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    THE BARRACKS ARSENAL Iss

    The Barracks

    Arsenal

    Issue: 2IN THIS ISSUE

    Hi everyone; thanks for picking up this

    months issue of the Arsenal. My name is Ken

    Sheldon, owner and proprietor of the

    Barracks LLC, your local friendly game storethat prides itself on customer service and its

    friendly gaming community. We highlight

    Magic, Warhammer, Warmachine and

    Hordes, and are always looking to expand

    our community with both new and old

    games.

    Personally, Ive played Magic since Ice Age.

    Ive seen it change with its many new sets

    and rules. Ive played Warhammer Fantasy

    since the days of the Lizardmen and

    Bretonnian starter box, and absolutely love

    both the game aspect, as well as the hobby

    aspect. Ive owned and managed one othergame store, and spent a lot of my work life in

    retail. I used to blog professionally about

    miniature games, mmos, and other game

    related topics.

    Owning and running a successful game store

    was always one of my points on my bucket

    list. Why? Well, Ive been to too many game

    stores where the guy behind the counter was

    not only rude to their customers, but, also

    inconsiderate about various player ideas. I

    feel that this mentality is all too common,

    and there is no place for that in a gaming

    atmosphere. Games are just that, games,

    and while yes, power gaming exists, and

    there is nothing wrong with it; but that

    doesnt mean that new ideas are bad ideas.

    Games are ways for people to escape the

    everyday reality and have fun. No ones idea

    of how they want to either build an army, or

    construct a deck, is a bad idea as long as they

    have fun. This mentality has spilled over into

    our community, and Im happy to say that

    weve got the best group of gamers here, and

    I wouldnt trade them for the world.

    So, what else is the Barracks? Were located

    in Petersburg, MI, on the corner of Wood St.

    and E. Center. We currently have a 12 ft x 6 ft

    war gaming table, as well as 16 spots for our

    regular FNMs. Now, were a small store and

    weve often experienced overflow. This

    brings me to our biggest news since we

    opened! Well be changing locations to a

    space that is at least twice our current size!

    This will give our card flippers more table

    space (around 30 or so spots) and our war

    gamers more tables (around 6 tables

    minimum)! And even better, were only

    moving across the street!

    Now, this wouldnt have been possible

    without the gaming community we have as

    well as the local residents of Petersburg.

    Without all of your support, this dream

    wouldnt have been possible.

    Anyways, enjoy this issue of the Arsenal.

    Hope to see you at the shop soon!

    TsuroWhat is Tsuro?

    Page

    New Magic Set (M14)The new set M14 is discussed.

    Page

    Welcome to the Barracks!y Ken Sheldon

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    THE BARRACKS ARSENAL | Issue2

    A few months ago, Games

    Workshop released their long

    awaited update for the realms of

    Chaos with the Chaos Daemons

    Codex for Warhammer 40k. Ive

    had a few chances to play withmy Chaos Daemons force and its

    left me with a few thoughts on

    these guys.

    This issue, well touch on some of

    the Daemons HQ.

    The immediate top contender is

    Skarbrand. Hes big. Hes beefy.

    He kills things with authority.

    Essentially hes a GreaterBloodthirster who was such a

    jerk; Khorne kicked him out of his

    realm. This guy is a beast when it

    comes to close combat. He hits

    on a 2+, can re-roll misses, and

    will instantly kill just about

    anything. Hes not invincible

    though, and becomes a huge

    target when hes fielded. Enough

    shots will ground him, and

    eventually you wont be able to

    make your save. So, if you field

    him, make sure you get him into

    close combat as soon as you can

    to avoid him becoming a bulletsponge.

    Next up is KuGath, Plaguefather.

    I personally dont care much for

    him; however, I dont feel Ive

    utilized him to his full potential.

    So, lets cover what he is. Hes a

    high toughness, high wound

    model that uses poison attacks, is

    a psyker, and has a decent blast

    ranged attack. He is a high pointcost model, however, with his

    high toughness; it will be hard for

    your opponents to get a shot

    through. Having him running with

    Epidemus will only make him

    tougher as the tally grows. I could

    see his viability in bunkering

    down in cover, holding down an

    important objective along with

    some Nurglings while tossing

    plague ridden blast templates at

    your opponents troops.

