40k: Rise of the Maynarkh! (1850 pts)

kingbreakers-iconFairly busy night at Redcap’s this evening, four games of 40k and one Infinity match going. The Necron Maynarkh Dynasty threw down against the Kingbreakers in an 1850 pt challenge.

A few more photos are in the Flickr gallery.

Follow the portents, the relic must be here!

Follow the portents, the relic must be here!

Armies

Lovell switched up his army, dropping the flyers in favor of Flayed Ones and Tomb Spyders. This is using the Dark Harvest army list from Forge World’s book IA12: The Fall of Orpheus. That is a great book with a lot of neat photos, definitely worth checking out. The automatons fielded:

  • Maynarkh Overlord w/ Royal Court consisting of 2x Harbingers of Despair, 2x Maynarkh Lords
  • Destroyer Lord
  • Immortals x10
  • Immortals x10
  • Flayed Ones x10
  • Flayed Ones x10
  • Canoptek Spyder
  • Canoptek Spyder
  • Monolith
  • Monolith

Kingbreakers rolled kind of light on troops:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x10 w/ 6x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Missile Launcher, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x10 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Predator w/ Autocannon, Heavy Bolters
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Landspeeder w/ Multi-melta, Heavy Flamer
  • Inquisitor Coteaz
  • Imperial Bunker w/ 2x Void Shields

That list has fewer troops than I usually take for this point level. Much of it is a first attempt at a response to the Dark Angels/Blood Angels list Colin’s talking about bringing to the Redcap’s tournament later this month. The idea is basically to have all the Devastators camp out with Coteaz on top of the bunker, under the Void Shields. Colin drops a bunch of Terminators all around my fortress of party-times and Coteaz enables the Devastators to shoot plasma blasts at each of their tight little deep strike clusters. If I get to go first and have success with the warp dice, they’re doing that boosted by Prescience. I then get another turn of shooting at them because they won’t be able to assault and the void shields will completely deflect all of the storm bolter fire and so on. The downside is then I’m investing a lot of points to just hang out around the bunker.

Cowering Scouts, run for the objective, you fools!

Cowering Scouts, run for the objective, you fools!

Mission

Lovell has a special rule that if you don’t roll for The Relic mission, you roll again. We’ve literally played that about three out of every four of our matches. Deployment was standard Dawn of War. Lovell deployed first and went first.

Fight!

The local planetary government falls and flees the planet in widespread panic as half a continent goes jet black beneath the mid-day sun. Rapidly investigating, the Kingbreakers find an Imperial Inquisitor steadfastly searching for lost archeotech that is no doubt the shared target of whatever’s coming behind the unnatural storm. Scanning through records in the local archive, the Inquisitor is beaten to the punch as a host of Necrons suddenly materialize on the outskirts and begin marching on the town. Far on the flank, a rusty, hunched Overlord from the corrupt, neglected Maynarkh Dynasty is seen laughing as it casually tortures captured human civilian and oversees the field. Ghosts dispatch to assassinate it and the foul machines groveling at its feet, but are unable to do so before it shifts back out of the materium.

Can't get out that way!

Can’t get out that way!

Following coordinates radioed in by Scouts reconnoitering far into contested territory, Kingbreakers identify the focal point of the enemy thrust. Unsure of their objective or the stakes in play but unwilling to yield to the xenos, Kingbreakers heavy tanks create a mobile shield wall rolling directly at the automatons’ ranks. They are met though by sheets of sparking green lightning as sheets of gauss fire ripples over their armor. The Predators begin to take casualties and the wall falls into disarray. Bursting into overdrive over the wreckage, Landspeeders are skewered by a giant Spyder construct raging in its mind-loss, hurling the wreckage into the Scouts overseeing the battle and crushing them in their position. Behind the wall of wreckage, Squad Titus is caught by a Destroyer Lord before being picked apart by his pack of Flayed Ones. Their appetite for raw flesh unsated, the ghouls quickly move to intercept the out-positioned Ghosts running back toward the action from the flanks.

