forum

    Giving Back to the Community by Ken Sheldon

    Page 7Volume 1, Issue 3

    A group of our Friday Night Magic players

  • 7/27/2019 Barracks Arsenal October/November Issue

    8/12

    In order to promote competition at The Barracks we have cre-ated a point system as to the regards of the outcome of Magic:The Gatheringtournaments. The tournaments included in thiswill be Friday Night Magic, Saturday Commander, and Satur-day Night Magic. Points will be assigned as follows:

    1 vs. 1 & Multi-Player Format:

    1st Place = 5 points

    2nd Place = 3 points

    3rd Place = 1 point

    Last Place = -1 point

    Team Player Format:

    1st Place = 3 points each

    Barracks Magic League

    Page 8Barracks Arsenal

    2nd Place = 2 points each

    3rd Place = 1 point each

    Last Place = -1 point each

    Like I said this is to promote competition and can even ef-fect your strategy as you attempt to vanquish foes withhigher point totals.

    Prizes are:

    1st place: 5 packs

    2nd place: 3 packs

    3rd place: 2 packs

    Last place: A hearty handshake and a pack

    Kyle Rocco 1 0

    John Stewart 1 0

    Christian Sukis 1 0

    Kyle Thompson 1 0

    Austin Binkley -4 -1

    Joe Dluzen -1 0

    Josh Gunn 0 0

    Dan Wylie 2 3

    Kael Cardella -2 0

    Nate Darling 2 0

    Nic Edwards 0 1

    John Gusamano -1 0

    John Morrison -1 0

    Mike Pirkle -1 0

    Mark Ripper -1 0

    Favian Garcia -2 0

    Dave Tibbs -2 0

    Chris Cozart -1 -1

    Chris Sayre -1 -1

    Standings

    As of 10/11/2013

    Yearly Round2

    Player Points Points

    Matt Belair 62 2

    Derek Cornell 66 24

    Chris Cannon 54 11

    R.J. Thoune 34 0

    James Dluzen 34 7

    Dave LaFountain 24 0

    Dustin Nastally 31 9

    Sebastian Rice 21 5

    Bryan Youngpeter 25 0

    Mike Cannon 28 10

    Ben Rachor 6 0

    Josh Bomia 8 3

    Dave Steffes 10 2

    John Goodin (Squid) 17 6

    Matt Ansley 6 0

    Allen Beck 3 0

    Melissa Lederman 3 0

    T.D. 0 0

    Nick Basile 1 0

    Tony Kapp 1 0

    Jeff Kirkland 1 0

  • 7/27/2019 Barracks Arsenal October/November Issue

    9/12

    Page 9Volume 1, Issue 3

    Special Days and Promotions

    Every Monday: Magic Monday! (Any 3 regularly priced MTG cards for 9.99 + tax)

    Every Tuesday: Open Warmachine/Hordes play and 10% off of all Privateer Presskits

    Every Thursday: Open Boardgaming and 10% off of all board games

    Check out our MTG Event Calendar on Page 2!

    November FNM Promo

    Sun Mon Tue Wed Thu Fri Sat

    1-Warmachine/

    Hordes (4-8)

    2-RPG Night (4-8) 3-Board Game

    Night (4-8)

    4-FNM (6-10) 5-Commander

    (2-5) MTGTournie (6-9)

    6-Open Wargam-

    ing (1-6)

    7-Magic Mondays! 8-Warmachine/

    Hordes (4-8)

    9-RPG Night (4-8) 10-Board Game

    Night (4-8)

    11-FNM (6-10) 12-Commander

    (2-5) MTGTournie (6-9)

    13-Open Wargam-

    ing (1-6)

    14-Magic Mondays! 15-Warmachine/

    Hordes (4-8)

    16-RPG Night (4-

    8)

    17-Board Game

    Night (4-8)

    18-FNM (6-10) 19-Commander

    (2-5) MTGTournie (6-9)

    20-Open Wargam-

    ing (1-6)

    21-Magic Mondays! 22-Warmachine/

    Hordes (4-8)

    23-RPG Night (4-

    8)

    24-Board Game

    Night (4-8)

    25-FNM (6-10) 26-Commander

    (2-5) MTGTournie (6-9)

    27-Open Wargam-

    ing (1-6)

    28-Magic Mondays! 29-Warmachine/

    Hordes (4-8)

    30-RPG Night (4-

    8)

    31-Board Game

    Night (4-8)

    October 2013

    Sun Mon Tue Wed Thu Fri Sat

    1-FNM (6-10) 2-Commander

    (2-5) MTGTournie (6-9)

    3-Open Wargam-

    ing (1-6)