    Remember, hes a daemon of

    Nurgle, which increases cover

    saves to a ridiculous 2+.

    That leads me to Epidemus, the

    Tallyman of Nurgle. Hes one of

    the lesser heralds, so that means

    that you can still take 3 more

    heralds for 1 HQ choice. His

    ability keeps a tally of all

    wounds inflicted by Nurgle

    units. The more wounds you

    inflict, the more bonuses you

    gain, including the ever

    amazing Feel No Pain on high

    toughness troops. If you run

    anything Nurgle, you really

    should take him.

    The Keeper of Secrets was a hug

    surprise for me as I never used to

    run Slaanesh in my daemonic

    hordes. However, the Keeper

    seemed too useful to pass up,

    especially with the high initiative

    and weapon skill. While not thestrongest unit in the game, the

    ability to instant wound with no

    saves is really nice. I would

    consider this HQ to be more of a

    assassin, targeting one of your

    opponents high point model, an

    letting it go to town. I wouldnt

    recommend using it in every

    match, however, when it comes

    time to knock off a high point

    model, this may be your unit. Thtricky thing to balance though is

    the point cost. I sometimes find

    hard to justify a Monstrous

    Creature as an assassin.

    Finally, theres the most

    underrated, and the most costly

    HQ unit, Kairos Fateweaver. He

    wont last you in close combat, a

    his weapon skill and toughness is

    awful. But, he really shines in hispsychic abilities along with his

    staff. Lets focus on his psychic

    abilities first: he is two level four

    psykers in one. He can essentiall

    take four abilities from four

    different schools, while also

    knowing the entire school of

    Change. This offers a lot of choic

    and variety to his abilities. His

    The Daemonic

    Hordes in the

    Grim Darkness of

    he FutureKen Sheldon

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    THE BARRACKS ARSENAL | Issue2

    other ability lies in his artifact,

    which allows for one friendly dice

    re-rollper player turn. How many

    times have you had a game on

    the line where one dice roll stood

    between you and victory? Well,

    this can help change that. Its anydice as well, so, if you need to

    pass a save, or to re-roll a charge.

    While its only one dice, it still can

    help turn the tables.

    Chaos Daemons also have a boat

    load of lesser heralds they can

    take, all of which can be equipped

    with some pretty great stuff,

    which alone can be less than

    intimidating, but exploring thecombos that can be done with

    these in a squad can really prove

    to make a death star unit.

    This force generally seems to rely

    heavily on combos. Daemons

    alone dont have a ton of

    stopping power, however, when

    you start complimenting your

    units with bonuses you get from

    HQs, you start seeing the power

    that lies within the denizens of

    the warp.Next issue, well discuss the Elite

    choices within the Chaos Codex.

    Magic ForumBy Christopher Cannon

    This is a section we will feature

    every month in which we will

    answer any questions or address

    any comments received.

    However, this section will not be

    possible without the support of

    our readers so participation is

    encouraged.

    Any questions or comments can

    be submitted to either Ken

    Sheldon at The Barracks or to

    myself, either in writing or

    through the website. All

    questions and comments that we

    display will be done

    anonymously.

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    THE BARRACKS ARSENAL | Issue2

    Full Game!

    Game board!

    There is a certain Zen about

    Tsuro. Whereas most games

    focus on immediate competition

    and placing you against your

    fellow players, or trying to gather

    the most resources to outlast

    your opponent; Tsuro is simply

    about your choices before you fill

    the game board.

    Tsuro: A Game of Paths (by

    Calliope Games) was releasedback in 2004, but has seen

    reimplementation in their sequel

    Tsuro of the Seas (2012). Both

    games follow a simple premise.

    Follow the path you lay in front of

    you and dont fall off the board. If

    your path crosses another

    players path, you are both

    removed from play. While this

    premise is incredibly simple, the

    game has seen many play hourson my dining room table.

    The beauty ofTsuro is in the way

    you approach the game. While

    you can approach this with your

    opponents destruction in mind

    and try to lay a trap for them to

    fall into, youre taking risks. And

    as in the name, will those paths

    pan out? Or, you can approach

    the game as a way to avoid youropponent, taking subtle risks, an

    abstractly planning out your

    strategy. Either of these

    strategies works, but personally,

    Ive found the more relaxed you

    are, the easier it is for your

    opponent to move themselves o

    of the board.

