Wednesday, January 24, 2018

NCAA Mens Power Rankings January 24th

After way too long and many bug fixes based on where I was now getting my data, I finally have the NCAA Men's Full Power Rankings.  After the jump is the full listing, but that might take everything else off the front page.  The B10 and ACC dominating the top of the poll isn't surprising, but Rhode Island crashing in at 12 is a bit.  Ken Pom has them at 28, but the program really likes their turnover prowess and offensive efficiency.  We'll see if they stay there though with how miserable they are at getting to the line. Kentucky is also a bit higher, largely thanks to their superb ability to draw fouls and not give up extra free throw attempts. 

Team Rank
Villanova 1
Virginia 2
Purdue 3
Ohio St 4
Duke 5
Auburn 6
Clemson 7
Michigan St 8
Xavier 9
North Carolina 10
West Virginia 11
Rhode Island 12
Kansas 13
Arizona 14
St Mary's CA 15
Oklahoma 16
Nevada 17
Texas Tech 18
Cincinnati 19
Tennessee 20
TCU 21
Kentucky 22
Gonzaga 23
Florida St 24
Butler 25





Monday, January 22, 2018

NBA Power Rankings

No real drama this week, unless you're a Cavs fan who watched them squeak by a terrible Magic team and then get drubbed by the Thunder.  There has been some talk on several Radio shows Lebron is purposefully tanking the team to get them to make a big splashy move and get him some help, but I just don't know what they can really do.  The Sixers are also looking dominant as Joel Embiid is playing masterfully. 


TeamRank
Golden State Warriors1
Houston Rockets2
Toronto Raptors3
Boston Celtics4
Oklahoma City Thunder5
Minnesota Timberwolves6
San Antonio Spurs7
Philadelphia 76ers8
Washington Wizards9
Indiana Pacers10
Charlotte Hornets11
Detroit Pistons12
New Orleans Pelicans13
Portland Trail Blazers14
Los Angeles Clippers15
Denver Nuggets16
Cleveland Cavaliers17
Utah Jazz18
Miami Heat19
Milwaukee Bucks20
New York Knicks21
Dallas Mavericks22
Memphis Grizzlies23
Los Angeles Lakers24
Brooklyn Nets25
Chicago Bulls26
Orlando Magic27
Atlanta Hawks28
Phoenix Suns29
Sacramento Kings30

NFL Championship Game Wrap Up

NE vs JAX: The Jaguars had a real chance at this mega upset.  In the first half they domainated play, forcing 3 punts from the Pats and allowing just 30% of the potential yards on their frist 4 drives.  Then came an egregious Delay of Game penalty on Blake Bortles and a follow up sack that pushed the Jags out of field goal range.  The Pats then picked up 47 yards on penalties and brought the game to 14-10 instead of 17-3 in all likelihood.  The second half continued to see the Pats stymie the Jags rushing attack (Fournette averaged under 3 yards a carry), and they had just two drives that used more than two and a half minutes on the clock despite holding the lead.  I'm not a huge time of possession fan, but with a lead you have to average at least 3 minutes per drive, to limit the chances your opponent can come back and use another drive.  Jacksonville had the field position advantage basically all day, having no drives start withing their 20 in the first half, but in a pair of critical drives they started at their 16 and 10, and gained exactly 21 yards.  That second one was especially appalling because it allowed the Pats to start at the Jags 30, all but conceding a tying field goal and ended up being a game winning TD.

PHI vs MIN: This game swung so heavily on the Pick 6 in the first quarter, its amazing.  The Vikings defense looked confused and gassed all day, giving up short throws that ate them up.  Nick Foles missed just 3 short throws all game, and was never really harassed in the pocket.  Keenum, despite being sacked just once, was pressured all game long.  The Vikings had only four of their 9 drives gain at least 50% of the potential yards, and 3 of them ended up in turnovers (fumble, downs, interception).

Sunday, January 21, 2018

Battle Report: Dodonna Liberty vs Dual Glad Squadrons

In likely the last game I'll be able to get in before the launch of Wave 7, I decided it was time to try out some of the new Rebels faction ships I received as gifts n the last portion of the year.  I wanted to try out the Liberty, but I wanted to try something a little different from the typical Madine lists I've seen posted online.  It does however need the extra mobility that Madine can allow, so I decided to toss Nav Techs and Raymus on board.  Its a little bit more expensive than just running ET, but it lets me either jump from 1-3and back again, or gives me some supreme mobility.  I paired that with a Salvation Neb, and a TRC -90.  I also had a pair of Transports, one as the combat retrofit.  I had never run the combat version, but several folks on the FFG forums swear by using them with Torryn Farr on the regular version to provide re0rolls on AA fire.  The plan would typically be to use the MC up front and follow up with the Neb, allowing the transports to shield the flanks from squads and the 90 to flank.