Aw, gross, you need to do some clean laundry, dudes.

Aw, gross, you need to do some clean laundry, dudes.

Watching his forces grind to a halt, Captain Angholan and Squad Scolirus drop behind the Necron line just as they find whatever they came for and turn about-face. The automatons march on though, unphased by the ground set ablaze all around them. Contemptful of the fleshlings’ audacity, all of the Necron Lords converge to fight in synchronized lethality with the captain, binding him in combat and unable to challenge for the relic. The identity and condition of the archeotech is never established as an unbreakable wall of Monoliths slowly drifts into position blocking the Necron retreat from all observation and fire.

Outcome

Victory for the Maynarkh! Necrons claim the relic, first blood, and linebreaker, versus the Kingbreakers’ linebreaker.

We've taken what we came for!

We’ve taken what we came for!

Thoughts

I upped the Devastators to a full squad to have ablative wounds for the heavy weapons. I figured that protected my investment in Coteaz since he wouldn’t be as useful if the heavies died. However, those combined with the void shields and the bunker’s battlements cover were probably redundant. Either the dudes or the shields could and probably should be cut back.

The Landspeeders unfortunately did little. As always they’re super fragile, but they’re especially not well matched against Lovell’s army. The multi-meltas are only really useful against the Monoliths, both of which tend to come from reserve and avoid some turns of shooting. Especially without the Salamanders’ reroll under the new codex, the heavy flamers aren’t super lethal against the Necron. Plus they can’t really help with the relic, as opposed to more straightforward objective missions when their mobility is a boost to help cover the table.

One mistake was I tried to fight the Flayed Ones rather than ignoring them as best as possible. I keep thinking they’re less robust to shooting than they actually are now. My vehicles should have been cruising and going flat out to just drive away from them. They’d still have to be faced at some point as the Monoliths could beam them back into the action, but at least it would have been near the relic.

Well, we could just stand here and look at each other. Or we could go for burgers.

Well, we could just stand here and look at each other. Or we could go for burgers.

I made a substantial mistake at the start of the game when I managed to Infiltrate the Scouts within reach of the relic but did not go for it the first turn. I was thinking they would have been shot to pieces standing there in full sight of many Immortals. But I probably should have just tried. It would have changed things a lot if I’d managed to move the relic just a few inches closer to my lines. Definitely worth a few Scouts’ lives in such service to the Emperor!

Lovell ran a good feint here, putting his warlord out on the flank. I fell right for it, going after him with the Sternguard. They didn’t manage to do much and then of course the Overlord used a Monolith to warp himself into the action, leaving the Sternguard well out of position and out of the fight.

On that note, the big issue here though was a lack of mobility. I couldn’t get the Sternguard back in, and I had a bunch of guys basically dedicated to camping out around the bunker. I should have basically abandoned that from the start of the game and started running dudes toward the relic. Similarly the Sternguard and Scouts should have just piled into the center and in hopes that the Marines would win out in the massive scrum likely to ensue.

Bring Me Their Flesh!

All in all a good game that Lovell won outright through steady substantial attrition of all my forces in position to really threaten the relic. We’ll just have to see how the Maynarkh fare when I switch to my all-Librarians army!

Again, a few more photos are in the Flickr gallery.

Oh my! All that noise! All that racket! I hope they don't notice me poor little gubbins!

Oh my! All that noise! All that racket! I hope they don’t notice me poor little gubbins!

40k: First Summoning Battle

kingbreakers-iconLast night at Redcap’s Ben threw down his first go at a summoning Chaos Daemons list against my Kingbreakers Marines at 1250 points. I was expecting to play Tom M, who I was guessing (correctly) would bring his Night Lords and I’d be king of psykers with my mighty 6 mastery levels. That’s actually a fair amount for vanilla Space Marines. Then Ben dropped 21… That’s quite a bit when you consider the low point level.

A few more photos are in the Flickr gallery.

7th edition.

7th edition.