    Tsuro is for 2-8 players, and take

    around 20 minutes to play. Its a

    great de-stressor while you wait

    for dinner to finish cooking, or

    after a busy day at work. Its a

    great value for $29.99.

    Tsuro: A Game of PathsBy Ken Sheldon

    Standard Tsuro game

    YOUR

    AD

    HERE

    Advertise with us!

    (734)279-1565

  • 7/28/2019 June July August Newsletter

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    THE BARRACKS ARSENAL Iss

    Besides fireworks and

    Barbeques Magic players

    have something else tolook forward to this July, the

    release of the M14 Core Set.

    This core set signals the return of

    the Slivers. While I like tribal

    themes in the set I do not know

    why they brought back the Slivers

    instead of making a new tribe. I

    personally believe that a Sliver

    deck is for the unoriginal because

    of the lack of thought and

    planning required to construct

    one. All you have to do is put all

    your Slivers together with some

    mana and your deck is ready to

    play. Not to mention that if you

    do play a Sliver deck, you might

    as well paint a bulls eye on your

    forehead because you are

    definitely going to be targeted.

    Of course you know the planes

    walkers will be back as well. Will

    this be the set in which we

    actually receive a usable

    Chandra? There has been new

    Chandra art leaked on the

    internet which leads me to

    believe there will be a new one.

    However, only time will tell if it is

    actually functional. I believe that

    they will reprint the same Garruk

    and Lilianna from M13 in M14. As

    for white, I believe they will

    reprint Ajani, make a new Ajani,

    or replace Ajani with Gideon or a

    new planes walker. Unfortunately

    I also believe they will reprint Jace

    Memory Adept. I personally

    would like to see him replaced

    however, since he is a fan favorite

    I do not think that will happen any

    time soon.

    So what else will they reprint in

    this set? Hopes for everyone

    (including myself) are high that

    they reprint Thragtusk. Anyone

    running this card in

    standard is probably

    hoping that they do as

    is probably a staple and

    hard to replace. Hopes

    are also high that they

    will reprint the dual or

    buddy lands. With thcurrent mana pool

    available in standard this decisio

    will greatly impact every players

    deck building strategy. What

    does the future hold for the M14

    Core Set? Only Wizards

    knows..

    The Barracks will be featuring

    multiple release events, the

    schedule is as follows:

    7/19@1:30 1v1

    7/19 @ 6:00 1v1

    All Pre-release registration is $25

    in advance / $30 at the door. Pre

    release schedule: 7/13 @

    midnight (1v1) 7/13@ 3pm

    (1v1)7/14@3pm (2headedgiant)

    PRE-ORDER INFORMATION

    $99.99 per box

    $39.99 per fat pack

    M14By Christopher Cannon

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    THE BARRACKS ARSENAL | Issue2

    Aetherling: The

    Sleeper ofStandard

    By Daniel Wylie

    This past week at FNM, I realized

    that Aetherling is a completely

    nuts card in a control/ tempo

    shell. Trying him for the first time

    in a constructed format, I

    Immediately fell in love.

    With his first ability giving you the

    option to exile him and return him

    to the battlefield at the beginning

    of the next end phase for just one

    blue mana makes him a great

    threat that is hard to answer.

    Your opponent will have to use

    two removals on your Aetherling,

    offering you a two for one in yourfavor just for having a creature, or

    this could be used to give him a

    sort of pseudo vigilance.

    His second ability is that for one

    blue mana, he can make himself

    unblockable until end of turn.

    This means that even if your

    opponent is flooding the board

    with some chump blockers, you

    can just turn your guy

    unblockable and bash in for as

    much as 8 each turn. This leads

    me into his next ability; which is

    for one colorless you can give him

    +1/-1 leading you to be able to

    pump him to an 8/1 unblockable

    for 5 mana. However, you may

    want to leave one blue for his

    safety net. Being a possible 8/1

    though, it makes him by himself a

    2 turn clock if you have done at

    least 4 damage to your opponent,

    or even if theyve taken 2 shocks

    from lands. With many decks

    having such greedy mana bases,

    shocking ones self from twolands isnt farfetched at all.