Here's the full list

MC80 Battle Cruiser (103 + 64)
+ General Dodonna (20)
+ Raymus Antilles (7)
+ Gunnery Team (7)
+ Leading Shots (4)
+ Nav Team (4)
+ Spinal Armament (9)
+ XX-9 Turbolasers (5)
+ Mon Karren (8)
Nebulon-B Support Refit (51 + 12)
+ Dual Turbolaser Turrets (5)
+ Salvation (7)
CR90 Corvette A (44 + 9)
+ Turbolaser Reroute Circuits (7)
+ Jaina's Light (2)
GR-75 Combat Retrofits (24 + 5)
+ Leia Organa (3)
+ Comms Net (2)
GR-75 Medium Transports (18 + 9)
+ Toryn Farr (7)
+ Bright Hope (2)
Shara Bey (17)
2 x YT-2400 (2 x 16)
A-wing Squadron (11)

My opponent was a good friend of mine who was running a Dual Gladiator, Dual Raider squadron fleet.  I've played against it several times, so I knew off the top that while the Gladiators can be trouble, the Squadrons are how this list wins.  He ran Maarek Steele, Jendon, Rudor, Gamma Squad, Tempest Squadron and a generic Phantom.  This list is great against fighters with a lot of high hull killers, and then they're very good at plinking ships down so they're damaged by the time the Glads close in.   

We played Contested Outpost.  From the outset I positioned things poorly.  He ended up placing his Gozanti and a Raider with the squad compliment on my far right, and Insidious and the other Raider on the far left.  I had the Neb and transports pointed at the station in the middle, and the (0 on the far left running a little off parallel to my edge.  The MC80 ended up on the far right, with Demolisher set a little closer to the middle.  My thought with the 80 had been at speed 3 I could potentially one shot both the Raider and Gozanti and either force Demo to turn hard to deal with it or risk getting caught from behind.  The plan started out poorly, as his gozanti quickly turned hard to stay far away from the MC80, while the Raider withstood a full blast at medium Range on turn 2 with a single Motti hull remaining.  He slow rolled Demolisher and moved the squads in towards the station.  On the far left Jain'as light was in a run for her life from Insidious and the Raider, but luckily with our activations being equal I was able to never allow Insidious to take the medium range black die shot and the Raider couldnt activate at the right tempo to catch it.  My squadrons were able to get in and kill the phantom right away, but I ended up losing Shara Bey in the exchange.  At that point though, the transports were able to start whittling down the remaining squads, with some hyper efficient rolls.  Torryn boosted blues are no joke. 

 The Transports also helped to block Demolisher off from Salvation, but it didn't end up lasting long after it was able to scooch past them a turn later.  In a couple of turns I ended up losing Salvation and the 90, trading in for the Raider and a bit of damage on on Insidious and Demo.  The transports were able to finish off all but Valen Rudor and Jendon for his squadrons, while Mon Karren made the hard turn to start putting shots onto Demo.  Luckily for me, because of Demo's angle to chase down Salvation and the 90, he ended up having to be in range of Mon Karren, who promptly destroyed him, killing Motti as well.  That ended up popping the one hull raider, and the one hull Gozanti as well!.  From there Demolisher ran off and I spent a round sitting on the station picking up some extra points.  

In the end I got a little lucky in a few choices by my opponent, but I did enjoy very much the ability of the Liberty to dance some circles Nav Techs and Raymus.  The transports did their job exactly as well.  The Neb continues to support that it likely is best used as a carrier rather than a combat ship, as long as torpedo boats continue to remain popular. 

Saturday, January 20, 2018

Book Review: Ancient Brews: Rediscivered and Recreated

As one of the far too many hobbies I've picked up over the years, homebrewing is one of my favorites.  The whole science and history of brewing is just so fascinating, so when I got Ancient Brews: Rediscovered and Recreated for Christmas I set right into it.  Patrick Mcgovern is an expert in biochemistry and archeology at Penn University, and he has written several books about the ancient world and the food and drinks to be found there.

