James here again, and once again we've got another tournament report with the glorious Necrons.
As Liam mentioned in his write up, this is a Super Major Event. The Nottingham GT is one of the many large tournaments now run by the UKGT team. They have a super slick website with pretty much everything you need, travel access, where to park, venue details, gaming pack etc. and honestly was a really smoothly run event.
My only slight complaint was the boards were set “hammer and anvil” style, which was fine, other than there being not a lot of room to put: datacards, dice, dead models etc. Just made most of my stuff have to go on a chair (always a risk) or on the floor (another risk.)
Speaking of L-Blockers, the UKGT team has created a standardised terrain layout which, in my opinion is very good! It really lets you approach a tournament with a list that works to the terrain. If you haven't checked the guys at UKGT out I really would - HOME | WarhammerTournaments (warhammer-tournaments.com) Honestly, their packs are solid and I know going forward we’ll be taking a leaf from their book for our future GT’s.
Mission 1: Retrieval
Mission 2: Vital Intelligence
Mission 3: Battle Lines
Mission 4: Priority Target
Mission 5: Sweep and Clear
There were also missions for rounds 6-7 but these were only for the top 4 cut off.
Battalion - Novokh
Catacombe Command Barge - Gauss Cannon, Rarefied Nobility (Enduring Will), Voltaic Staff, Resurrection Orb
Chronomancer - Entropic Lance, Veil of Darkness
Technomancer - Canoptek Cloak
Lord - Orb of Eternity
5x Immortals - Gauss Blaster
5x Immortals - Tesla Carbines
20x Necron Warriors - Gauss Reaper
20x Flayed One
6x Canoptek Wraiths
3x Lokhurst Heavy Destroyers - Gauss Destructor
Supreme Command Detachment - Szarekhan
The Silent King - Warlord
So as per my last tournament report, time to give the new list a run out! My main concern is alleviated as I know they’ll be a large L-Blocker I can keep my Silent King behind every game. It's a new one for the Lokhurst as I actually haven't run three way back in June 2021 against Dan and his Knights. So I'm really interested to see how they do.
Patrol - Cult of Strife
Succubus - Comp Edge + Trip-Whip
Patrol - Black Heart
Archon - Djin Blade, Splintered Genius
Ravager - 3x Dark Lance
Ravager - 3x Dark Lance
Raider - Dark Lance, Grisly Trophies
Raider - Dark Lance, Grisly Trophies
Patrol - Black Heart
Drazhar - Warlord
3x Reavers - Blaster
3x Reavers - Blaster
Ravager - 3x Dark Lance
This was… not an easy match to come up in the first round and it's everything I hate about Drukhari when playing Necrons. MSU, fast and a million dark lances… The Silent King can not pop his head out until I’ve dealt with those Ravagers.
Knowing that I can’t rely on Code of Combat due to the huge fire power this list brings I take Grind Them Down, Bring it Down and opt for a Purge the Vermin as my last choice. I wasnt keen on Strangehold or Behind Enemy Lines and I didn't want to take one of the action Secondaries as I really don’t have enough units to do them with unless I double dip into the Protocol of the Sudden Storm. ROD is tempting here but again, I want my Immortals on the board and shooting. Purge the Vermin did NOT go well last time I picked this vs Drukhari but I’m feeling better about it this time!
With Dharma taking Herd the Prey, Raise Banners and To The Last, it's definitely on me to make the plays in this game. If I play too passive I'll lose purely on the secondaries.
Turn 1 is… very quiet, both of us move up onto the respective 4 middle objectives, Dharma Raises his Banners. I take a few pot shots at a Raider and go for a long charge onto his Jetbikes with my Immortals who do make the charge, they’ve got My Will Be Done on so they should be able to down them. I use Blood Rites and Disruption Fields to ensure they go down and… they do three damage. Honestly, after working out the odds here I think I do 5 wounds so maybe it wasn't worth the 2CP? I needed to make a play for the Grind Them Down though.
The retaliation here is pretty brutal as the Archon and Succubus take out 5 out 6 Wraiths, a clever pull leaves 1 left alive who thankfully passes his leadership. He advances back behind the ruin for a hopeful return in Turn 3.
