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Tuesday, September 22, 2020

Game 381: Quest Of Kings (1990)

           
Quest of Kings
Canada
Independently developed and published as freeware
Released in 1990 for Commodore 64
Date Started: 15 September 2020
Date Ended: 20 September 2020
Total Hours: 9
Difficulty: Moderate (3/5)
Final Rating: (to come later)
Ranking at Time of Posting: (to come later)
    
For fans and bloggers of computer role-playing games, there are few resources on the web that are more important--more awesome--than the Museum of Computer Adventure Game History. Since 2001, creator Dr. Howard Feldman, a Toronto biochemist, has provided high-quality scans of the boxes, disks, manuals, clue books, maps, and accompaniments to thousands of computer adventure and role-playing games, most of them curated not from other sites but from scans that Feldman has made of the items in his physical collection. He also has complete sets of gaming magazines, newsletters, and hint books. The brick-and-mortar "museum" is not open to the public, but once I'm allowed to travel to Canada again, I would love to visit Dr. Feldman some day in Toronto and see some of his treasures in person. He has an original copy of Akalabeth donated by Richard Garriott himself.
    
What is less well known about Dr. Feldman is that while he was still a high school student, he wrote two freeware computer RPGs: Quest of Kings for the C64 in 1990 and The Search for Freedom for the PC in 1994. Neither is going to be "Game of the Year," but they're both reasonably fun freeware games, and the young Feldman notably did all the programming, graphics, and sound effects himself. The game uses Dungeons and Dragons conventions and plays a bit like a small D&D module.
         
Exploring the hallways of the dungeon. The compass doesn't appear until you find and equip a compass.
            
Quest of Kings takes place in the land of Kwantulaursia (whoa), where peace was kept for centuries by the custom of simply obeying whoever wore the magical Crown of Kingship. But, as often happens in such stable societies, a necromancer called the Evil One decided to take the crown for himself. He raised an army of beasts, orcs, and undead, and stole the crown from good King Cersis VI, leaving the land in chaos. Figuring that one agent is less conspicuous than an entire army, king's men have been putting posters in local taverns. The PC sees one, grabs a dagger, gets some advice from a wizard named Bagle, and assails the Evil One's lair.
    
A bit of the backstory.
         
A couple of bars of Bach's Toccata and Fugue in D Minor play over the title screen, and then we get a little of Grieg's "In the Hall of the Mountain King" as the game loads. Character creation consists of random rolls for to-hit score, maximum hit points, dexterity, strength, and armor, then a name. Soon, the character is at 0,0 on Level 1. Except for a few places in which you have to enter text, the joystick controls all the action. Even visiting inventory requires pushing down and the button at the same time.
    
The dungeon consists of four 16 x 16 levels. There are no open areas--every square is its own room or section of a corridor--so it took me a while to map. There are the usual tricks like teleporters, secret doors (identifiable by a small mark in the lower-right corner), and one-way doors. Levels 1, 2, and 3 are connected by multiple staircases, but there's only one heading down to Level 4.
            
My maps of the four levels.
        
Encounters come along every 10-12 steps, roughly. Each level has its own set of foes. After an initial screen in which the player can fight or flee (fleeing works about 80% of the time), his options are attack, defend, or visit his inventory to use an item. Enemies only attack; none of them have magical abilities or special attacks, not even those that you would expect, like ghouls and snakes. Combats can take a long time, particularly if you're attacked by a group with lots of foes, and I was appreciative of VICE's "warp" mode to get through most of them.
     
The major downside of the game is that there's no experience and no leveling. Whatever you started with in terms of maximum health and other attributes, you're mostly stuck with. The only way to get stronger is to find better items at the end of combat. (Items are never found outside of combat.) Since you have an equal likelihood of finding something useful whether you fought 6 orcs or just one, it's best to flee combats with large parties.
            
Combat options with a vampire lord.
          
Inventory items get progressively better on lower levels. They include armor, weapons, shields, helms, bracers, gauntlets, and occasional magical items like Wands of Magic Missile, Wands of Fireball, and Scrolls of Death. Most important are healing ointments and potions; if you don't find any of these, you can't heal. Healing items can only be used outside of combat, which causes some problems late in the game when you face large parties of very hard enemies. A high maximum hit point during character creation is a must.
          
My inventory late on Level 2.
        