    His final ability gives himself -

    1/+1, making him able to block

    just about anything! For one

    colorless, he can trade with your

    opponents Thragtusk or you can

    even give him 0 power if the guy

    sitting across from you is trying to

    swing in with Boros Reckoner for

    the kill, making Aetherling anamazing win condition and utility

    creature.

    Even though his converted mana

    cost is 4 colorless and 2 Blue,

    most times you want to cast him

    with 4 Colorless and 3 Blue,

    leaving one blue open for

    protection, so they cannot kill

    your Aetherling the turn you casthim. Personally, in my deck I run

    two in the main board, along with

    two more in side board, but I

    really think he is worth running 3

    main board just because he is the

    ultimate and perfect win

    condition, as long as you dont

    personally make a misplay like I

    have in very inopportune times. I

    was sitting at 18 life after shocks

    and my opponent went to hisattack step, and turned a 7/5

    Thragtusk, that was made from a

    Master Biomancer, sideways to

    bash in for seven. I only had one

    blue mana up and I made the

    bone-headed move to instead of

    chump with a Deathrite Shaman

    or a Beast token, throw my

    Aetherling in front and exile it in

    response to damage, which fell

    right into his plans when

    Aetherling was promptly

    putrefied, and in turn I scooped.

    In a control versus control,

    Aetherling is just a nuts card,

    which is when I always try to waiuntil my opponent has tapped o

    or I draw my singleton Cavern of

    Souls, and immediately name

    Shape shifter.

    I have thoroughly fallen in love

    with Aetherling, because he

    simply takes over and wins

    games. I foresee him to rise in

    price. Also, never, ever, under an

    circumstances ever, tap outleaving your Aetherling

    unprotected. Ever.

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    THE BARRACKS ARSENAL | Issue2

    Control Magic

    By James Dluzen

    You only need to know

    three words if you want to play

    control in Magic: The Gathering;nope, nope, and nope. If you can

    say these words with any amount

    of confidence, than youll be fine.

    If you want to learn how to

    control any deck in Magic, than

    youll have to know the

    opponents deck better than they.

    To understand how and why the

    opponents deck will win is the

    first step to control.

    When playing a Magic

    match with a control deck, the

    object of the game is not to win,

    but to make sure that youropponent does not even come

    close to remotely winning. You

    will have to know the ins and outs

    of your opponents deck; you will

    have to know his win conditions,

    his colors, his play style and his

    sideboard. Then after knowing

    your opponents deck better than

    he does, it is time to focus on

    your own.

    The golden rules for

    building a control deck is as

    follows; be polite, be efficient,

    and have a plan to counter every

    card that is played.

    Unfortunately, playing control in

    Magic is a rather difficult play

    style but the most rewarding.

    When setting up your deck, you

    will need a plan for every card in

    your opponents deck, then youwill need back-up plans, and then

    contingent plans for both the

    original plans and back-up plans.

    Now after all the theory o

    Magic the Gathering control, her

    comes the actual card talk. Blue

    and black are usually related to

    control decks, since blue has

    plenty of counterspells, and able

    to bounce cards to their ownershands. Though black does not

    have very many counterspells, (a

    total of five), the color itself is

    very handy at creature control

    and also hand disruption.

    There are plenty of blue

    cards and colorless blue cards

    that help control the opponents

    spells and board presence. A few

    that I use, other than straight

    Counterspell, are Aether

    Spellbomb, Vapor Snag, and

    Psychic Barrier. The fun way I us

    these cards, in conjunction, is th

    Vapor Snag is a one manaUnsummon that makes the

    opponent lose a life, while

    returning the creature back to th

    hand. It is useful in setting back

    your opponent a whole turn, all

    the while setting yourself up to

    use Psychic Barrier, a two mana

    counter spell just for creatures,

    for the same creature you

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    THE BARRACKS ARSENAL | Issue2

    returned not a moment ago. Plus,

    just for the extra comfort of a

    back-up plan, you have Aether

    Spellbomb on the field. A

    innocent one mana artifact that is

    just sitting cozy in the corner, just

    waiting to be used to eitherbounce a creature, if you have no

    cards in your hand, or draw a

    card, if there are no creatures in

    the foreseeable future. Thats

    pretty sneaky sis.

    Now blue is not the only

    color that can control an

    opponents game play. The all too

    savage and niche color of black.