    4-Magic Mondays! 5-Warmachine/

    Hordes (4-8)

    6-RPG Night (4-8) 7-Board Game

    Night (4-8)

    8-FNM (6-10) 9-Commander

    (2-5) MTGTournie (6-9)

    10-Open Wargam-

    ing (1-6)

    11-Magic Mondays! 12-Warmachine/

    Hordes (4-8)

    13-RPG Night (4-

    8)

    14-Board Game

    Night (4-8)

    15-FNM (6-10) 16-Commander

    (2-5) MTGTournie (6-9)

    17-Open Wargam-

    ing (1-6)

    18-Magic Mondays! 19-Warmachine/

    Hordes (4-8)

    20-RPG Night (4-

    8)

    21-Board Game

    Night (4-8)

    22-FNM (6-10) 23-Commander

    (2-5) MTGTournie (6-9)

    24-Open Wargam-

    ing (1-6)

    25-Magic Mondays! 26-Warmachine/

    Hordes (4-8)

    27-RPG Night (4-

    8)

    28-Closed 29-Closed 30-Closed

    November 2013

    October FNM Promo

    Calendar of Events

  • 7/27/2019 Barracks Arsenal October/November Issue

    10/12

    Eldar

    When it comes to Eldar, to me, it is not

    what you decide to run in your army, it is

    how you run it. Eldar need focus and direc-tion in every move they make or they will

    fail, this makes them both an interesting

    and a rewarding army. I will be covering my

    personal opinions of each unit so if you are

    new to Eldar or just want a different per-

    spective, "stay a while and listen", if you

    are a more experienced player, stick

    around for the "LuLz". For the record I ad-

    vise no one to ever take what I say about

    Eldar to heart, Eldar are very diverse and

    any Eldar player should put themselves into

    any strategy they make. We will go over thefirst couple of HQ units in this issue.

    Eldrad Ulthran:

    Oh Eldrad... *sigh*. I really dont need to

    justify why you should run him, but you

    know what, I will anyways. Eldrad is THE

    psyker for Eldar. If other farseers are actors

    well, then Eldrad is Morgan Freeman.

    Mainly what Eldrad brings is hyper support;

    he will make your Eldar strike force work

    like a fine tuned machine. He is a team

    player though. If hes alone hes an open

    target; hes not the best shooter or melee

    (can be good if you get the right moves,

    e.g. mind war or death mission). He is

    psyker master level 4 with Eldar runes of

    warding and runes of witnessing. He lets

    you redeploy D3+1 units after both sides

    infiltrate. He has a 3 plus invulnerability

    save and if hes your warlord he can make

    all Eldar have stealth in a foot around him,

    not to mention the great buff to Eldar

    psyker abilities, which will make your en-

    emy think twice before thinking your armyis all glittery elves. Don't worry though we

    have yet to reach the fun parts that let you

    taste the tears of your enemy's defeat, his

    staff, its an AP3 fleshbane force weapon

    that lets him have a one in three chance of

    generating MORE WARP CHARGES

    whenever he passes a psychic test. Hes a

    great shoot-y psyker; with his witchfire hes

    got great support and is a monster in

    assault with death mission (its actually

    quite funny to see your enemy's face

    when they see what that will do). Bottom

    line, he will make your enemy hate Eldar,

    with a passion, for good reason. With T4,

    he is simply the best 205 points in my

    entire army. Once your enemy realizes

    what he can do he will probably get shot

    at... A LOT, so keep your star player

    safe.

    Prince Yriel:

    At a respectable 140 points Prince Yriel

    can be a great option for many Eldar

    lists. He has a decent enough stat line,

    not the best but not the worst. Lets cut to

    the chase though; why do you want him?

    Well he makes you control your reserve

    rolls by subtracting or adding 1 to them

    (after you roll, lulul), and he is pretty de-

    cent in close combat at 4 attacks base

    and has an AP3 fleshbane armorbane

    spear. He has ok defense for Eldar. He

    may also make a special attack in assault

    rather than swinging his spear containing

    the energies of a dying star; well what

    would make you wanna do that...S6 AP3

    large blasts thats what. Just keep your

    own men outta that, you dont have much

    of that 2+ armour like the steroid injected

    retards called space marines. He also

    can make all Eldar reroll to wound in a

    foot of him for either shooting or assault

    (if hes your warlord). He isnt without his

    own faults though (he is forced to reroll

    all saving throws of 6 when in combat)

    kind of a downer, but it does not change

    that fact that he is still a very strong HQ.

    We will continue this discussion in the

    next issue! Stay tuned for more!

