40k: Redcap’s 1250pt Tournament

kingbreakers-iconRedcap’s December 40k tournament went off well yesterday, ten people attending.  The majority of armies were loyalist Marines, with a sprinkling of Chaos, Eldar, Tau, and Orks.  Colin’s Noise Marines wound up second, Brett’s Orks somewhere in the middle.  I only finished seventh, getting annihilated in the first game by Owen’s Blood Angels, which went on to win, and a closely fought but ultimately crushing loss to Jeremy’s Daemons in the third.

Benn and Adam have Redcap’s 40k tournaments super dialed at this point.  All the small but critical stuff a bunch of us have asked for over time, like posted  terrain specifications and tournament standings formulas, are all getting done, and notably lacking at other similar venues.  As always the missions are straight forward and well balanced, with a number of critical details from the book missions adjusted, like setting a fixed and even numbers of objectives where appropriate.  This diversity of nice looking, well playing tables also really demonstrated their excellent terrain collection, especially with a lot of very thematic setups.  I myself played in a French village, in a lush greenland canyon, and a parched, corrupted desert.  Other tables featured a snowy border checkpoint, ruined mega cathedral, and Imperial loading dock.  Pretty sweet!

Orks invading... no, running away from... an Imperial dockyard.

Orks invading… no, running away from… an Imperial dockyard.

More photos are in the Flickr gallery; I was able to get at least a few of most of the armies.

Army

In dropping my usual list(s) down to 1250 points I wound up with one that was built of my standard elements but felt very different overall:

  • Capt Angholan—Vulkan
  • Sternguard x5 w/ w/ 3x Combi-Meltas
  • Tacticals x10 w/ Razorback, Vet Sgt, Powerfist, Plasmagun, Missile Launcher
  • Tacticals x10 w/ Rhino, Vet Sgt, Melta Bombs, Meltagun, Missile Laucher
  • Devastators x5 w/ Vet Sgt, 2x Plasmacannons, 2x Heavy Bolters
  • Predators x2 w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

Notably missing are the Librarian, the Sternguard’s Drop Pod, my numerous Landspeeders, and fewer Troops than I usually run even at this point level.  From these changes it was much less alpha/early-strike oriented, and much less able to spam camp objectives.

It’s worth noting that all the games were played on 4×4 boards.

Round 1

First up was Purge the Alien against Owen’s Black Templars-disguised Blood Angels.  This was brutal.  To a large extent I think I was just rusty, not having played at all since last month’s Alternate Universes tournament and still being hesitant enough with 6th edition for that to have a big impact.  I could definitely tell the difference in my play between the 1st and 3rd rounds.

There were really two problems.  One was that my table side was dominated by two large impassable buildings, situated such that I only had two small pockets with clear firing lanes on opposite table edges to deploy into.  With my new gunline oriented army vibe this is a big problem.  I debated castling up behind the buildings almost entirely, but then I would have gotten only at best one round of shooting off before getting assaulted.  In the end my army wound up divided in half with two components relatively unable to support each other due to the terrain.  Owen was thus able to specifically pit his dudes against their best match in my army, e.g., keeping his Land Raider away from my Sternguard melta-bubble and crushing Tacticals on the other table edge.

Damn it, people, I said everybody better bring melta, *everybody*!

Damn it, people, I said everybody better bring melta, *everybody*!

The other issue was his army, essentially a tight, hard brick with only seven units.  Through the first couple turns the only things facing me were that Land Raider Redeemer, a Mortis Pattern Contemptor Dreadnought, a well hidden TL Lascannon Razorback, and some Scouts tucked away in his backfield.  That basically meant I was staring down AV 14, AV 13, and a serious cover save.  With just a few (combi-) meltas on hand, and none particularly mobile at that, the Land Raider was basically unstoppable.  The Contemptor similarly shrugged off what limited Str 7+ shooting I could apply to it, while it in turn rained down tons of high strength shots.

In fairly narrative fashion, the Contemptor climbed up into the top of a ruined steeple and began raining down high strength shots while the Land Raider drove itself like a wedge forward into one of my encampments under its baleful gaze.  A Reclusiarch and Death Company then piled out and annihilated what few Kingbreakers were left standing, turning this into a complete rout.

Hahaha, I will rule this world like a king!  LOLz!

Hahaha, I will rule this world like a king! LOLz!