I have to gamble this turn, I can't wait another turn because Drukhari’s speed does outmatch mine and I risk losing the Primary and Raise Banner game if I wait around too much longer. I Veil the Flayed ones into the middle of the board 9” away from 2 Ravagers and 3 Jetbikes. As Novokh they only need an 8” and do get a free re-roll with the Chronometeron. With My Will Be Done, The Lords Will and the Chronometeron they should kill them both and survive for a fair bit, at least for this turn.
I pop the Silent King out to try to take down one of those Ravagers as the Heavy Destroyers also pop out the other side of the corner to take care of the Raider on the left. They do take care of it, pretty effortlessly. I'm already impressed with these guys. But the Silent King barely dents the Ravager as Dharma passes both the Menhir saves with his 5++.
Fortunately my gamble does pay off as the Flayed Ones connect into the Ravagers and with a Blood Rites, Storm of Flensing Blades and Disruption Fields they bring both of them down and the three bikes and also tie up the 5 Kabalites.
This gamble proved to be game winning as the Flayed ones stayed there till Turn 4 when Dharma had to send both his killy Characters, Incubi and a unit of Hellions to clear the Flayed Ones off. The Shadows of Drazak stratagem coming in clutch here.
He makes a good play on the right hand side of the board zipping some Jetbikes over to my back objective but it's not enough as the Destroyers do kill the one that was on one wound and take back the objective after losing 1 to a Dark Lance. It was this thing that i was worried about initially, he has so many individual units to just throw at me it's hard for me to keep trading.
Despite killing two Ravagers Dharma pushes out with all his guns onto the King. Letting his tagged Ravager fall back and shoot with a stratagem. Dharma does hit and wound with every Dark Lance he has onto the Silent King and drops him down to 8 wounds on 0 Menhirs… Back to his hidey hole he goes!
With the Flayed Ones being such a pain in his deployment zone the rest of my army capitalise on the midboard. My now 4 man Wraith Squad - Thanks to an Orb of Eternity and Technomancer, moves back out ready to claim the objective they were aiming for in turn 1. Dharma pushes back in his turn, kills the Wraiths and half the Warrior Squad who roll some bonkers Reanimation saves end up moving something like 11” across the board.
However, with the Warriors stringing across the battlefield in Turns 4 and 5 picking up 2 objectives over both of the turns (thank you reanimation.) I eek out a very close win of 86:79 and a great start to the Tournament! Dharma was a great opponent and it's awesome to see someone still piloting the Witch/Kabal build.
Side Note: Purge wasn't too bad this time, netting me a nice 10 points.
Win : 86:79
From one hard match up to another… Crusher Stampede. Fortunately this one doesn't have Hive Guard.
Army of Reknown - Crusher Stampede
Patrol - Leviathan
Hive Tyrant - (-1 to wound, Flat 4/5 in Combat)
Well. I thought I may come up against one of these but was definitely hoping for Day 2 and back to back with Drukhari was rough. However, we’ve had lots of practice against Liam (and we saw how that went) but we do know how this plays. With no Hive Guard I can play very defensively here and hopefully pick out the fights where I want them.
I’ve taken Data Intercept, Purge the Vermin and Bring it Down. I’ve gotta kill his big things so that's an easy one on Bring it Down and Purge is also relatively straightforward because of the low unit count in his army. Data Intercept is… okay, I should get 8-12 points on this if I play it right so it's not a bad 3rd choice.
With defensiveness in mind I deploy super defensive keeping most of my army 6-9” away from my deployment zone with my Warriors blocking the King and Command Barge. I’ve got pretty much every Infantry unit within 3” of a Ress Orb and the Technomancer too. Anthony’s put his big guys down but because of the 18 wounds on them, he can’t really hide all of them.
I got the first turn! I use My Will Be Done on the Lokhursts, put the Chronometron onto the Warriors and just move up slightly. The Lokhurst pop up to the top floor whilst the Flayed ones take their space. I put the Technomancer on the floor below to keep him 3” away from the Lokhursts. The only units I fully push out with are the Tesla Immortals, Command Barge and Wraiths. I want to bait one of the bigger monsters to engage here as it would bring them within killing distance of my warriors and Silent King. That and Wraiths ironically are REALLY bad into Crusher Stampede… Similarly, the Command Barge is equally as bad into Crusher Stampede so I’m happy trading him here too.