Armies

Ben’s army was all Tzeentch, all the time.  Except when it needed to summon Plaguebearers or Bloodletters or Daemonettes or whatever. He started with:

  • Fateweaver (ML4)
  • Flying Daemon Prince (ML3) w/ Grimoire?
  • Herald of Tzeentch (ML3)
  • Herald of Tzeentch (ML3)
  • Herald of Tzeentch (ML3)
  • Pink Horrors (11, for ML2)
  • Pink Horrors (16, for ML3)

Notably, somebody in there was carrying a Portalglyph. I believe the Pink Horrors get one master level for the first ten, and an additional mastery level for each 5 after that in the blob, rounding up.

Kingbreakers brought my current core for 1000 points, swapping the Imperial Bunker and the extra points for Devastators and Psykers:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armour, Storm Shield, Mastery Level 2
  • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multimelta, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Squad McCole—Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x5 w/ Sgt, Chainsword+Bolt Pistol, Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Ordo Xenos Inquisitor w/ Psyker; Force Sword; Divination, Pyromancy, or Telekinesis Powers; Power Armor
  • Henchman Warband w/ Psyker, 2x Acolytes
  • Henchman Warband w/ Psyker, 2x Acolytes
  • Henchman Warband w/ Psyker, 2x Acolytes

Unfortunately I realized afterward that I screwed up my spreadsheet rushing to get out the door and first time using the Inquisition book. The Acolytes weren’t accounted for, so I’m 24 points over. That said, it didn’t affect the game; Angholan, the Sternguard, and the Tacticals carried the entire affair. The points-burning Inquisitor power armor upgrade alone counts for two Acolytes. On two separate turns out of five I forgot my psyker phase entirely because it just didn’t matter so I fell back into the move->shoot habit. I also didn’t bother trying the Psyker Warband’s Psychic Barrages though in an ideal world they could have been useful in the later turns. All of my Librarian’s successful spells were trivially denied. Basically, the 3 extra charges from the Warbands may as well have not been there compared to the 21 Ben brought. The substantial points spent on psykers were totally useless, particularly after I rolled for no particularly interesting powers on the Libby.

Sarge? I'm having all these confusing feelings...

Sarge? I’m having all these confusing feelings…

Mission

We rolled for Crusade with four objectives. I’m still working on strategy with the new objective placement rules. Ben put one just off table center along the long axis. I put one nearby in a corner. His second went close to the table edge along the short axis centerline. My second went at the far quartile from the first two along the long axis centerline.

Deployment wound up Vanguard and Ben chose zones. That put two objectives literally just outside his deployment, one inside mine, and the fourth just a bit closer to mine than his. I deployed first and wound up choosing to go first. I was torn about that, but Ben deployed his whole army on the table and I wanted to come down and hopefully take away some warp charges before he had a chance to roll any protective blessings or summon more units. It’s worth noting that after deploying first you (seemingly) choose to go first or second after seeing what the other person does in deployment.

The photo is from the bottom of Turn 3, but shows deployment zones and objectives placement.

The photo is from the bottom of Turn 3, but shows deployment zones and objectives placement.

Fight!

A Kingbreakers patrol finds a small band of Chaos Daemons lead by Fateweaver and a Daemon Prince ravaging an already war torn town. Angholan and Scolirus drop directly into their ranks, burning away a blob of Pink Horrors at the last moment before they break into and infest one of the few remaining undamaged buildings in the area. A small tear erupts in the warp/materium boundary and lesser daemons come on their own to exploit the opening, even as the greater daemons conjure whole gangs of them to aid themselves. Harmon’s Ghosts crash through and destroy another town building, mere collateral damage and well worth destroying to keep out of daemons’ claws. Librarian Rorschach fights a tense mind battle with Fateweaver but a surge in the broiling warp storm blasts him to the ground, shattered. Squad Titus is all but eliminated by waves of Bloodletters falling from the sky and sheets of Flickering Fire but ultimately stands its ground, stemming the Chaos advance.