Level 1's enemies include orcs, kobolds, pygmies, and goblins. With luck, you can find a long sword, a shield, scale armor, and maybe a Wand of Magic Missiles before heading downward. Level 2 has ghouls, skeletons, and minotaurs, and you start to see the first magic items, like short swords +1. Level 3 really kicks it up a notch in enemy difficulty with robotic clones, red dragons, crystal warriors, trolls, and king cobras, but you get even better equipment, including some +2 items. Level 4 features vampire lords, werewolves, war giants, manticores, and dragon kings; here, you can find Gloves of Strength and Helms of Dexterity (both raise their attributes to 18), Bracers AC4, and +4 weapons and shields. There are also high-level magic items to use, such as Scrolls of Death and grenades. The trick is to not go to the next level until you have the best stuff from the current one.
           
Some of the many monster portraits in the game. I want to see that wolf on a t-shirt.
         
The lack of character development otherwise would make for a relatively boring game except for Quest's use of special encounters and riddles. Each level has a few "boss" creatures, usually guarding a room with a key piece of intelligence. On Level 1, for instance, a magic mouth says, "He had vowed no mortal brave would take him to his very ________." A little thought to the rhyme reveals the answer as GRAVE. At this, the mouth says, "Until he came along to prove him wrong. A man known as Sir Dave!" This isn't just doggerel. On level 2, you have to give Dave's name, as well as his hometown, to open the doorway to the stairs to Level 3. You also have to slay a red dragon to get into this area.
          
Recording such messages on the walls is vital to winning the game.
          
Level 4 ultimately brings you face to face with The Evil One, and to defeat him, you have to have been paying attention to several clues. If you just attack him, he immediately kills you with a fireball. Instead, you have to choose the "Talk to him" option.
            
The "bad" ending.
        
Previously, a clue has alerted you that you can "speak the four-letter word to bring the evil one to your mercy." You have also seen a bunch of "jibberish" on a wall that reads: "FTRAX FROJ HBL BNL OV EYTNANM WIPFL OSK IQUG." I thought at first that this was a cryptogram, but no solution made any sense. I then realized you have to look at it along with a clue from a magic mouth on Level 2: "Search with all your 'heart' on the level below for the word you seek." The nonsense text string has LOVE embedded within it, which is what you have to say to the Evil One.
                  
This is the wussiest way that I've ever won an RPG.
          
In disgust, the Evil One flees, leaving you to content with three war giants followed immediately by six shadow lords with no way to heal in between. There is no way to win this battle through conventional attacks. You have to have at least a few high-damage magic items. I had to reload and grind a bit until I had a Scroll of Death and a couple of grenades. These together let me kill the two parties before I ran out of hit points.
 
After this battle, you'd better have a healing potion, because you then have to fight another double header. The first is against the Evil One, who cannot use magic because of your repetition of LOVE, but can still use physical attacks. He's not too hard, but just as he dies, he casts a spell that replicates you and forces you to fight against a shadow of yourself. This battle is a little harder.
          
Chester's shadow is a little more pear-shaped these days.
       
Once the battles are done, you still have to find your way to the central chamber of the level and the Crown of Kings. Outside, a magic mouth says that you have to give it two words. Again, you have to interpret a couple of clues that you found in other rooms:
         
  • "It is to be supposed that the first isn't closed."
  • "After all else had failed, he was left with no choice but to ask politely."
             
The mouth did not like my first attempt at a two-word phrase.
         
Together, these reveal that the phrase is OPEN PLEASE. It took me a long time, particularly because I hadn't encountered the first message on my first pass through the area.
     
After this, you can enter and pick up the Crown of Kings, which makes you the king. Your inventory screen even changes to put "King" before your name.
             
Placing it on my own head feels a bit presumptuous.
         
Unfortunately, this is where things fell apart for me. The game says that you have to find your way to the surface, but I can't figure out how to do that. The down ladder from Level 3 to Level 4 is on the other side of a one-way door, so there's no way to get back to the rest of Level 3. I searched every square of Level 4 and didn't find an alternate ladder or teleporter. I tried using all my times as well as fighting random battles to see if the enemies dropped a Scroll of Teleport or something. No luck. I even tried letting myself get killed, but that just resulted in the "game over" screen. Dr. Feldman didn't remember, either. It's possible that it's a bug and no one ever made it this far before; the only way to be sure would be to search the source code, which you're welcome to do at the link below.

Chester is king. I'm going to consider this "won."
       
A search of text in the game file suggests that you are supposed to make it to the exit and that when you arrive, the ghost of the Evil One appears to vow revenge just before the entire dungeon collapses. Back in town, the Kwantulaursians proclaim you their king, throw a party, and end the game with a toast to your health. However, the game notes ominously that there is an "unwelcome guest" within the crowd.
       