Somewhat ironically, my traditional lists that I’ve been moving away from and left behind almost entirely this tournament would have been much better suited to this opponent.  Owen would be tough no matter what, and I could do better with this weekend’s list in a rematch when I’m less fuzzy, but this is basically exactly the opponent for which my Melta-Pod Sternguard/Landspeeder Multi-melta fleet/Vulkan re-roll army and aggresive, mobile play-style was designed.  Damn it!

Round 2

Next up was John, a new player, and his Dark Angels, in the Scouring.  To a large extent I had a number of significant lucky breaks go my way this game.  First, tragically for his entirely Deep Striking army, we wound up on a table with tons of rock columns.  I then won table edge selection and used that to fill up the single clear area on the entire board with all of my dudes.  No stranger to aggressive Drop Pod tactics myself, I was careful to leave almost no space for him to come down within my lines, and to have a lot of overlapping fire fields on anything that did land nearby.  The highest value objective also came up right in my ideal location.

Let's go this way!

Let’s go this way!

The terrain, my deployment, and bad scatter all worked to put his Drop Pods down in unfortunate locations.  His warlord Librarian and a Command Squad with Banner of Devastation were wiped out immediately after landing, having only managed to take out a Predator.  In the final substantial lucky break for me, one of his two teleporting Terminator squads mishapped itself out of the game.

Supported by my firebase and with a large portion of his army out unduly early, I was able to spread pretty thinly, with a Combat Squad on one objective, a Tactical Rhino advancing to another, Sternguard eventually running to and clearing one of the Dark Angels’, and Capt Angholan + Squad Scolirus wiping out another DA squad to claim a third objective and a crushing victory.

Though they didn’t last long enough to have a ton of impact, I did like John’s Command Squad fielding multiple meltaguns and a Banner of Devastation.  At some point I expect to start fielding a Kingbreakers Command, it’s almost definitely become a worthwhile & efficient unit this edition.

Noooope, can't get out that way.

Noooope, can’t get out that way.

One very interesting thing that happened in this game was that I actually wound up boxed out in deploying my three objectives.  Between me placing two in my quarter (Vanguard Strike deployment) and John running his across the center diagonal, the geometry worked out that I could not put my third anywhere near my dudes and had to put it in his table half.  Granted, by necessity that means one of his was not too far from my corner, but I was a bit flummoxed for a moment.  I don’t think I’ve ever had that really happen before, an unanticipated consequence of the small 4×4 tables and large number of objectives (6) that I should have anticipated better.

Round 3

Finally I faced Jeremy and his Chaos Daemons in Big Guns Never Tire.  His army is hilarious, in a positive way, because it consists entirely of 6 units: 4 big daemons, and 2 groups of 10 little daemons.  It’s just funny to look around at the various hordes and fleets of flyers and big vehicles… and then see his force very neatly arranged onto an 8.5×11 sheet of paper.

CHAAAAOOOSSSSSSSS!!!

CHAAAAOOOSSSSSSSS!!!

Deployment

I put one objective deep in a corner and he did the same across the table, probably meaning that I would have had to go straight through his heavy hitters to get to it, rather than flanking around like I would hope.  My second also went along my back edge reasonably close to the first, and he put his second at table center, conveniently enough in the middle of a Chaos Shrine offering improved invulnerable and cover saves to the Daemons.

I gave him first turn, thinking otherwise he’d just deploy entirely into reserve and leave me nothing to shoot at.  Some plaguebearers camped out in a ruin around the Chaos backfield objective and basically removed themselves entirely from the game at that point.  Certainly the Kingbreakers never got over there to ask what they were doing or if we could have the objective instead.  The Khorne Prince and two generic Princes then set up a flying vanguard phalanx at table center in front of a Keeper of Secrets.

Let's do this thing.

Let’s do this thing.

Kingbreakers took a few risks in deployment.  Unusually for me, I broke both Tacticals into Combat Squads, on the theory that:

  • Daemons would eat them in assault no matter how big the squads were;
  • One each could then be used as a speed bump, sacrificing itself to keep bad guys away from its partner on an objective for another turn;
  • One would then be able to fire at a daemon and force a grounding check, hopefully enabling the other with a heavy weapon to fire at full effect.

Contrary to the lessons of the first round and my usual preferences for large self-supporting groups, I also broke the army into three groups.  Sternguard, Tacticals, and a Predator camped out in an Aegis encirclement around one objective.  Devastators and the second Predator camped out on the opposite table edge.  Angholan and Tacticals prepared to move toward the center objective, leaving behind a Combat Squad on another.  The main rational was that on a 4×4 table and very clear board with broad sightlines, my relatively large number of 36″ weapons would still be able to support each other all across the back edge, which turned out to be largely true.