The book starts off with a nice explanation of the techniques Mcgovern had used over his time at the University, with all sorts of sampling techniques and both destructive and non destructive testing to break down residues found in ancient containers.  He references this techniques several times through the book, so it might be handy to mark these pages a little more to have for easy reference.  The book then talks about how animals and ancient man likely would have first come into contact with fermented liquids by finding fruits that had fallen to the ground and had been left by chance to find some suitable yeast and grow into a sweet, intoxicating treat.  He then starts at some of the earliest known fermented drinks found in Ancient Mesopotamia.  The book meanders through China, Egypt and Turkey, Northern Europe, and then to Central and South America.  The chapters can get a little repetitive, but hearing about the finds in each place and the way that the archeological teams think some f the recipes and techniques made their way through was fascinating.  The section on how wine supplanted ancient brews in Egypt and how that then spread North to Italy from the Canaanites was especially intriguing, as was the section on the corn chewed beer.

Each chapter ends with some discussion of how these ancient brews were recreated by the team at Dogfish Head Brewing.  Each one of these sections is a little bit boring, since the answer for a lot of the time is to substitute in a modern item because of the expense or difficulty in identifying all of the ancient ingredients.  It then further gives a nice home brew recipe for each one, along with a food pairing.  I have yet to try any of the brews (I have the Hawthorne Berries for Chateau Jihau, but need the time), nor any of the recipes.  They are a little more involved it looks like, but all sound quite scrumptious.

This was an excellent easy read for getting some history of what brews have meant to human culture through time, as well as a nice insight into brewing techniques and the science that allows us to see into the past.  Overall this is a definite 5/5, and its highly recommended. 

Thursday, January 18, 2018

NFL Conference Championships

The conference championships are all set, and we have a pair of very intriguing matchups.  The Pats will take on a Jags defense that has been extremely stout all season, but got eaten up by Big Ben last week.  The Pats have had a an up and down time on offense, and the Jags rush game could pose dangerous to their 30th ranked DVOA rush defense.  The books don't give the Jags much chance, but I could easily see this being a 10-3 sort of game.  Or Neither defense shows up and is another shoot out. 

The Eagles got past the Falcons, and the Vikings had one of the greatest ends to a game last week.  I didnt expect the Vikings to need to go on the road this playoffs, but if they can play like they did to start the game last week they should be able to advance. 

Home Team Home Win Chance Away Team Away Win Chance Home Spread
New England Patriots 76.57 Jacksonville Jaguars 23.43 8.7
Philadelphia Eagles 46.73 Minnesota Vikings 53.27 -1.2

Wednesday, January 17, 2018

Armada early unboxing!

Thanks to the great job Crabbok does of covering Armada, FFG have him some early copies of the Profundity and Chimera expansions which he unboxed for us!  Let me start by saying the models in the videos look just fantastic. The Chimera paint job is awesome. We also learned the Raid effect can be cleared in two ways. The first is to have a token of the matching type and discard it, or to discard your top command dial to remove all Raid tokens. This makes it a far more palpable mechanic I think vs the worst case thinkers where you were locked out of a command forever. This possibly also means token generation becomes more important. So Garm Bel Iblis and Moff Tarkin might see more table time.

Let's work our way through all of the new upgrades that we got revealed.  Sorry for no pictures on this, at least until the wiki gets updated. 

Neutral:

Strategic Advisor: 4 Points, Large Ship Only, When it is your turn to activate, exhaust this car to pass your turn. This is probably one of the biggest upgrades to come in this wave.  The pass mechanic rules have been hotly debated, but FFG as found an elegant way of letting ships that feature a large ship keep up in the arms race for activations.  In the officer's slot there is a bit of competition in both factions, but I think we'll see the advisor fairly often over running a third Gozanti or transport.

Early Warning System: 7 Points, Defensive Retrofit, At the start of each Ship phase, you may pick a hull zone and place a chaff token.  Attacks against that hull zone are obstructed.  Remove the token at the end of the Status Phase.  A huge boon for ships of all sizes against squadrons especially.  A bunch of Bombers parked in front of your ISD?  Chaff makes them all move and allows you to likely get away instead of overlapping.  This also puts a crimp on ships trying to plink away at damage from afar with one or two red dice.  

Hardened Bulk Heads: 5 points, Offensive Retrofit, Large Ship Only.  When you overlap or are overlapped by a ship of a smaller size class, deal one fewer facedown damage card.  ISD brawlers are going to love this if they aren't taking a boarding team (Kuat's likely?).  ET MC80 Home Ones will also love to ram your Vic 1 twice and take no damage from it.  This is going to be a fun one I think.