Outcome

Kingbreakers win: Three objectives, First Blood, and Linebreaker to one objective.

Interestingly, First Blood was actually given up by a Herald that possessed itself into a Lord of Change.  Librarian Rorschach was obliterated by a Wrath of Khorne attack from the Warp Storm table, an S8 AP3 barrage blast that didn’t scatter off him. He wasn’t really doing anything so I took the risk on him taking all the hits, rather than trying to Look Out Sir, and was he insta-killed.

Burn them with fire!

Burn them with fire!

Let's dance!

Let’s dance!

Game Analysis

Ultimately what won the day here was focusing on playing for the objectives, using the Marines’ variety of tools (both shooting and assault) to take out summoned units as soon as possible, and being able to do so at a faster rate than new ones could be summoned. In particular, in the early going Ben wasn’t allocating enough dice to guarantee successful conjurations.

Some other thoughts on this particular game.

Flame On!

Turn 1 Angholan (Vulkan) and a Tactical combat squad dropped and double flamed the big blob of Horrors. That was probably a good call. Ben didn’t expect it, but I think alpha striking is going to be a big part of countering Daemons: Eliminate troops, chip away warp charge, and/or force them to not deploy on the board. I really debated between going for the Horrors or bringing down the Sternguard to put wounds on Fateweaver or the Daemon Prince protecting him. However, I felt the five Sternguard would be unlikely to take out either big guy in one go. Going for the Horrors basically got rid of a troop unit and still cost Ben two warp charges from the start when 15 of the 16 died. I also put a wound on a Herald by coincidentally flaming him alongside the Horrors. Interestingly, the attack would have probably removed the unit and claimed First Blood except the new shooting algorithm and my (ironically) forgetting to shoot with the Librarian’s pistol before the boltguns left a single guy tucked out of sight, wasting the Librarian’s shot. In my defense it’s new for Librarians to be shooting rather than casting.

I have always been a fan of the flamer, even in 5th edition when everybody was meched and they didn’t usually do much. Overwatch in 6e and more troops being out on foot made them a lot more valuable. If the metagame does swing toward Chaos Daemons, in 7e I think flamers are going to be an even bigger deal. If there are tons of summoned daemons deep striking all over, templates and flamers are going to be useful tools to put bunches of wounds on them while they’re blobbed up. In particular, if you’re holding an objective and a blob summons right next to you to contest it, you’re going to really wish you had a flamer handy while they’re standing still and you get one last shot. The daemons are also going to laugh at high strength, low AP single shot weapons like meltaguns. Expect even more flamers to show up in the Kingbreakers army.

Bring it!

Bring it!

Portalglyph

From my perspective, the Portalglyph was almost as much of a pain as the psychic phase summonings. It wound up very close to an objective, and vomited forth 4–6 smaller daemons on a couple of turns to run at that objective. Those guys supported by Flickering Fire actually removed Titus’ combat squad of Troops, clearing the way for Daemonettes summoned in the end game to run onto and claim an objective despite me having units on it. A nearby Objective Secured Rhino to counter was sadly immobilized just short. Unfortunately I did not realize until too late that the Portalglyph is basically a Drop Pod equivalent that I probably would have been able to destroy mid-game somewhat readily.

Flickering Fire

Previously I’d thought of Flickering Fire as mostly kind of a cute spell. Usually I’ve seen it from small to mid-size groups of Horrors, other psykers having bigger things to cast. At warp charge 1 that’s 2D6 shots, not a huge deal. With the way the warp pool works now though, small groups of Horrors are a great vehicle for projecting Flickering Fire. They effectively draw charge from the other guys to pump the spell up to WC3 and make it a 4D6 shot. Sure, casting the WC3 spell they might get some perils, but better on their blob than a Herald or other single expensive character and you can just summon more anyway. Similar goes for other psykers, just less efficiently and more perilously. Unless I’m missing something or had previously been under-rating it, the warp pool boosts the utility of that spell quite a bit. Most of my casualties in this game actually came from Flickering Fire.