Early goings.

Early goings.

Fight!

Those overlapping fire fields then went to work on the daemons as they flitted about.  One generic Prince went down immediately, though he would later make a brief reappearance via Warp Tether.  The Predators both went down and various Marines got Vector Striked, but the two fire camps did a good job at taking down the Khorne and generic Princes that split up to go after them.

In the midst of and following that, the center field featured extended tight action with the Keeper of Secrets.  Angholan was deceived by its tricksy ways and rolled four 1s on his buffed out 2+/3++ to die immediately in combat with the beast.  Tacticals strove bravely against it but were slowly chewed down.  By the time supporting fire could end its rampage, Kingbreakers were left with a single Troop unit to hold the home objectives.

Simultaneously with the end of those fights, a unit of Daemonettes spawned onto the center objective.  Faced with a tough choice, Sternguard trusted the Tacticals to do their duty to the Emperor and handle the Keeper while they attempted to clear this horde off the shrine.  Their valiant effort was for nought though as the daemons managed to sweep them up in their claws, and carried that momentum onto the remaining Tacticals and the Kingbreakers’ home turf.  The Marines stood their ground staunchly, but could not ultimately claim the field of battle.

TO THE DEATH.

TO THE DEATH.

Outcome

Like many great battles, in the end this swung from pretty tight to a crushing win for Jeremy.  I could only contest the one objective—with a single Marine, locked in combat—plus Slay the Warlord, while he claimed an objective, Slay, First Blood, and Linebreaker for the victory.

At one point near the end I could have played more strongly for a draw by sending the Sternguard to support the already-stricken Tacticals on my second objective against the oncoming Keeper.  I consciously decided though to risk a loss and play for the win by attempting to clear the center objective, hoping the Tacticals would also wipe the Keeper and remain to hold their objective.

That didn’t work out, but I can’t complain.  It was a tight and fun game, and any number of small changes in rolls could have tipped it either way.  Even just Angholan (Vulkan) not uterrly failing all of his saves and getting in a single wound on the Keeper would have a good chance of leading to at least a draw.

Umm, yeah, to the death?  Whatever those guys said...  I guess?  Help!

Umm, yeah, to the death? Whatever those guys said… I guess? Help!

Analysis

I’ll have to think more about Daemons and first turn now that they can actually deploy rather than spawn.  Particularly with a bunch of flying creatures and their relative survivability to shooting making it more feasible for the opponent to start them on the board, there’s probably little reason to give them the first go.

In picking table sides I did choose wrongly.  They were both very clear so I didn’t think too hard about it.  There was though on my side a very small impassable building in the center of my deployment zone, while the other side was totally clear between the edges.  That meager couple inches of blocking though did eliminate just a couple potential shots, particularly approaching the endgame.  Though only a slight change, in such tight action in my home field, having those could have made a huge difference.

One huge standout in this game were the heavy bolters in my Devastators.  The unit got decimated by Vector Strikes, but they continued to hang tough and contributed enormously to the game.  Their ability to target the flying creatures and attempt to force ground checks was a big deal, while the plasma cannons were almost useless in this particular game.  I’ve always maintained that the 2x Plasma, 2x Bolter Dev mix is pretty good, even when it was overpriced last edition, and this is yet another reason why in the new 6th edition rules.

For the emperor.

For the emperor.

Lastly, one small note is that in general I really dislike such clear boards despite my recent shooting-oriented efforts.  Redcap’s boards and terrain look so good though that I really like the visuals of the empty-ish, desert themed boards they make, and they ensure just enough key terrain on to make it interesting game-wise.

General Thoughts

This was a great day, even after I got crushed in the opening.  The small boards and well thought out, thematic terrain looked particularly good.  I was also pleased to fight three very different armies, from Owen’s mechanized Power Armour, to John’s alpha-strike Drop Pods & Terminators, to Jeremy’s extremely compact Daemon force, with an especially good game to end the day.  I’m not super sure how I feel about the increasingly static shooting nature of my army, but it’s reasonably credible, and has at least been interesting to experiment with.

Again, more photos are in the Flickr gallery.

Boogedy-boogedy-boo!

Boogedy-boogedy-boo!