The Lokhursts and the Silent King fire into the left hand side Dimachaeron and bring him down in one fell swoop. Oh my. Did I miss these guys against Liam. Anthony responds by bringing the other Dimachaeron into the Wraiths and the Heirodrule up ready to help if needed. The Harpy buzzes straight near the Immortals and actually just guns them all down before charging the Command Barge. I expected the strat to do 6 mortal wounds here but it didn't come… It instead came on the Wraiths as the Dimachaeon rips all 6 apart.
The Turn 1 went well, the bait worked and after the Turn 2 buffs have been issued the Warriors, remaining Immortals and Silent King dispatch the other Dimacheron. The Lokhursts go into the Heirodrule but only manage 5 damage thanks to some nice 4++ 5+++ action. Hey can’t 1 shot a beast every turn!
The game carry’s on this way for the next couple of turns as Anthony tries to break through the Warrior and Flayed one blobs but struggles to free up a slot to charge the Silent King. Amusing neither of us scored any Primary on Turn 2. This left his Tyrant exposed and he went into the Flayed Ones instead. Sadly for the Hive Mind, Flayed Ones are a bit crazy with the Silent King and Novokh, a Blood Rites and Storm of Flensing Blades later and they’ve brought the Tyrant Down two Resurrection Orbs and a Rites of Reanimation later brings both the Warriors and Flayed Ones back to an 80% unit strength.
Turn 4, with only a Barbed Heirodrule, Swarmlord, Malceptor and 2x3 Warriors left I finally pull the trigger on Veil of Darkness with the Warriors, bringing them behind the Swarmlord and Warriors. They split fire, taking some of the wounds off the Swarmlord and killing a unit of Warriors. The Swarmlord does return a few kills against the Warriors but its not really enough as the Lokhurst and Silent King had taken care of the Maleceptor
By turn 5 the Flayed ones have run through the Lictor and engaged the Heirodrule, killing him and the last bug on the board ending the game.
Well… I hadn't expected that. My plan worked perfectly and I felt the game was well executed. Rarely did I feel on the back foot like I did in every turn against Liam and I can’t help thinking not much would have been different had I not gone first too.
The Crusher Stampede Fights Back
Army of Reknown - Crusher Stampede
Battalion - Hive Fleet Leviathan
Hive Tyrant - (-1 to wound and big damage in CC)
3x3 Tyranid Warriors
6x Hive Guard
Well… what a brutal day 1. Another Crusher Stampede and this one has turned it up to 11 with 3 Dimachaerons and the 6 Hive Guard I’d expect to see.
Seeing a gap in his lines I Veil of Darkness the 20 Warriors and Chronomancer right at the back of his board. I kill 1 Hive Guard and one of his 3 man Warrior squads and then make my 8” re-rollable charge into the front Warriors stringing back to provide a block for the Chronomancer. With a pile in and consolidate, despite the Lash Whip Warriors I manage to touch the Hive Guard and take the Objective off of Nathan.
Nathan, moves both the other Dimacherons back and keeps them well out range whilst they deal with my Warrior and Chronomancer annoyance. The Dimachaerons charge into the Warriors but only one makes it. He does kill a good handful and between the strike back from the Warriors it's enough for me to forget about trying to kill his Tyranid Warriors and take the objective.
He pulled one of the 3 Dimachaerons onto the right hand side objective and gave it Objective Secured. I then responded by moving my Flayed ones up who then failed their 6” re-rolling charge. The Chronomancer Moves up and charges into the Hiveguard holding them there with the Warriors, he actually manages to kill one with his Entropic Lance too - who said a 1 attack Character was useless in combat!
I did however, manage to wound it pretty heavily with the Lokhursts and Silent King. With his Hive Guard tied up at least I’ve managed to blunt some response. Unfortunately Nathan is going to get another 15 Primary in Turn 3.
Most of his Turn 3 he is dealing with the remains of the Warriors and the Chronomancer. The Chronomancer dies in melee but revives with a Resurrection Protocol stratagem.
In my Turn 3, the Flayed Ones move up again ready to charge the 3 Warriors who have replaced the Dimachaeron on the objective. But again, they fail their 7” charge even with a command re-roll. The Chronomancer however, continues being annoying, shoots and kills another Hive Guard (Nathan had finally cleared the Warriors out) and then charges in but doesnt kill another one in Combat. Elsewhere the Lokhursts and King kill the Heirodrule.