Our house, in the middle of the street, our house...

Our house, in the middle of the street, our house…

FMCs

The flying monstrous creatures I thought were really taken out of the game by not being able to assault after switching modes. I was expecting to play Tom’s Night Lords so I eagerly dropped the quadgun, only to wish I had it to at least ground an FMC. As it was though I put them at the bottom of my shooting priorities. I couldn’t hurt them, they couldn’t assault me, their direct spell attacks hurt a couple times but were weatherable, and I was doing much better clearing out their summoned troops than I was going after them. That said, not being able to do anything about them almost cost me dearly in the endgame.

People have been talking a lot about summoning overwhelming numbers of troops. But I think the thing to really watch out for might actually be troops summoned directly onto objectives to claim or contest in the closing or even last turn. That’s especially true if Cursed Earth is in play, or some other mechanism such that they don’t scatter. Swooping FMCs seem like they might work great as delivery systems to move very quickly and get in range to conjure up some troops at the last minute in all the right places. Here I had fortunately whittled Ben’s warp charge down enough by the end that he didn’t have a ton of capacity to summon a whole bunch of units. I also had holding squads spread out reasonably well so the one summoned unit that did land close to target mishapped. The other scattered well out of running distance. I was worried though once I finally saw this coming, and that sort of thing is going to be a serious threat to be prepared for going into the endgame. Part of that is going to be having walls of defense around objectives, and part of it eliminating the mobile psykers that might swoop into range.

General Thoughts

Just a couple more general thoughts.

Objectives

In placing objectives second, caveat other strategy I’m thinking you should perhaps just apply a tit-for-tat strategy: If your opponent places an objective in the middle, you put one in the middle; if your opponent puts an objective in a corner quadrant, you put one in the diagonally opposite corner quadrant; and so on. One twist on that is that if you’re playing an assault or deep striking army and your opponent puts an objective in a corner quadrant, you put one in the closest corner quadrant.

Summoning & Psykers

Obviously the big question here is whether or not summoning daemons are overpowered. I hesitate to draw too many conclusions from this game, particularly given that it was Ben’s first play with that kind of list. But, obviously they’re not an auto-win in the truest sense that simply bringing a bunch of warp charge and summoning is going to win the game regardless of what you do. Whether or not a list and its use can be optimized to produce some unstoppable play still isn’t clear to me. Currently I would guess the powers are right on the line between tough but fair and brokenly overpowered, probably still erring toward the latter. It’s worth noting again the triple threat: Not just summoning overwhelming numbers of dudes and a continually growing warp pool, but summoning troops at literally the last moment to win no matter how diminished and beaten the daemons are.

You guys think you're so awesome, but how are you gonna feel when I spit a whole squad onto that objective right now, huh? Huh?

You guys think you’re so awesome, but how are you gonna feel when I spit a whole squad onto that objective right now, huh? Huh?

That said, some thoughts for Daemons and other psyker-heavy armies:

  • If you’re playing the summoning game, make sure to at least periodically summon more Horrors or other psykers to keep your warp pool up, even as psykers are eliminated, or possibly even growing.
  • In general, don’t be greedy and try to cast a ton of spells with minimal dice. You need to throw a bunch of dice at the spells you really want to go off.
  • Don’t be too scared of the perils table; ultimately much of it’s not a huge deal for most casters in one way (lots of wounds) or another (expendable and/or re-summonable unit).
  • As best as possible, cast possessions from wounded psykers (minimize lost wounds) & other spells from non-wounded psykers (minimize risk to warp pool).
  • Be in position in the end game to summon units directly onto objectives, hopefully at least within running range.
  • Make sure you’re doing your bookkeeping! You really need to be faithful in tracking which psykers know and have used what powers when you have a ton of them as it does have significant affects, like where on the board conjured units can come in. If you’re summoning more psykers, be prepared to quickly roll for their powers so you don’t slow the game.
  • If you’re summoning, you’re going to need a ton of models of each variety.