40k: Alternate Universes 1850pt Tournament

kingbreakers-iconColin and I went to yesterday’s 1850pt 40k tournament at Alternate Universes.  There were 14 players.  Lots of Tau, tons of Space Marines in various flavors generic and wulfen, and a fair bit of Necron.  Colin wound up 6th after losing the final match at the top table and having his 3-0 hopes derailed.  I managed a whopping 12th of 14, taking three straight losses.  For the Emperor!

Going in I was expecting to lose at least two games.  The whole point was to fight some different armies and see these fabled Riptides, Necron flying circuses, and so on.  I wound up losing three games, so… Mission accomplished!  As a bonus, I did also tie for the Sportsmanship prize, which I put toward a ++–+– INQUISITION REDACTED –++-+.

More photos from my three games are in the gallery.

You're gonna need a bigger sword, yo.

You’re gonna need a bigger sword, yo.

Army

My list was basically what I’ve been rolling lately, though I sacrificed a couple preferred options in the name of taking a fully painted army:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Mastery Level 2, Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x10 w/ Vet Sgt, Razorback, Powerfist, Plasmagun, Missile Launcher
  • Tacticals x10 w/ Rhino, Vet Sgt, Melta Bombs, Meltagun, Missile Laucher
  • Tacticals x10 w/ Vet Sgt, Flamer, Missile Launcher
  • Devastators x9 w/ Vet Sgt, 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predators x2 w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

In particular I dropped a Terminator squad I couldn’t get painted in return for a second Predator and some more Tactical and Devastator bodies.  I also took some less efficient bits and bobs just to fill out points a bit.  Among these, I decided to experiment with upgrading the Librarian to an Epistolary (ML 2).  I didn’t think this would be an efficient use of points, but I was hoping rolling twice on the charts would get me at least one useful power.

Round 1

First match I faced Frank, who wound up 2nd overall and taking the General’s award.  He brought 4 Night Scythes, 3 Annihilation Barges, a Riptide, and various friends.  The mission was distinctly unusual, objective based but with the objectives being the bodies of deceased characters.  That includes sergeants and such, so by the end there were a ton of markers all around the table.

Castle up!

Castle up!

My Army is a fairly shooty and defensive oriented Marine corps.  Without any Necron foot troops on the table to try and run out and kill, I stacked the gunline up tight in a back corner.  Sternguard went after the Riptide and met horrible blasting Interceptor death.  Landspeeders went after the Barges but couldn’t take them down fast enough.  The Quad-gun did tag a Night Scythe, but that just positioned its contingent running on from the table edge to claim the smoldering bodies of my Librarian and Sternguard sergeant.  The rest of the army just inexorably closed in, picking away at my units and eventually crushing them.

Ultimately I’ll have to think more about what to do against a force like this.  The Barges with their AV13 shield are very tough to take down with most ranged shooting, and deliver a lot of punishment on their own.  The Riptide warrants a careful approach.  I’ll have to consider that; Snipers, Sternguard playing defensively, I’m not sure what.  If there were objectives to go for and try to stand on this would have maybe been more competitive, but the weird not-kill points, not-objectives setup kind of left me flummoxed, on top of a hard opponent army I haven’t faced before.

As a side note, it was kind of funny getting about halfway into Turn 2 and realizing I was defending terrain some of Tom M’s buildings.

Necrons, Necrons, everywhere.

Necrons, Necrons, everywhere.

Round 2

Next I faced Alex, who wound up 5th overall, and his Necron foot horde.  Three Annihilation Barges, bunches of 10-man Warriors and Immortals, and a squad of Lychguards.  The mission was a variant on the Relic with 2 markers at the center of the table and different rules on moving them.

For a long while it looked like this mission would be close but go my way.  My gunline was able to pick apart a lot of undead, the Sternguard got one Annihilation Barge, and I got a lucky break on another immobilizing itself largely out of harm’s way on terrain.  Marines were able to swarm up and around the objectives and were just about to start running them back when the Lychguard teleported in from the backfield.  Massed shooting nearly obliterated them…  But then they all stood back up.  Mildly annoyed, they counter-multi-charged into nearly all of the Kingbreakers’ vehicles at once.  Their warscythes destroyed all of them, crippling the Imperials in one fell blow.

Over the top!

Over the top!

First rank, fire!  Second rank, fire!

First rank, fire! Second rank, fire!