Aside from the riddles, which were fun and occasionally challenging, it's a fairly basic game, but I'm not going to criticize something that a 10th-grader created as freeware. It earns a 17 on my GIMLET, doing best in "encounters" and "gameplay" (both 3s), the latter primarily for its moderate difficulty and length. Four dungeon levels is an ideal size for a game of limited content. It gets hurt in its lack of NPCs and economy. The monster graphics are worth a note. Although clearly the product of an amateur designer, they have a certain goofy earnestness about them, and it's hard not to be a little fond of them.
               
He certainly looks evil.
        
I wrote to Dr. Feldman to ask him a few questions about the game, and he was kind enough to supply his original notes, maps, and code, which he said I was welcome to share, so feel free to download and review it. I can interpret a little, but I'm not sure I see anything that would have been triggered by the final encounters and changes the layout of the dungeon.
    
Feldman started creating a Quest for Kings II the following year but never finished it. It somehow got out, and some sites offer it for download, but all you can do is create a party and look at the backstory. It would have been a more ambitious game, with a four-character party composed of the standard D&D races, classes, and attributes, except for a race called "Teddy" where you would expect to see a hobbit. The party is expected to stop the return of an evil archmage named Kamazol, one slain but now returned as a lich, but first they have to free themselves from a local jail. Many of the plot elements and mechanics made their way to Feldman's The Search for Freedom (1994) for DOS, which he finished around the end of his last year in high school. Feldman still sells Search as shareware on his web site; I look forward to playing it eventually. It promises to blend Ultima-style world exploration with Pool of Radiance-style combat.
            
Wow, he really meant "Teddy."
         
I'll be visiting the Museum less and less in coming years. Although the site has some games that stretch into the mid-1990s, Feldman says that he's generally only interested in titles from 1992 and earlier. This blog would have been a poorer place if not for his images and documentation, and we all owe him a debt of gratitude for his work as an RPG creator and curator.
   
   

Monday, September 21, 2020

Little Details

On each of my pages you'll notice the main element: interactive diagrams that visually explain a concept. But there are lots of other techniques I use too. Unfortunately, I don't remember all of these when I'm writing a new page. I decided to make a catalog of things I've used so that I can remember to use them on the new pages I write.

I've been working on this for a few months and it's still incomplete but I decided I should share it: https://www.redblobgames.com/making-of/little-things/

Are there other little details on my pages that I've forgotten about? Probably! I will update the document as I think of them.

Saturday, September 12, 2020

Casualty Report - Spectral Vanguard (XCOM Files)

PFC Adegoke & PFC Zaytseva
It is with great regret to inform you that on the morning of March 14, 2015, Private First Class Olufemi Adegoke of Nigeria and Private First Class Vera Zaytseva were killed in the line of duty while operating in Lille, France under the direct orders of XCOM command. It cannot be overstated that as a result of their sacrifices, the operation was a complete success and many civilian lives were saved. The alien abductions being conducted in Lille were completely thwarted by the classified operation that began around 1100 local time. It was the first mission for both soldiers since their participation in the XCOM project here at Cheyenne Mountain.

Over the course of the operation, six insurgents including PFC Adegoke and PFC Zaytseva were air dropped on to an overpass in Lille where a total of nine aliens - classified as sectoids - were conducting an abduction operation on the local work force. The mission was led by XCOM veteran, Specialist Shinji Kobayashi, an expert grenadier and engineer with two prior successful missions since the war began on March 1. His second-in-command that day was Specialist Julio Brito with one prior successful mission in his portfolio. Other members of the hand-picked team include PFC Felipe Andrade from Peru and PFC Riya Nalawangsa from Malaysia.


Detailed Operation Breakdown

Soldiers touched down on the construction site of a large overpass at approximately 1114 on March 14, 2015. SPC Brito made first contact with the enemy, reporting three sectoid aliens conducting abduction activities within the construction site. The team took up defensive positions along their end of the overpass. PFC Adegoke landed the first hits on the aliens, killing one sectoid as it moved through his line of sight. The team leader, SPC Kobayashi, took out a second sectoid with an anti-personnel grenade, as well as flanking the third sectoid and killing it with shots from his assault rifle.