For Space Marines and similar armies:

  • Forget about it. I guess it could make sense to take some very cheap psykers to provide the occasional buff, particularly against armies who similarly have no or little psychic power (here’s looking at you, Necrons!). Inquisitors are looking plausible for that role given the cost and Prescience. But generally I think you need to go all out or hardly at all in the psyker phase. Against any army like this of Ben’s the Marines just can’t compete in the warp battle.
  • Mirroring the point above about greedy offense, on defense don’t spread your denials around. You need to anticipate the one spell you need to block and throw all your dice at it. The denial still won’t work, but at least you tried.

Long story short, evaluating the strength of the conjurations is going to take more plays but it’s definitely worth playing against to figure that out. Certainly as much as I am generally against outright comp and similar bans, I particularly don’t think that’s the correct approach here. It’s definitely a fun and fluffy army style so if anything it needs to be tweaked, not banned like some are advocating.

There Is Only War

Right now, my take on 40k 7th edition is that for casual play it’s definitely the best yet. Almost as streamlined as 5th, almost as balanced as early-edition 5th and more balanced than late edition 5th and all of 6th, and pretty flavorful and flexible. There’s still too much randomness (Warlord Traits and Psychic Powers) and too many skill equalizations (Snap Shots on 6s rather than -2 BS), but it’s good. For tournament play I’m still up in the air on where precisely it lands. The core is good. Whether or not summoning, invisibility, and army construction need to be reined in seems entirely plausible but not definitively true to me yet.

Again, a few more photos are in the Flickr gallery.

Rar rar, raaarrr!

Rar rar, raaarrr! He’s so cute! The true 7e metaphor???

40k: 1000pts of 7th Edition

kingbreakers-iconColin and I unexpectedly got in a quick game of 40k yesterday. And by “quick” I mean we  spent 5 or 6 hours playing a 1000 point game… But we did talk about a lot of strategy and rules changes with the new edition.

A few more photos are in the Flickr gallery.

Whatever comes, may the Emperor protect.

Whatever comes, may the Emperor protect.

Armies

Colin changed things up and brought his Iron Warriors out of storage. I believe he had something like:

  • Warpsmith
  • Chosen x8 w/ Marks of Khorne, 2x Meltaguns, Rhino
  • Chosen x5 w/ 2x Plasmaguns, Rhino
  • Chosen x5 w/ Autocannon, Rhino
  • Chosen x5 w/ Autocannon, Rhino
  • Predator w/ Autocannon, Lascannon sponsons

He’s using Black Legion here, so all those Chosen are troops and that is a combined arms detachment for a battle forged army.

I brought my exact same list as last month’s Redcap’s tournament:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multimelta, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ Camo Cloaks, Sniper Rifles
  • Imperial Bunker w/ Quadgun

The quadgun I knew is less valuable in 7th, particularly against Colin with no flyers, but I partly didn’t make time to create a new list, partly wanted to see just how useless the quadgun would be. The answer is: Very.

One small note about that composition, because Colin asked, is why are the Tacticals jumbled up, why not the multimelta with the meltagun and missile launcher with the flamer? Partly it’s historical, fluffy, and aesthetically picky: Tactical 2 (Titus) got a missile launcher when it was painted because they were free for Tacticals at the time, and the squad’s either moving in the Rhino, so the heavies couldn’t shoot at all at that time, or it combat squads and the heavy half sits in the back, where I’ve generally found multimeltas to not have enough range. My squads do have different rim colors (to differentiate them in combats/mass advances) and in some cases slightly different base terrain, so they stand out from each other a bit when mixed & matched. Plus, that’s what Squad Titus has always been, so I generally just keep rolling them that way. Previously Tactical 1 (Scolirus) also had a missile launcher for the same reasons, but lately I’ve been experimenting with the multimelta; Tactical 1 actually now has a bunch of weapons options painted & based the same way. As my guys shift back out of Rhinos and return to Drop Pods, the multimelta might have more utility for creating a midfield melta bubble. Beyond all that though, lately all my Tacticals have basically always been breaking up into combat squads, and I expect that trend to definitely continue in 7th, so it doesn’t really matter which heavy weapon is with who.