After that the remaining Kingbreakers troops valiantly strove to secure the relics but each fell to a man.  Defensive units kept up suppressive fire on the ridge afterward, but eventually the Necron Lord was able to crawl up, grab a relic, and slink away like the cowardly xenos he is.  The other relic was snatched by the Lychguard as they ran over the hill and high footed it back toward their lines.

This could have gone another way fairly easily I suppose.  Without the Lychguard surviving en masse and able to hit every vehicle at once, the Kingbreakers would have been much better positioned to push back the undead tide as the designated looters ran for home with the relic.  Though it’s pretty tough against the Necrons, to a large extent I think my army has enough shooting to manage reasonably well with this sort of horde.

Round 3

Finally I faced Cliff and his mix of Space Wolves and Crimson Fists with Drop Pods and lots of Missile Launchers in a Kill Points mission.  I rolled to pick table half as well as to go first.  The table was not arranged well, with one half wide open and essentially no terrain.  I castled up in the terrain, not as advantageous to me as it would be against standard Deep Strikers instead of Pods, but it left several of Cliff’s units wide out in the open.  They almost but not quite went down to massed shooting in the first turn.  After that the game was kind of indeterminate.  It was not a fast playing game, and we wound up playing only 3 turns, at which point Cliff had guys in position to run onto terrain objectives, wipe out a couple Landspeeders, and claim victory.

Stalking the alleys...

Stalking the alleys…

Crashing the gates.

Crashing the gates.

General Thoughts

It was obviously rough taking three straight losses, but that was the expectation going in.  The group at Redcap’s just isn’t fielding Riptides, tons of flyers, etc., and a lot of that stuff you need to see to learn how to fight.  You can’t really appreciate what a Riptide is bringing until you’ve had to go after one.  Beyond that, this was also a friendly and welcoming group, so it was a good time.  There were also a lot of really nice looking armies, which was a nice change.  I don’t go to many tournaments, but it’s been my observation that more competitive groups are actually more likely to have pretty nice armies around.  After all, the guys are committed, have been playing a long time, and spend a lot of time on it, so the armies get painted.

Army

The one strong army note I have is that the Librarian is almost certainly getting the boot.  Even pulling two powers, in several games I didn’t get anything particularly worthwhile even for a more defensive footing.

The Quad-gun was fortunate to at least do some damage, including down a flyer—some would say its whole purpose in being—so it can stay.  For now.  Predators and Devastators did their usual good job, though between the Aegis and them my defensive base has a bit too large and unwieldy of a footprint.  I could have definitely used the Terminators in their usual bubble wrap role however.  That would have made a big difference in Round 3, and probably in Round 2 as well.

More than that though, the day raised thoughts about tournaments in general.

Death comes for us all.

Death comes for us all.

Paint

As far as I could decipher, AU applies a fairly systematized scheme for the painting component of the competition scores, so questions of subjectivity and so on are greatly mitigated, though not eliminated.  Without an organized viewing of some sort it seems tough to get votes for the separate Best Painted Army prize, but my takeaway is that this requires showing up early to have your guys on display while everyone’s chilling, and having a cool display board to grab eyeballs.

Beyond that, it was definitely cool to have a bunch of nice looking armies around.  Clearly the painting score component encourages guys to take that seriously.  But there were also guys who’d borrowed friends’ models precisely because of that score, and I wouldn’t be surprised if some (though probably not many) were commissioned.  That’s kind of weird.

Comp

Though I didn’t play much beforehand, my impression is that a lot of progress was made in 5th edition to eliminate comp scores and FOC restrictions that enfeebled a lot of armies and skewed the competition.  This was possible because things were somewhat balanced, at least at times.  I think 6th edition is on track to reverse that trend though.  There’s just so much crazy out there, and more coming out all the time, even before you throw in allies.  I guess the pace at which the game is changing could be argued to itself be a balance, but I don’t think that’s how people will respond.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

I always assume the Necron Lords are cackling hideously, monotonally, continuously throughout every game.

AU seems to be dealing with that by reminding people that the games are supposed to be “fun,” and threatening to drop the hammer on “abusive” lists.  That mild mannered form of comp/FOC is as problematic over the long term as the formal version though, and in some ways worse.  It’s much more subjective and variable not having an actual specified set of restrictions to plan against.  Fuzzy lines also create an imbalance, wherein some people try to stay well away from what they guess to be the line, fielding weaker armies than others that either perceive the boundary differently or are willing to push it, knowing they’ll “get away with it” because it’s not a hard line.

