40k: Books & Books & Books

7th-coverWith GW seriously ramping up its book and model output for 40k over the past year, and 6th and now 7th editions having wide open army construction rules, there are some crazy combos out there. A lot of tournaments have already applied or are talking about restrictions such as “Your army must come from 2 sources.” That seems pretty reasonable to me. But, particularly now with 7th edition, I think it’d be better to define the restriction in terms of “2 factions.”

Factions

Previously I don’t think 40k had a formal definition of “faction.” This edition though actually has a fairly clear one, on page 118. Some obvious things are made formal, following the traditional notion of each codex book as a faction.  For example, Salamanders Space Marines aren’t a faction while Blood Angels are. It also specifies that all the units selected from a codex are of that faction unless noted otherwise, even in the now common case that the unit exists in multiple codexes. More usefully, in a needed formalization, the section also explicitly says that all the units in a codex supplement belong to that codex’s faction.

Sources

The primary problem with restrictions based on “sources” is specifying what counts as a source.

For example, I doubt most people would object to a Space Marine detachment allied with Imperial Guard. But suppose I want to include an Aegis Defense Line or Imperial Bunker? That also seems totally reasonable. But that’s now three distinct books: The Space Marines and Astra Militarum codexes, plus Stronghold Assault. Note that ADLs, Bastions, etc., have all been removed from the core rulebook in this edition, so lots of people will presumably be grudgingly buying and wanting to use the Stronghold Assault book. Even with diminished quadguns and other skyfire weapons, with scoring permitted from buildings, improved/clarified Void Shields, and D weapons in the core game, I expect bastions and such to return in popularity; I’ve been a fan of the Imperial Bunker since the book came out. Generally I think the fortifications in Stronghold Assault are pretty reasonable and not overpowered, so it or some subset should almost definitely be allowed in nearly all tournaments. The main question to me is whether or not to allow D weapons, from any book, not just Stronghold, the answer to which should probably be the same answer to whether or not to allow Stronghold’s mighty bulwarks and other buildings with AV15.

These guys are not a game breaking setup.

These guys are not a game breaking setup.

The problem is then what to do about defining “sources,” because that quite reasonable Space Marine + IG + ADL/Bunker army has three. You can’t just arbitrarily allow three sources and hold to the original intent of the restriction because then somebody brings some ridiculous Tau + Eldar + Necron combo or such, eliminating which is the whole point of the exercise.

You could carve out Stronghold Assault as not counting toward the source limit, but then you get stuck into an ever deepening hole of special exemptions to what counts as a “source.” Does Escalation count as a source, assuming it’s permitted? What about Codex: Imperial Knights? Assuming you’re willing to allow at least a subset of the units in any of those books into the game, you now have all the same problems. More challenging, suppose GW puts out a new, modest fortification model in the near future, and includes rules in the box as they initially did with some of the latest pieces? Or publishes a new variant or updated rules for an existing unit in White Dwarf? Do those count toward the source limit? At that point you’re looking at either limiting people’s army selections, which might be reasonable in a heavily competition oriented event like a GT but less so otherwise, or you’re building complex lists of exceptions and periodically updating them according to GW’s production whims.

Similar to all of that are the supplements. Say I want to field Codex: Space Marines plus Sentinels of Terra as my core army. Does that hit my two source limit already, prohibiting any allies, knights, fortifications, or superheavies ? As another, presumably very common possibility, what about Codex: Chaos Space Marines + Black Legion + Codex: Chaos Daemons? It would be unduly limiting to include supplements in the sources count, but to not do so then the definition of “sources” needs to spell that out. But then what if some supplement down the line includes units it explicitly puts into different factions?

Dataslates + Formations

A closely related question then is whether or not to include dataslates and formations. Caveat some other explicit restriction, under the “factions” terminology they would be included, and you could use several at once provided they stayed within the faction limit. Notably, though they would be limited in number, the “sources” phrasing would also permit you to take one, which could be all you need to cause trouble, assuming there is trouble to be had. There definitely could be or possibly already are some formations or dataslates that are not desirable but fall within the two sources limit, permitting codex + ebook.

Whether or not to include these is a whole separate topic. One important quick point though is that though often lumped together, these should be considered separately. Other than some potential absurdly powerful unit, dataslates introducing a new model/unit variant are almost always going to be much less problematic than formations, which either introduce new benefits with no additional cost or enable crazy quantities or combos of units. Restricting these should be considered separately, and it wouldn’t surprise me at all for many tournaments to say yes to dataslates but no to formations.