Turn 4 comes, and it's a really tight game but I'm still very behind on the Primary. Nathan had flown his flying Hive Tyrant a massive 40” back into my deployment zone, and with Ob Sec happening in the command phase takes my home objective which gets him Hold 2, Hold More and 3 for Vital Ground. This was unfortunate as I had 4 models on the objective and he only had 3 wounds so I would have actually held this.
It kinda slipped away from me after this, I couldn't get enough points despite killing the Swarmlord and Hive Guard in turns 4 and 5 knocking 10 points off To The Last. Battle Lines isn't a great mission for me anyway and I struggled with it in the last tournament too. However, a couple of swings one way or the other and I may have won this.
Honestly though, Nathan played it well, keeping his Dimachearons back was the right call and something I hadn't expected. Throwing them out on objectives with the buffs meant I had to literally claw every single point I could. I can’t help but think if I’d made either the 6” or 7” re-rollable charge with the Flayed Ones I would have been very close to winning this game. Both were at least 7 point swings, 12 if I had stayed on the objective for a turn. It's hard to swallow this but I also know they’ll be games where I make every 8” charge I need so it definitely does balance it out. In Hindsight I possibly should have put the Flayed Ones in reserve or Veiled them instead of the Warriors, they don't have Ob-Sec but they would've caused a much bigger Riot.
Baz’s Iron Hands
Battalion - Iron Hands
Librarian in Phobos Armour - Warlord, Lord of Deceit
5x Assault Intercessors
Ironclad Dreadnought - March of the Ancients, Student of History, 1x Hunter Killer Missile
3x Landspeeders - 3x Multi-Meltas
3x Landspeeders - 3x Multi-Meltas
Another faction I've played very recently - at least it's not Crusher Stampede again! Baz has a super interesting Iron Hands list and not one of the standard ones you see at most tournaments.
For my Necrons, this is a heavy sigh of relief from the Day 1 games. Like Twisted Warp, I know Marines very well, I recogonise the impact turn 1 Iron Hands can give. Unlike the last tournament however, I've got some really nice terrain I can hide behind and really help neutralize that Turn 1 damage.
I've taken Priority Target, Bring it Down and finally, I’ve brought out Code of Combat. Bring it Down is an obvious one as there is a potential 17 points (Max 15 of course) to get from this. Code of Combat Mirrors this as I’m hoping the Silent King is going to do some of those points on his anyway. Finally Priority Target is a great one for me on this mission, keeping a unit or character back on my home objective is exactly what I want to be doing for the first few turns while I safely take out the major threats and then pouncing out and taking his in the later part of the game.
With such a vast array of anti-horde weapons that are fast and hard to counter I’ve opted to put the Flayed Ones in Deepstrike this game. Everything else is pretty much behind the large L-Blocker or the small one in front except the two units of Immortals. Whereas Baz has done a pretty similar deployment putting everything bar the Land Speeders and the Incursors and Librarian behind him. The Phobos units are in the middle of the board but they disappear back into reserve with Lord of Deciet.
Baz flyers both Stormhawks into my half of the board and picks up a unit of Immortal Squads pretty efficiently but bounces off of the Wraiths. The Scorpius go into the Wraiths and the Gladiator taking its shots at the other Immortal Squad. Protocol of the Eternal Guardian comes in massive here as the Skorpius mostly bounce I only lose 1 Wraith.
At the start of my turn I bring back a Wraith who edges a bit closer towards the Land Speeders who’ve moved up on the left, I also bring back another 2 Warriors using The Deathless Arise Stratagem and then cautiously move out to respond to Baz’s movement. The Silent King pops over the other side of the wall to charge the right hand side Stormhawk, the Command Barge and Warriors move slightly over within range of the other Stormhawk, the Destroyers pop out to take the Reaper out and the Wraiths look to tie up the Land Speeders.
I pick up, 2 Land Speeders with the King thanks to some great Feel No Pains against the Menhirs - an interesting one as I thought about it after the game and I’m not sure if I can stagger the shots in a way to get around this: as in fire 1 Menhir, fire the Staff of Eternal Glory, then the 2nd Menhir, then the Staff of Stars? The Lokhursts do 21 damage to the Reaper and the Barge, Warriors, Chronomancer and Technomancer do 11 wounds to one of the Stormhawk, the other which the Silent King picks up in Combat. The -3 and -4 on a lot of my profiles are brutal here. Id also charged the Lokhurst Heavy Destroyers in to get them back behind cover. Unfortunately, I fail all the other charges here
Baz responds by bringing the lone Land Speeder round the corner and between that and the Skorpius, takes care of the Lokhursts. The other squad fire into the Wraiths and thanks to some very hot saves I only loose 1! His Incursors come down from Strategic Reserves and he uses Temporal Corridor to move them again onto the objective. This is quite big as it took that objective off me and means I only held 1 objective in my turn.