AUGH, I'm so angry at being entrapped inside this metal box! I'm a frickin' daemon! I'm all powerful---outside the box!!!

AUGH, I’m so angry at being entrapped inside this metal box! I’m a frickin’ daemon! I’m all powerful—outside the box!!!

Mission

We rolled for Crusade with 4 objectives and whatever deployment has you playing across the long axis. The main note here is that the new game startup sequence definitely changes things. I’m hoping to have another post on that later, but there’s both new strategic considerations and weird rules stuff. The big one in our match is that in 7th edition, for Crusade, Scouring, and Big Guns, you place objectives before you even know what style deployment you’ll be playing, let alone who has which zone. That makes it really hard to place objectives with any kind of strategy.

One thought about placing objectives though is that if you’re facing a bunch of vehicles and don’t have many of your own, you may want to put them on top of buildings or on the very tops of ruins. You are explicitly allowed to do both now. That way vehicles won’t be able to reach them and claim or contest.

I wound up choosing deployment zones and deploying second but going first, after Colin opted to play second.

Good job guys, keep on lookin' pretty.  Back there... Where no one can see you...

Good job guys, keep on lookin’ pretty. Back there… Where no one can see you…

Fight!

After the Imperial Navy has failed to interdict a small band of traitors landing on an uninhabited winter planet, the Kingbreakers dispatch to secure the area around an Iron Warriors landing party before the latter can truly dig in and construct fortifications. The loyalists take a more defensive stance than usual, approaching the encircled traitor vehicles cautiously. A bunker is airlifted into position over a critical point, while Scouts infiltrate into another. Captain Angholan holds back in reserve with Tacticals to shore up any weak areas, while the main thrust goes after a third objective near the Iron Warriors’ landing point. Sgt Harmon and his Ghosts drop into an overlooking blindspot, hiding among the shipping containers left over from the planet’s most recent failed colonization. Titus and his Tacticals drive forward through the ruins on the flanks, into cover alongside the objective. A multimelta combat squad creeps along the ruin tops to a back position covering the approaches to the endangered objective.

Where'd the objective go? Dude, I think you parked right on top of it...

Where’d the objective go? Dude, I think you parked right on top of it…

Unfortunately detecting the imminent threat to the ground around them, the Iron Warriors begin slowly unfolding their forces. A pair of mechanized Chosen squads head toward the Kingbreakers’ weak flank, while their Warpsmith leader, Predator, and a band of Chosen begin a mini-siege on the loyalists’ advance. The Predator claims first blood by cutting Titus’ Rhino into pieces despite heavy cover, ghoulishly grinning at slaying a fellow vehicle. Ghosts intercept the outflanking Chosen and break one transport, but are in turn caught in an effective pincer directed by the Warpsmith and crippled in plasma/melta crossfire.

The trap is sprung!

The trap is sprung!

Yo dude, we heard you like traps, so we sprung a trap on your trap!

Yo dude, we heard you like traps, so we sprung a trap on your trap!

On the flank, Angholan and Scolirus drop to easily tackle the Chosen that have broken free and charged on the Scouts’ objective. This leaves Angholan and Scolirus out of position to assist the midfield fight however, so they run for better ground. The loyalist captain absent, the Warpsmith haughtily marches his squads forward onto the midground, grinding up the remaining Ghosts, Titus, and Tacticals.

Outcome

Iron Warriors win via first blood, both sides claiming two objectives and linebreaker.