    Shiny, Sparkly Eldar by Kiefer Boss

    Page 10Barracks Arsenal

    ...its an AP3

    fleshbane force

    weapon that lets him

    have a one in three

    chance of

    generating MORE

    WARP CHARGES

    whenever he passes

    a psychic test.

  • 7/27/2019 Barracks Arsenal October/November Issue

    11/12

    Want the newsletter sent directly to

    your e-mail? Fill out this form and send

    it out to us at:

    The Barracks LLC

    P.O. Box 242

    Petersburg, MI, 49270

    Page 11Volume 1, Issue 3

    What types of Games/Events Interest you?

    Magic the Gathering

    Warhammer/Warhammer 40k

    Board Games

    Tournaments

    List/Deck Building Strategy

    Other:

    Name

    E-Mail Address

    Comments or Suggestions?

    Please let us know!

    Upcoming Releases

    Warhammer Fantasy: Dark Elves Wave 2 November

    Magic the Gathering: Commander 2013 November

    1st

    Ultra Pro Pro-Matte: Pink, Lime, and Pine Green Col-ors November

    Ultra Pro Nyan Cat Deck Protectors November

    Pokemon Black & White 11 November

    Munchkin Gets Promoted December

    Warmachine High Command: Big Guns Expansion

    December

    New Additions to the Store

    Magic the Gathering: Theros In Stock Now!

    My Little Pony-Friendship is Magic In Store Now

    Sergeants Miniatures Game End of October

    Firefly Board Game by FFG End of October

    Restocks Coming Up

    Miniature Paint Brushes

    Warhammer Fantasy Dark Elves

  • 7/27/2019 Barracks Arsenal October/November Issue

    12/12

    Available at the Monroe County Library System!

    The Greater Good by Sandy Mitchell

    When the world of Quadravidia comes under attack by the insidioustau, only one man can defeat the aliens and save the planet in theEmperors name: the legendary Hero of the Imperium, CommissarCiaphas Cain. When the aliens call for a ceasefire, Cain expects theworst, and his fears are answered in the form of the dread menaceof the tyranids. As a hive fleet approaches Quadravidia, Cain musttry to forge an alliance between the Imperium and the tau but can

    he truly trust the inscrutable xenos? - Amazon.com

    The Path of the Incubus by Andy Chambers

    The eternal city of Commorragh has beencast into turmoil by the Dysjunction, a cata-clysmic disturbance in the very fabric of itsexistence. As the streets are inundated withhorrors from beyond the veil the supremeoverlord, Asdrubael Vect, battles to keep hisenemies in check and maintain his strangle-hold over the riven city. Kabal turns uponkabal, archon against archon as the fires ofhell are unleashed. Redemption for Commor-ragh rests in the hands of a disgraced incu-bus warrior wrongly accused of triggering theDysjunction itself. His efforts to reclaim hislost honour could save the city or damn itforever assuming it can survive the dae-monic invasion and the archons deadly bat-tles for supremacy.-Amazon.com

    Check these out at your local library.Summerfield-Petersburg Branch Library

    MondayTuesday 10-7

    Wednesday 12-8 p.m.Thursday 3-8Friday- 10-5

    Saturday 10-1Wifi

    Public ComputersFaxing

    Rooms that can be booked for meetingsFind us at

    Like us on Facebookmonroe.lib.mi.us

    We Want to Promote You!

    Own a business or run an organization? Want exposure for your events,

    but dont want to spend a lot of money? Want to reach potential new

    customers?

    Our newsletter is looking at taking on adding more businesses to our

    advertising pool. For the length you chose, you wil l be in that many

    issues ofThe Barracks Arsenal. These issues stay in circulation after

    new issues come out, as well as stay permanently online on our Face-

    book, Scribd, and Google + profiles. With nearly 200 likes on Facebook

    and well over 1500 unique reads on Scribd, we can guarantee that yourbusiness will get noticed!

    Just be sure that your ad is not offensive and contains no questionable

    content.

    If interested, please cut out this small order form, and send it along with

    any relevant information and your ad to:

    The Barracks LLC, P.O. Box 242, Petersburg, MI, 49270

    If you have any questions, please contact me at:

    [email protected]

    Order total:

    Total:

    Name

    Address

    Phone

    American Express

    MasterCard

    Visa

    Paypal

    Credit Card #

    Signature

    Method of Payment

    Exp. date

    Check

    Ad Size

    (approx)

    Price Per

    Month

    Months Full Year

    Discount (6

    issues)

    Total

    Business

    Card

    2x 3.5 $25 $100

    Quarter Page 3.5 x 8.5 $30 $120

    Large Corner 6 x 3.5 $40 $160

    Half Page 5.5 x 8.5 $50 $200

    Full Page Full Page Ad $100 $400