Otherwise that was about all he could do, the Stormhawk plinked a few warriors off but nothing major. My turn hit back hard as the Wraiths and Command Barge charge forward into the Incursors. I drop one squad down to 2 in shooting and the Wraiths take 4/5 of the other. The 6+++ from the Iron Hands trait coming in really big here. Elsewhere the Silent King Marches forward, split fires into the Stormhawk and Landspeeder and grabs another 6 points for Code of Combat. I’ve also brought the Flayed Ones down in the back corner - I should have strung them onto the objective in case they didn't make the charge (they didn't.)
Turn 3 comes along and the lone Incursors surrounded by Wraiths backs out and starts running back onto the objective. Meanwhile the Librarian, Command Barge and Land Speeders are still duking it out. Baz shoots his Scorpius into the Wraiths but only kills 1, these guys are proving time and time again why they made the cut in this list in this game. The Ironclad goes for an 11” charge but fails it onto the king.
Novokh turn 3 is where the heat comes on, the Wraiths move through the ruins thanks to their Wraith Form rule. The Flayed Ones narrow down on the Tech Marine as the Silent King shoots and kills the first Scorpius and charges and fights and kills the Ironclad. Elsewhere the Warriors go into the Landspeeders. The Command Barge finally finishes off the Librarian in shooting and helps take out one Landspeeder in Combat.
By turn 4 Baz has killed the Command Barge with the Landspeeders but the encroaching Flayed Ones and the Wraiths have cornered the other remaining units he has and with that he calls the game and we walk through the last turn and a half together.
This was a super clean win, it's exactly how I want the list to play. There were a few swingy rolls with Feel No Pains and the Wraith saves but generally there wasn't anything too unexpected. Onto game 5!
Greg’s Death Guard
Battalion - Mortarions Anvil
No Force Org
Demon Prince - Revoltingly Resilient, Wings, Warp Insect Hive
Lord of Contagion
Chaos Contemptor - 2x Twin Vulkite
Chaos Contemptor - 2x Twin Vulkite
3x Deathshroud Terminators - Plague Skull of Glothila
6x Deathshroud Terminators - Reaper of Glorious Entropy
Foul Blightspawn - Arch Contaminator, Revolting Stench Vats, Viscous Death
Plague Burst Crawler
Plague Burst Crawler
Plague Burst Crawler
This is a match I’ve played A LOT. Back during the early days of the pandemic Joe and I had a bubble together and we played maybe 12-15 games of Necrons vs Death Guard. It's one I am very familiar with and one that is such a hard one to go into. It’s not because it’s a massively difficult army, but the denial of Re-Rolls and Charge Bonuses really hurt Novokh, especially my Flayed Ones.
Its brutal, it doesn't let you interact, nothing dies. Its everything Necrons hate!
The other thing, they're really hard to pick secondaries against, I cant rely on Code of Combat. On this mission I’d want to go Strangehold but I don't want to be near the middle if I can help it, but its also got the Direct Assault Secondary… My list isn't great at ROD as we learnt on Day 1, so I settle on Raise The Banners High. I can double dip into Shoot and still do an action but I’m not massively pleased with it is if I don't go first, I'm likely to only get 1 Banner off. I round out with Direct Assault and Purge the Vermin. Purge has been a great one and I should get at least 10 points on it if I can play it well.
We both deploy pretty defensively and other than the Contemptor spiking and killing 5 Wraiths in one round of shooting, the Lokhursts picking a Plague Burst and a Contemptor up, the game starts really slowly turns 1 and 2, with both of us just touching the middle objective with a unit and waiting to see if they’ll survive. My Warriors went all the way down to 2 models and then all the way back to 16 by turn 3. They killed both units of Poxwalkers and by Turn 3, both of us were still at 60-70% Strength.