My main point here is that in regards to dataslates and formations, the “sources” phrasing doesn’t do a particularly better job than “factions” at getting to the heart of the problem despite all the extra baggage outlined above. Either way you cut it, additional rules are needed, and it’s cleaner to phrase them in terms of factions. For example, I suspect some of the worst formation problems could be dealt with by saying “No more than 1 detachment of any given faction is permitted.” There would be some collateral damage there, like preventing the Codex: Space Marine chapters from allying with themselves. But unless I’m mistaken it would also very cleanly prevent builds I believe to be generally considered problematic, like the Tau Empire + Farsight Enclaves + Firebase Support Cadre combo.

Formal Terms

All in all, it’s much more elegant to simply say “Armies may include at most 2 factions” rather than restricting sources. That gets at the heart of the problem, preventing crazy non-traditional army combos, while still cleanly and clearly allowing in the various codex supplements and expansions. Obviously there could be other rules, say to exclude D weapons and AV15, permit only 2 detachments, or exclude formations, but they’ll all be sitting on a much more clear and formal framework. In general, it’s almost always simpler, more effective, and causes less collateral damage to do these kinds of restrictions in terms of formal game concepts like “faction” or “buildings with AV15” rather than informal, external ephemera like which source/book a unit came from—particularly as it could come from several—or the ostensible manufacturer, i.e., restricting Forge World.

From ForgeWorld, probably not game breaking.

From ForgeWorld, probably not game breaking.

From ForgeWorld, probably game breaking.

From ForgeWorld, probably game breaking.

Summoning

As a final note, regardless of the phrasing in terms of “sources” or “factions,” some clarification should be made regarding conjurations. If I’m using the malefic powers in the core rulebook and summoning units from Codex: Chaos Daemons, as it explicitly notes, does that count against my sources/factions limit? Much as it horrifies the fluffy player in me, you could certainly have somebody now with a totally reasonable main list of just Space Marines + Astra Militarum + Stronghold Assault who is also putting Chaos Daemons on the board in-game. Again, any clarified permission or enforced restriction here should be made in formal game terms and be crafted to be proof against potential future codex and supplement updates, i.e., not specifically about Chaos Daemons or malefic powers. It wouldn’t shock me at all for some future army or unit to have powers to summon something besides daemons, like an Eldar Avatar, Ork golem of Gork (or Mork), or something akin to the Space Marine Legion of the Damned. I would guess such a rule or clarification should be phrased along the lines of something like:

  • Permissive: Units created by conjuration powers do not count against a player’s faction limit even if they are of a different faction from those used in the player’s army list.
  • Restrictive: Units created by conjuration powers count against the number of factions permitted to be fielded by a player.

Note that in terms of these kinds of restrictions the latter basically means you’re taking Chaos Daemons as an ally if you use the malefic conjuration powers, whether or not you have any daemons in your starting list.

40k 6e Space Marines: Supports

spacemarines-6e-codexHaving played a few more games and studied the book a bit more, I have a couple more thoughts on the new 40k 6e Space Marines codex.  Previously I had some notes on Core Dudes, Librarians, and Vulkan.  Up now are some supporting units, specifically Vindicators, Whirlwinds, Thunderfire Cannons, and Landspeeders.

Vindicators

These have not changed except for dropping 10 points.  The Vindicator is obviously useful when it gets good shooting opportunities, but it’s always seemed handicapped to me by the low position and fixed mount of its cannon.  Combine that with the short range and it just spends too much time blocked by terrain.  I always get the feeling that it was a more commanding unit in earlier ages of 40k when there was generally a lot less terrain, universally less mobility, and a lot more of two gunlines just shooting at each other and slowly advancing forward.  Vindicators might be attractive again with how much faster vehicles got in 6e, but I’m not super sold on that yet.  Between the range and fixed angle there’s still too much need to be right up in your enemy’s face.

Whirlwind

I love the Whirlwind model and have always wanted to get and field some, but could never justify the cash or points.  The single-shot blast template made it not particularly reliable at hitting anything, the weaponry isn’t particularly killy to counter that unreliability, and its not particularly survivable at a standard Rhino chassis AV 11/11/10.  Sixth edition Marines though makes it pretty attractive to my eyes though.  The big change is a switch to large blast templates, which means it could really deliver some death to weaker infantry and is much more likely to at least hit MEQs.  It also dropped from 85 to 65 points, making it much more attractive for how likely it is to get popped.  Now I can definitely see putting a Whirlwind or two in the backfield pinging away, and look forward to acquiring some over time.

Thunderfire Cannon

First off, it has to be said that the Thunderfire is a really really terrible model.  It looks ok, but it’s not cheap and every piece is really warped, impossible to fix as it’s a metal model.  It’s shockingly difficult for such a simple model to get it to all stick together.  It would be really nice if it were redone in plastic.