Adegoke's First Killing Shot Fired
Around 1120 that morning, SPC Brito climbed atop a small service vehicle to get a better vantage on the area of operations. He spotted three more sectoid aliens abducting workers on a bus nearby. It was during this encounter that PFC Vaytseva was shot and killed while advancing on the alien position. Reports indicate that PFC Nalawangsa was especially disturbed by this and refused to move into position. SPC Kobayashi took point with SPC Brito moving up alongside him into advanced positions to counter the threat of panic overtaking their squad. Inspiring some confidence with his men, SPC Kobayashi killed his third sectoid on the mission with a decisive shot from his assault rifle. PFC Adegoke fired from somewhere behind SPC Kobayashi resulting in a second confirmed kill.

Kobayashi & Brito Advance on Vaytseva's Killers
SPC Brito advanced farther along the overpass and at approximately 1122 encountered the third and final wave of sectoids, huddled for cover on the back of a flatbed truck. SPC Brito was able to flush them out of hiding with a high explosive grenade that destroyed most of their cover. SPC Brito was then able to kill one of the wounded sectoids with a shot from his shotgun as it rushed for cover nearby SPC Brito's position. At 1123, PFC Adegoke closed enough distance to throw an anti-personnel grenade on the remaining, wounded aliens' location. Unfortunately, his ambitious assault fell short of its intended target, and Adegoke was left exposed to an unlucky shot that ended his life.

PFC Adegoke is killed instantly during his final heroic assault.
PFC Nalawangsa continued to panic as her teammates died around her. PFC Andrade left her alone to move up the right side of the overpass and earn a flanking shot at the wounded sectoids, killing one. Prior to this shot, he had stayed close to PFC Nalawangsa hoping to calm her down and get her back into action. This decision put him in a good position to surprise the aliens from a new angle and force them to move into better cover.

PFC Andrade makes a critical shot from the right.

As a result of PFC Andrade's flanking attacks, SPC Brito was able to kill one of the remaining sectoids with a close range shot alongside the bus, and SPC Kobayashi secured the construction site by taking landing the final shots with his assault rifle on the only remaining, wounded sectoid. There was no farther fighting in Lille that day and the survivors of Kobayashi's team were safely extracted by 1130. The science team followed up to retrieve any usable alien materials on site.


Aftermath of Operation Spectral Vanguard

The tragic loss of PFC Vaytseva resulted in a total loss of confidence in the XCOM mission from her home nation of Russia. As a result, Russia completely capitulated to the alien invaders and rumors have begun to surface that Russian military are aiding in the abduction of Russian civilians for alien experimentation. Our intelligence cannot confirm or deny these reports, yet, but it remains possible that the entire country is now at the mercy of the invaders. The XCOM project remains committed to protecting the rest of the world from a similar fate, and is equally committed to protecting the lives of the soldiers under its command. Intelligence officers are currently exploring avenues of breaking through the closed Russian borders in an attempt to counter-act the alien occupation, but so far there is not enough intel to take any conclusive actions.

A short investigation was conducted to review the actions and decisions of team leader, Specialist Shinji Kobayashi, following the deaths of two of his junior soldiers while under his command. It was concluded that his actions on the morning of March 14 were not only appropriate, but tactically necessary. The deaths of his team members was not a result of poor leadership or lack of tactical command. Furthermore, his display of valor when taking up a forward position to make up for the loss of PFC Vaytseva, and to encourage PFC Nalawangsa to not submit to her fears have earned him consideration for promotion to Lance Corporal along with future leadership positions within XCOM.

XCOM HQ has petitioned the governing council to replace these recruits with suitable cantidates as soon as possible, but as of this time no new recruits have arrived on site to replace the losses sustained during "Spectral Vanguard."

  • Official Report Filed on PFC Olufemi Adegoke and Vera Zaytseva, dated 3/18/2015




XCOM Report - March 14, 2015 - "Spectral Vanguard"

SPC Shinji Kobayashi (Japan) - Squad Leader
  • Confirmed Kills: 4 (Sectoid)
  • Total CK: 9 (8 Sectoid, 1 Drone)
  • Earned Promotion

SPC Julio Brito (Brazil)
  • Confirmed Kills: 2 (Sectoid) 
  • Total CK: 6 (Sectoid)

PFC Felipe Andrade (Peru)
  • Confirmed Kills: 1 (Sectoid)

PFC Riya Nalawangsa (Malaysia)
  • Confirmed Kills: 0

PFC Olufemi Adegoke (Nigeria) 
  • Confirmed Kills: 2 (Sectoid)
  • Status: Killed in Action
  • Earned Posthumous Promotion (Specialist)

PFC Vera Zaytseva (Russia)
  • Confirmed Kills: 0
  • Status: Killed in Action

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Friday, September 4, 2020

DE: Don't Lose Focus When Building Your Army

Stop making bad army lists!