Atmosphere

It was also somewhat eye opening hanging out for a bit in a different, very vocal, very stereotypical gaming group.  Between the language, the teasing, and the sophomoric horseplay, I can easily see why not everyone, especially girls and women, would perhaps not be comfortable in such a group.  It’s so easy to develop an insular culture that isn’t appealing to the larger world.  By no means a bad group, quite the opposite, but the atmosphere is quite a bit different and more boys-club from that now at Redcap’s or formerly at PAGE.

They came from everywhere, and nowhere!

They came from everywhere, and nowhere!

40k: White Scars Training Fight

kingbreakers-iconAnother Thursday, another sizable crew at Redcap’s for 40k.  Buford and I had planned to pair up for what he steadfastly insisted on being a friendly training simulation among friendly loyalist chapters.  It wound up a little different though and not a straight up match.  As we were about to deploy a young kid showed up with a fresh new Dark Vengeance box—seriously, he’d bought and assembled all of it (well) sometime between Sunday and Thursday, which is impressive—for his first ever game of 40k.  There wasn’t anybody around hanging out unmatched, so we worked his Dark Angels into my team.

Overwhelm

I frequently wind up playing with guys coming back to 40k after a hiatus.  But it’s been a couple years since I played with someone totally new.  It was somewhat educational to reflect on just what a daunting prospect that is.  Even as a teammate with about 600 points in an 1850 point army, there’s just so much going on.  In an actual game against anything but the most basic Marines (Chaos or Loyalist) or maybe some other basic infantry, it’s also got to be hard to pick up the rhythm with so many special cases.  Here Buford’s bikers were getting turboboosts, Hammer of Wrath attacks, Outflanking, etc., so just all sorts of additional complications.  It was also a good reminder that 40k has a major stamina component.  Even I find it fairly hard sometimes to stay focused on a Thursday as we get down to bottom of the night.  Here the kid was definitely overwhelmed after the first two hours or so.  Really we should have either stopped the game after Turn 3—Buford was killing it anyway—or significantly dropped the points total before we started.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

One thing I did find interesting is the different pathways into 40k that are out there now.  For example, I started running through the different units and weapons, and the kid already knew a lot of them.  Turns out he’s read a lot of the Horus Heresy books, played a couple rounds of the Dark Heresy roleplaying game, and finally picked up the box set after watching a couple guys play at the shop on Sunday.

Also, everyone’s aware of this, but that Dark Vengeance box is awesome.  Great miniatures, and the Marine half alone at an off-the-cuff calculation is worth something like $200.

White Scars

Obviously everyone’s talking about how awesome the White Scars are now.  That seems pretty clear when you read the new codex, but for me at least it’s difficult to see exactly how awesome until you see them across the table.  No one advantage seems over the top in isolation, but add them all up and it’s pretty brutal.  Troops that move 12″ and essentially ignore all terrain so they’re stupid fast, are T5 with a 4++ or even 3++ invulnerable so they’re stupidly robust, get a free attack on the charge before you can do anything and that attack at S5 so they’re always ahead in combat, can leave combats at will, and—oh, yeah—both they and their friends can outflank.  Now, I’m not saying it’s unbeatable or broken, but I am saying Buford’s lucky he’s been playing a White Scars biker army since before time began or I’d be giving him a lot more flak about it.

Khaaaaaaaaaaaaaaaan!

Khaaaaaaaaaaaaaaaan!

One thing to watch out for is going up against Khan in a challenge with your Warlord.  He’s not crazy strong, but he gets a fair number of special attacks, and he’s T5.  If you lose though, he gains D3 extra Victory Points.  Obviously that’s not going to come into play all the time, but that’s a big advantage if it happens, so it’s a fair guess many Scars players will have their Khan coming straight for your dude.

The other big thing is the outflanking.  Khan gives Scout to all bikes and units with dedicated transports.  That can be a big deal, e.g., if it means you’ve got a Landraider full of Terminators now coming in directly on top of your home base.  In this game it was especially rough because we rolled for Hammer and Anvil, playing the long direction of the table, so outflanking was particularly brutal in the narrower confines.

Some assaults are just destined to never end.

Some assaults are just destined to never end.

Dice

Going into the tournament on Saturday, there are a couple things I still need to figure out how to remind myself more readily.  One is precision shots/strikes from characters, which seems to be a nearly universally forgotten rule in friendly play.  More specifically to me, I always forget that Salamanders mastercraft one weapon for each character.  Probably I need to put some blue dice or something in my tin to remind myself of that.