    Black is not always the

    considered to be a control color,

    but with blacks ability to destroy

    almost anything that touches the

    board, and the ability to disrupt

    the opponents hand, I find thatblack serves its purpose well. A

    few black cards that come to

    mind, that are especially useful at

    getting rid of anything and

    everything, are Geths Verdict,

    Murder, and Inquisition of

    Kozilek. All useful cards and all

    uncommon and common cards.

    Say your opponent plays a rather

    large creature, and you of course,

    do not want it on the battlefield.

    The first card that should come to

    mind is Murder, a three mana

    destroy instant. Well that takes

    care of that, now doesnt it? But

    wait, your opponent just playedanother creature and this time it

    has hexproof (Cant be targeted

    by spells or abilities your

    opponent controls), alas

    whatever shall you do? You play

    the Geths Verdict, a two mana

    instant sacrifice card, to make

    your opponent choose his only

    creature (Hexproof) to sacrifice.

    Then begins your turn, and to

    start off you play Inquisition ofKozilek, one mana sorcery, which

    lets you look at your opponents

    hand and choose a nonland card

    of converted mana cost three of

    less and make them discard it. I

    think you did a not bad job of

    controlling the board presence

    and controlling your opponents

    hand, with just straight black

    cards.

    Though all five of the

    colors can in some way, shape, or

    form, control some aspect of the

    game, in my opinion, blue and

    black have the most say in what

    getting played.

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    THE BARRACKS ARSENAL | Issue2

    The following is the eventsschedule for June-August 2013:

    Friday Night Magic

    6-7-13: Sealed Deck $25

    6-14-13: Standard $6

    6-21-13: Booster Draft $15

    6-28-13: Standard $6

    7-5-13: Booster Draft $15

    7-12-13: Standard $6

    7-19-13: Sealed Deck $25 (M14 two release

    party events- one @ 1:30-5:30, the other @

    6:00-10)

    7-26-13: Standard $6

    8-2-13: Sealed Deck $25

    8-9-13: Standard $6

    8-16-13: Booster Draft $15

    8-23-13: Standard $6

    8-30-13: Booster Draft $15

    COMMANDER EVERY

    SATURDAY @ 1:30

    Saturday Magic

    6-1-13 Booster Draft $15

    6-8-13 Modern Masters Draft $30

    6-15-13 Standard 30 pt. Highman $2

    6-22-13 Modern 2HG $2

    6-29-13 Chaos Draft $15

    7-6-13 Modern 1 v 1 $2

    7-13-13 Standard 30 pt. Highman $2

    7-20-13 Modern 2hg $2

    7-27-13 Standard 2HG $2

    8-3-13 Chaos Draft $15

    8-10-13 Modern 1 v 1 $2

    8-17-13 Standard 30 pt. Highman $2

    8-24-13 Modern 2HG $2

    8-31-13 Standard 2HG $2

    WARGAMING EVERYSUNDAY @ 1:30

    Sunday Magic6-2-13: Constructed Pauper $2

    6-9-13; Noble $2

    6-16-13: Planeschase FFA- Modern $2

    6-23-13: Assassin-Standard $2

    6-30-13: Knights and Kings-Standard $2

    7-7-13: Constructed Pauper $2

    7-14-13: Assassin- Standard $2

    7-21-13: Planeschase Modern FFA $2

    7-28-13: Commander 2HG-$2

    8-4-13: Constructed Pauper Trophy

    Tournament Spartan! $5

    8-11-13: Assassin-Standard $2

    8-18-13: Planeschase Modern FFA $2

    8-25-13: Commander 2HG $2

    Schedule may be subject to

    change

    NEWS

    Friday Night Magic Promo (JuneThis months Friday Night Magic Promo is

    Izzet Charm. Players who finish in the top

    will receive this foil promo during the mon

    of June.

    Friday Night Magic Promo (July)Rakdos Cacklerhas been announced as th

    FNM promo for July.

    Friday Night Magic Promo (AuguDimir Charm has been announced as th

    FNM promo for August

    Upcoming Events ScheduleBy Christopher Cannon & Ken Sheldon

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    THE BARRACKS ARSENAL | Issue2

    In this section every month we

    will discuss drafting certain cards

    and other pointers that may help

    you out in a Magic drafttournament.