Heavy Ion Emplacements: 9 points, Ion Cannon.  On a Blue crit, exhaust this card to deal one additional damage to the hull zones shields, as well as 1 damage to each adjacent hull zones shields.  I'm excited and twining at this card.  Interdictors I think will love it to add more bit to their barrage, and with D-Caps they get it at long range!  Sadly though, it has no effect the target ship has no shields in those hull zones.  And its 2 points more expensive than ACMs that are always effective.  Maybe it could find a home in a Sato MC80 Liberty Star Cruiser variant, where the Mon Cal weapons team can re-roll all those Blue dice?

Ordnance Pods: 3 Points, Ordnance, Medium or Large Ship only.  At the end of your attack, you may exhaust this card and perform an attack from a  hull zone with one black die against squadrons, even if you have already attacked.  Oh boy, this is a fun one.  Similar to Impetuous, but you get the whole arc to sweep with a black die.  MC-75 likes this, Kuat probably likes it, and Vic 1s I think love it.  With the last several waves having such a boost for squadrons, this is an excellent boost to flak that has been sorely needed.  If you have Ordnance Experts, this is basically an extra damage to everyone each turn they stay in range.

Imperial Only:

Soverign: 4 Points, ISD title.  At the start of the ship phase, you may exhaust this card to discard 1 command token from up to 3 friendly ships at range 1-5.  If you d, those ships gain a command token of any type.  Of course Tarkin's flag ship helps with tokens.  Does it make Tarkin good enough to take as a commander?  Maybe.  But it certainly helps with matching up the correct Raid token.  It competes with several other very good titles though, so we'll see if it gets any use.

Captain Brunson: 5 points, Officer.  While defending at range 1-2 of an obstacle, you may exhaust this card to cancel one die.  This is a niche use officer, who might see some play in a fleet that is running Interdictors or Salvage Run as an objective.  Overall though she might be tough to use.

Instructor Goran: 7 points, Officer.  While a non heavy squadron is at range 1-2, it gains Counter 1 or increases its counter value by 1.  An interesting boost for fleets that might use a smaller fighter cover to help kill more stuff as a road block near a ship, he could be paired with Stronghold to make those TIE Fighters far more prickly to punch through.

Gar Saxon: 23 points, Gauntlet Fighter, Brace, AS of Blue Blue Red, Anti Ship Blue Black, Assault, Rogue.  When an enemy ship with Intel or Relay at range 1 activates, they take 1 damage.  Holy crap.  This guy will likely find himself a place in a lot of smaller squadron fleets for his ability to help shut down Relay ships very quickly.  Assault is better with Blue Black, since you still have a chance at damage as well. 

Rebel Only:

Aspiration: MC-75 Title, 3 points.  When you deploy, you may move shields to up to 2 hull zones from other hull zones.  The maximum shield setting is 6, and you cannot regenerate shields while any hull zone has more than its typical maximum.  This is an interesting title, especially with Admiral Raddus on board.  You deploy the MC-75 late, and beef the facing hull zone shields up to max to keep from getting edged out.  Its not a must take title, but I like it.

Bail Organa: 7 points, Officer, Medium or Large Only.  After deploying, pick a round token.  At the start of that round, if you are second player you must activate first.  If you're first player, gain 2 command tokens.  The counter to Governor Pryce, Bail has you jumping the order of everyone else.  This could be the key to getting out of an arc early, or whacking a couple of ships before they escape.  Like Pryce, he telegraphs what you want to do, and going first can be more dangerous than going last a lot of the time I think because you don't know the board state as well.  But, with Raid, the chance at those tokens is nice.  

General Draven: 3 points, Officer.  While attacking a squadron with Counter or Intel, add 1 die of any color to the attack pool.  The Kallus of the Rebellion!  This is going to be a bit of a heavy hitter I think, largely because Jan Ors is so powerful for rebels, and the aforementioned Imperial officer that adds counter to everyone.  Its a big blow against Sloane lists as well, and the typical favorite A wing Aces of Shara Bey and Tycho.  

This wave is going to likely mean a huge meta shake up, with new Raid mechanics and passing abilities with activation shenanigans.  The Gauntlet fighters will likely ensure squads being a must have, but there's a lot of squadron hate going on there so it might mean a medium fighter CAP is now the best way to counter those Aces lists.