Colin started out with all his dudes in vehicles parked right by one objective, so I basically gave up on that right away. Ditto him and my Imperial Bunker in the far corner. The Scouts could have been rolled pretty easily by the Chosen, but once Angholan and Tactical 1 landed near them it wasn’t a serious concern. I also took early dibs on the third objective by dropping a Pod directly on top of it and having Tacticals approach on it pretty quickly. Unfortunately, my bunker with a missile launcher and quadgun just didn’t have any kind of useful line of sight on that objective, and ditto on the Scouts. That basically left 10 Tacticals and 5 Sternguard to go up against 18 Chosen, a Warpsmith, and an auto/las Predator, which doesn’t look good for the Imperials. My guys basically cleaned out two full squads, but that still left the ‘Smith and his 8-man coterie so toward the end I was seriously outnumbered and wiped off the objective. Unfortunately I came close but was unable to block Colin’s last forward Rhino from dashing for linebreaker, which would have tied things up for me.

Negative, captain, this objective is not secured!  I repeat, *not* secured!

Negative, captain, this objective is not secured! I repeat, *not* secured!

Thoughts

I have mixed feelings about my more defensive Sternguard play here, though they achieved a fair bit. Not going hard for first blood like I usually would wound up costing me the game in the end. But, the Ghosts did keep Colin to advancing only 5 Chosen onto the Scouts’ objective, forced a demobilized and crippled Chosen squad to run for home, eliminated a second scoring Rhino, helped fight a third squad of Chosen, and generally helped create a bubble around the third objective that kept Colin back for a couple turns.

Wellp, guess we'll do this on foot.

Wellp, guess we’ll do this on foot.

7th edition: Scouts’ time to shine?! On the downside for the Scouts, the new sniper rifle rules mean that they’re completely unable to even glance a Rhino coming at them… But, infiltrating could be much more useful in this edition than previously given that you really have no idea where objectives might be. It was definitely useful here to be able to put Scouts on an objective well outside my deployment zone. That is a particularly critical consideration in going for Redcap’s optional alternate cumulative scoring. On that note, previously I had been thinking you should almost always go for alternate scoring. But the new blind objectives setup might have made choosing between normal and alternate a closer call.

The quadgun emplacement is basically out of my list at this point. It was already tenuous but not overwhelmingly useful. There are some flyers and flying monstrous creatures in our community, but not a ton of them. Further, Redcap’s has so much blocking terrain that it’s actually pretty hard to put it somewhere with a broad firing lane. That’s particularly true if you’re trying to put it by an objective like I do with my bunker. Now that it can’t shoot effectively at ground targets though its utility is even more questionable. On a very small upside though, it’s now efficient to put Scouts, Guardsmen, or other low BS models on a quadgun since it’s always hitting on 6s against ground targets regardless.

Hurhurhur, if your Emperor's so awesome, why can't his quadguns even hit a giant blob of 7 foot tall dudes in massive power armor?  Hurhurhur. Blood for whatever god is most convenient for us this week!

Hurhurhur, if your Emperor’s so awesome, why can’t his quadguns even hit a giant blob of 7 foot tall dudes in massive power armor? Hurhurhur. Blood for whatever god is most convenient for us this week!

Before playing any 7e games, my first thoughts about Objective Secured were that it’s clearly important, but I wasn’t convinced that it’s super critical. After this game and Thursday’s, however, I’m continually increasing my view on how important it is. In this game, my last remaining Sternguard, an Elites selection, were essentially irrelevant because Colin’s Chosen, made troops via Black Legion, trumped them on claiming the objective. My first thoughts were that most objectives are outright claimed or not anyway, so Objective Secured wasn’t a game changer. But it does allow you to basically completely ignore that lingering enemy Drop Pod, Dreadnought, Terminator, etc., in the endgame, which is a big deal.

That said, basically no one should not have Objective Secured on their troops. Despite GW’s pretenses, the distinction between unbound and battle forged armies is essentially a false one. Given how loose the battle forged restrictions actually are, there’s almost no army you can’t construct just by paying some small tax on an HQ+troop for a new detachment. This will undoubtedly change as tournaments lock things down, but for straight by-the-book play, unbound armies may as well not exist for how little is actually prohibited even without it.

Outta Here

Again, a few more photos are in the Flickr gallery. More thoughts on 7th to come.

IMG_7714

Yes, yes, point the flamer over there—no, not at me, over there, over there!