Its turn 3 where things get spicy. The Flayed Ones have killed the unit of 3 Deathshroud and are looking to get into the Daemon Prince / Deathshroud blob that's appeared. I took a really long time deciding what to do here. I had an 9” charge to his Contemptor back in his Deployment Zone and the Silent King could have advanced away onto the back objective. Unfortunately I decided to fall for the bait and engage the Deathshroud Deathstar unit with 3 Characters hovering about. It didn't go well… I should have bit my tounge and avoided the lot of them.
Despite loosing the King and all the Flayed Ones on Turn 3/Top of Turn 4, I continued to push and brought my lone Lokhurst back to hold my home objective while I veiled the 5 Tesla Immortals and the Chronomancer to the opposite board edge. They made the charge on of the Plagueburst Crawlers and took the Objective off Greg, scoring me my 3 Direct Assault and forcing him to respond. Sadly, there is a reason Contemptors with Vulkite went up and they effortlessly dispatch the Immortals. (Not that they woudn't, anything picks up Contemptors)
This basically left me with a Command Barge, a Lokhurst Heavy Destroyer and a Technomancer. At this point the score looks super even and I'm slightly ahead. But I know Greg’s now going to get his 15 To The Last points, hence why I’d tried to get the Demon Prince and Deathshroud earlier.
Inevitably I get ground to a halt by the end of the game, missing out on 10 points for Banners, 6 for Direct Assault, 3 Purge the Vermin and 5 Primary and lose by 8 points.
But I’m not even sad, it was a fantastic game of back and forth with some real whacky rolls thrown in there (the Silent King Exploded and rolled under a 3 for 5 units in Range!) Greg was a really great sport and I’d be very happy to come up against him in the future.
POST TOURNAMENT THOUGHTS
3:2 and a very respectable finish. Two very close losses, against two good players with one of them being the big boogey-man lists at the moment I’m really pleased with the final result.
The list performed very well, I did feel slightly light on Troops, but the new points changes in the Nachmund book will definitely help that. Otherwise super pleased with how it went and a great end to the season!
These guys aren't cutting it for me as Troops anymore. If they weren’t picked up turn 1 they barely did a thing. I’m looking at squeezing in 10 Warriors to replace 5 of them as I really need something that sticks around a little longer. Especially with all the missions that now require actions in Nachmund.
Double Ress Orb
On paper I love having two Ress Orbs, it lets me spread out the characters who have them a lot more efficiently than if I have a single one. In practice my Command Barge often wasnt near anything of use, bar Games 1 and 2 he only resurrected 1 Wraith across the other 3 games. He’s very good at being a spearhead with the Wraiths but he’s usually not near my big blobs that I want to be pushing that button on. Costing 30 points almost gives me another Wraith or 3 Flayed Ones to start with so it seems like a good cut.
Oh boy were these guys great again, they came in huge in the 1st and 2nd games and really held their own in the 3rd when they finally got into combat. They were not massively needed in game 4 and went into a really bad matchup for them in Game 5. I’ve been massively pleased with their performance and… they just went down 3 points each… saving me 60 points on the unit alone. This, categorically, shouldn't have happened. I was expecting maybe 1 point down to 12 per model but not 3 points down to 10… I think I better get a 2nd unit of 20…
Lokhurst Heavy Destroys
Oh my, were these an absolute power house. Coming clutch in every game on the weekend these were the anti-tank I was missing. These guys combined with the Silent King meant I could reliably pick up almost any Monster / Vehicle in the game. Evident of which were the two Crusher Stampede games. I don’t know if I’d want more than 3 though.
Id been looking at running one of these with a cape for some time and I was thoroughly impressed. He could keep up with the Lokhurts and helped bring back Warriors most games and a Flayed One. I’d brought him in over Illuminor and it was a great change
Speaking of Illuminor swaps, the Lord was a fantastic utility pick. A wet flannel in combat but carrying the Orb of Eternity and throwing out re-roll 1’s really showed its metal this weekend.
I’m not actually 100% sure what I’m running now. With the Mission Changes i’ll definitely need more troops and I’m thinking of bringing in 2x6 Flayed ones to help with Retreive Nachmund Data and in a pinch as Novokh they can be quite killy too. Similarly, the Hexark could be great here with stopping other peoples “RND’S”.
I’ve also gained 105 points without doing anything so I’ve got a lot to think about and a lot to digest with the new missions.