    In this second edition of Draft

    Tips I am going to focus on which

    commons, in my opinion, should

    be top priority draft cards from

    the Dragons Maze set.

    Chances are you are going to be

    drafting your deck mainly around

    your rares, and with the

    abundance of Guild Champions in

    Dragons Maze you should have

    no problems quickly determining

    your decks color identity. I have

    selected one common for each

    color to help you construct an

    effective deck.

    The first card we will discuss is

    Riot Control. This card has a veryreasonable CMC of 3 and can

    definitely save you some pain.

    With Instant speed you gain 1 life

    for each creature your opponents

    control and prevent all damage

    that would be dealt to you this

    turn. This card can be especially

    effective when playing a multi-

    player format because the

    rewards will be even greater. Not

    only do I recommend this card to

    be drafted for any deck running

    white, I also recommend it as aCommander staple.

    The second card we will discuss is

    Hidden Strings. If you want to play

    control this card will definitely

    help to that effect. Two mana,tap or untap two permanents,

    then you throw in the whole

    cipher ability and really this

    card is just utterly disgusting and

    mean. All this adds up to a

    mandatory draft pick for any deck

    running blue.

    The third card we will be

    discussing is Sinister Possession. one drop enchant creature that

    will make your opponent have to

    think twice about attacking or

    blocking. This card will also help

    with any deck running control,

    highly recommended for any

    deck running black.

    Draft TipsBy Christopher Cannon

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    THE BARRACKS ARSENAL | Issue2

    The fourth card we are

    going to be looking at is Weapon

    Surge. The overload ability is

    where it is all at with this

    beautiful card, making one attack

    able to be the killing blow. You

    can also use this card to save oneof your favorite creatures. A

    definite staple for any deck

    running red. I would definitely

    consider this card for one of my

    first commons picked.

    Our final card is Mending

    Touch. Do you want to block butyou do not want your creature to

    die? Have no fear if you have this

    nifty little card in your hand! Just

    one green mana and your guy is

    regenerated and back in action!

    This card should definitely be on

    the top of the list for any deck

    running green.

    Standings PointsBy Christopher Cannon

    In order to promote competition

    at The Barracks we have created a

    point system as to the regards ofthe outcome ofMagic: the

    Gathering tournaments. The

    tournaments included in this will

    be Friday Night Magic, Saturday

    Commander, and Saturday Night

    Magic. Points will be assigned as

    follows:

    1 vs. 1 & Multi-Player Format:

    1

    st

    Place = 5 points2nd Place = 3 points

    3rd Place = 1 point

    Last Place = -1 point

    Team Player Format:

    1st Place = 3 points each

    2nd Place = 2 points each

    3rd Place = 1 point each

    Last Place = -1 point each

    This is to promote competition

    and can even affect your strateg

    as you attempt to vanquish foes

    with higher point totals.

    Prizes will be awarded every two

    months for 1st, 2nd, 3rd, and Las

    place. (2 months shall be referre

    to as Rounds)Every 2 months

    the points will be reset and a new

    round will begin. A yearly total

    will also be kept. Good luck fello

    Planeswalkers and good gaming

    The Barracks Arsenal

    84 E. Center St

    Petersburg, MI 49270

    734-279-1565

  • 7/28/2019 June July August Newsletter

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    THE BARRACKS ARSENAL | Issue2

    Standings

    As of 6/21/2013

    Yearly Round2

    Player Points Points

    Matt Belair 34 11

    Chris Cannon 23 11

    R.J. Thoune 19 10Mike Cannon 11 7

    James Dluzen 8 5

    Ben Rachor 5 5

    Derek Cornell 18 4

    Allen Beck 3 3

    Melissa Lederman 3 3

    Bryan Youngpeter 7 3

    Dustin Nastally 3 2Dave Lafontaine 9 1

    John Stewart 1 1

    Kyle Thompson 1 1

    Kael Cardella -1 0

    Nate Darling 3 0

    Joe Dluzen -1 0

    T.D. -1 0

    John Goodin (Squid) 2 0Sebastian Rice 0 0

    Dave Steffes 3 0

    Dan Wylie -1 0

    Matt Ansley 2 -1

    Austin Binkley -4 -1

    Dave Tibbs -1 -1