First, I'd like to welcome a lot of the newer players joining the Dark Eldar.  We got a fantastic new book and there's a lot of things to learn.  However, one of the things I want to warn you about is that Dark Eldar is NOT a beginner's army.  There is a lot of tricks and nuances to the army that when managed poorly, will cause you lose many games.  Take it from me, I started with DE back in 3rd Ed. 40K and I actually received most of the army from a friend that was quitting it.  He warned me that the army was tough as shit and that he was tired of losing.  Thankfully for me, I've always wanted to start playing them and I absolutely love a challenge.  Coming from a competitive RTS background, 40K was basically a Power Point presentation of StarCraft.

OK, fast forward almost two decades and here I am.  Still playing the Dark Kin but with much more experience.  The next couple of paragraphs will be me trying to explain how to be a more successful Dark Eldar player in 8th Ed.  This is something you just have to trust me when I tell you:  The army is very simliar to previous editions, but the edition itself is very different.  Things die a lot quicker now and the alpha damage potential from other armies out there can be just as mind-blowing as ours.  In some cases, it might even be more potent, so you just gotta listen up, check the ego, and brace yourself for something that might sound harsh, but it will win you a lot of games.

STOP losing focus when building your army

This starts at list creation and this is a byproduct of having really cool units and being spoiled by choice.  I'm not saying that Dark Eldar have unit choices up the ass, no, that's not what I mean.  I mean that one of the biggest mistakes that newer players make is building their army in multiple different directions that branch away from their army goals.  Before you build a list, you must have goals in mind.  The goals should not be something as broad as "go kill your enemy", it should be something more specific with the exact tooling that you will need to get the job done.  Maybe it's just my min-maxy ways as a competitive RTS player, or maybe it's my Program Manager genes being tossed into a game, but I'm telling you right now that whatever list you bring, it must have purpose.

What do I mean by this?  I mean if you intend your army to shoot the enemy dead, it must do that and do it very well.  If you want to assault the enemy dead, it must do that and do it very well.  When you start building your list to do a little bit of everything, that's when things go to shit.  The new 40K articles and Realspace Raid requirements for all these little fucking patrols all over the place doesn't make things any better.  I'm absolutely serious about this:  Go read some of my earlier articles where I'm constantly complaining about HQ tax.  HQs, in our army is not very cheap, especially when you look at the Archon and the Harmonculi who are ~70 points.  I wish I can link you guys to some army lists I've seen on the internet so far with naked Archons all over the place without transports.  What's the fucking point?  You're literally spending 70 points for the dude to sit there and look stupid or the rest of the battle.  Succubus are the only HQs I would recommend for a cheaper HQ unit that can do some work, but that's not the point here.  The point here is that your list must be focused to do something well, and do it exceptionally well.  This is why I think that my pure Kabal all shooting army is still my strongest variant of the Dark Eldar and that my Kabal/Cult Succubus whip-my-hair-back-and-forth list is just for fun.  I know that it is weaker because it doesn't do anything exceptionally well.  Remember again, if you pay for something, make sure it does something.

Let's break it down some more.  You can start by looking at the damage potential that the list provides from a firepower perspective and then you can examine it from a melee perspective.  Can your melee components outfight other armies melee components?  I don't think so.  It does a pretty decent job at it, but Wyches aren't exactly a unit I would write home to mom about.  What about shooting?  Well, because you subbed in Wyches, you are taking away from your shooting component so it's definitely not as strong as a pure shooty force.  This makes you extra succeptible vs. the likes of Tau, AdMech or other pure shooty armies with a higher Alpha than you.  This puts you at an immediate disadvantage and forces you into a shooting attrition war which you will almost certaintly lose.  Playing defensive is not Dark Eldar's speciality, and even if they have some units that can do that, they are considered the outlier for what the army IS truly good at, and that's shooting.

Don't get me wrong, it's not all doom and gloom yet.  I will talk about some awesome and cheap melee units that we can bring forth shortly.

Yup, this can be you!

STOP using CPs as list-building requirements

Stay the hell away from those multiple Patrol armies with overinflated HQs.  Do NOT fall into the trap of building up Patrols with a bunch of useless HQs because you want the CP.  That's almost as bad as building a Brigade just to realize that you bought a crap ton of units but don't have the points to equip or use them properly so they end up being fuckall useless once they hit the battlefield.  Remember:  For every unit you buy, make sure it counts for something.  I'm not saying to be allergic to melee or not branch out into Coven units to hold objectives.  I'm saying don't go overboard and be mindful that more you pull your army into different directions, the weaker it will be at doing any one thing.  If you do want to make your army multi-faceted, make sure that it does both of these things as well as it can.  Just don't try to go in all 3 directions that the DE book is painfully telling newer players to do with all this Patrol garbage.

Don't believe me?  Do this:  Try and CP whore and build a Brigade army list for DE, as competitive as you can.  Then show me the firepower that the list can put out with respect to range vs. what the total number of wounds look like with respect to toughness and saves.  I am willing to bet that that army cannot fight its way out of a piss-soaked paper bag.  When I try and ask people why the hell they need CPs as a requirement to build an design armies, they always give me the same piss-poor answer:  CPs win games (thinking multiple uses of Agents of Vect).  Yes, you're correct, well-timed and properly used CPs can win games, but I don't see Agents of Vect shooting or actively killing your opponent's units from the start of the game.  The only thing that can do that effectively are your units and you should not be handicapping yourself by locking into some rigid army structure just for CPs.  Agents of Vect is not going to save your ass from a Admech gunline, so you might as well drop all the shitty MSU Scourges and Reavers that are just going to explode and do nothing for you.  Not to mention you can get close to Bridgade level CPs with some good list tweaking.

Likewise, I'd like to see a triple Patrol list with Kabal, Wyches and Coven in there and it try to be competitive.  It will be decent at best, but never as good as a list with just Kabal/Cult simply because you're trying to do too many things at the same time.  Real talk though, let's take some of my own shit and dissect it on a Haemoculi table.

Check it out.  It starts with an idea, and then I'm going to braindump onto this page:
  • I've been throwing out the idea of taking Flayed Skull recently just so I can play with a killy Archon AND a killy Succubus.
  • I'm going to accept the risk that I will be losing some firepower in this list, but hopefully two killy HQs will allow me to make up that killing power.  I just need to make sure I can keep this HQs cheap and killy.
  • Let's take an existing Skeleton list that I have and then turn it into something that has a strong melee component that has good synergy with the rest of the list.
  • The entire army has to move fast and apply good pressure so it can overwhelm the enemy's fire priorities.  It's a go big or go home list.

OK, now let's break this down into actual game terms:
  • Killy Archon for me is the Famed Savagery + Djin Blade that can get 8 attacks at S5 AP-3 D3 wounds that hit on 2s with re-rolls to hit.
  • Killy Succubus for me is the Blood Dancer + Triptych Whip, Strife and Adrenalight that gives me 9 attacks at WS2+ re-rolling 1s and every hit of a 6 turns into 3 hits with an Agonizer.
  • I'm going to trim down as much as I can from my firepower to make room for these badasses and give them a full retinue of Wyches to accompany them in Raiders.
  • I need extra weapons and Warlord traits, so I'm going to need more CP to activate Alliance of Agony for the Blood Dancer and possibly more Prizes from the Dark City.
  • Now, let's make the entire army move FAST.  Really fast, so we're going full YOLO over here.  Keep in mind that through playtesting, I can move these boats under the Black Heart Spearhead to get those additional FNPs.

1999 // 10 CP
Flayed Skull Battalion +3 CP

HQ:
Archon, Djin Blade, Blaster = 93
Trait: Famed Savagery

Archon, Huskblade, Blaster, PGL = 96

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

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

+++

Strife Battalion +3 CP

HQ:
Succubus, Adrenalight, Whip = 54
Trait: Blood Dancer

Succubus, Painbringer, Agonizer = 54

TROOP:
8x Wyches, Grave Lotus, Agonzer, BP, Shardnet = 83
8x Wyches, Serpentin, Agonzer, BP, Shardnet = 83
5x Wyches, Hypex = 40

+++

Black Heart Spearhead +1 CP

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

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

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

>>>

Firepower:
9 Dark Lances at BS3+
9 Disintegrators 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+

The TLDR is this:
  • Don't branch out too much, you will lose focus and detract from your army goals.
  • Trying to be too many things will make your army suck and do nothing well.
  • Stop building shitty army lists focused on CPs.  Units win games, not CPs.
  • If you must branch, do 2 things decently well instead of 1 thing really well.

I realized this was part-guide and part-rant, but it needed to be done.  Have a good night all.