That aside, I liked the Thunderfire in 5e as a game unit and found it pretty useful.  You set it up on top of a piece of terrain with a clear line of fire and just shoot away.  It wasn’t terribly survivable if anything got a shot at it with 5e’s AV 10/one-shot-kill artillery rules, but with 60″ range you could set it far enough back that it could last for a while provided you could keep outflankers at bay.  The Techmarine himself is also useful even after the gun dies, with the Servo Harness and Artificier Armour giving him reasonable street creed at both near-range shooting and close combat.  The ability to buff cover saves from any piece of terrain can also be a big boost against some opponents.

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde...

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde…

Sixth edition makes the Thunderfire even better.  Same points and shots but the new codex gave it barrage—awesome!  Now you can really set it out of the way and/or hit anything on the table, even dudes cowering behind high terrain.  With four shots a lucky series of hits can really land a lot of hits on a target, and stands a good chance to hit something even with reasonable scatter on the first shot.  Perhaps more importantly, the revised 6e artillery rules make it a T7 W2 3+ model.  That’s actually really survivable and a huge buff to the unit even before the new codex hit.  I’ve been rolling this a fair bit in recent games, and it’s been doing really well.

The one thing I would have liked to see from this unit is the ability to field squadrons of them.  It just seems like it’d be a natural for that kind of deployment, and it’d be really handy to be able to organize three into a single FOC slot for larger games.  Personally I would work it so that a single Techmarine could shoot or move any or all of them provided they were each in standard unit coherency—he’s controlling them all as networked slaves or something like that.  Multiple Techmarines would make it fairly expensive points-wise.

Landspeeders

I love me some Landspeeders and almost always field two or three in every size of game.  In 5e these were immensely valuable for flaming infantry, melta-gunning vehicles, and swooping in to deny objectives.  It’s worth noting though that they’re better at lower point value games.  The more points in play the more bad guys there are standing around with nothing better to do but take a potshot or two at a ‘Speeder, and even a Bolter can take it down.  At lower points there are fewer enemy units just standing around with no higher priority target, and the tactical flexibility of high mobility, Flamer, and Multi-Melta is very valuable with fewer units in your own force.  They are also much stronger at objectives-based missions than kill points.

The new codex changes their basic stats just slightly, namely that Typhoon Missile Launchers and Assault Cannon options got quite a bit cheaper.  That’s interesting as it’s definitely a valid, popular, standoffish way to run them.  I always roll the Heavy Flamer and Multi-Melta though to capitalize on the buffs from Vulkan and the Salamanders’ traits.

The 6e core rules however change the ‘Speeder in significant and complex ways.

First off, Jink for Fast Skimmers is a substantial buff to the survivability of the unit.  You just need to remember to always move; sometimes I’ve forgotten as I had spent a fair amount of time trying to coach myself to sit back and use the full range of the Multi-Melta, and thus didn’t have to always move.  The new Fast rules are also helpful, really letting the thing fly all over the board.  More shooting with a 12″ move, and the ability to cover a ridiculous 30″.  The latter is actually a notable improvement beyond just the raw movement.  The increased speed makes it even easier to fly on from Reserves rather than Deep Striking into an unfortunate, exposed position, or deploying on the table and risking first turn shooting.

Oooh yeah.

Oooh yeah.

In a basically neutral but slightly positive point, ‘Speeders didn’t really change much in survivability.  While other vehicles became more predictably killable with the introduction of hull points, Landspeeders were dead easy to kill to begin with.  If anything they became more survivable because glancing hits can’t do the same kinds of damage as before, it’s guaranteed to still be a useful unit after the first glance.

On a related but somewhat neutral to negative change though, squadrons now simply break off and leave behind immobilized vehicles rather than destroying them.  That sounds maybe kind-of sort-of useful as the damaged model can in theory now still shoot at stuff, particularly if you’re rolling the longer range Typhoon or Assault Cannon.  In reality though, that model then becomes a separate unit and yields up an easy kill point to your opponent when it is finally destroyed.  I would probably rather just have it destroyed if I choose to leave it behind and not give up the point.  This new rule is really only beneficial for vehicles with turret-mounted, barrage, and other weapons with more targeting flexibility that remain useful when immobilized.

A more negative change in 6e is that movement doesn’t give vehicles nearly as much help in close combat as it used to.  The protection from movement is minimal with the new WS 1 rule, and high speed literally doesn’t improve that at all.  Once an enemy assault unit finally catches up to the ‘Speeder, something that’s almost certain to happen with the shorter range loadouts I use as it gets mixed into the thick of things, it’s pretty much done for.

Much more troubling is that vehicles are no longer denial units in any of the missions, they can’t contest objectives.  That’s a major tactical role of the fast moving Landspeeder that’s been completely eliminated.  There really isn’t anything more to say about that, it’s just a critical thing they used to be able to do that they just can’t do directly anymore.  The one upside is that other enemy vehicles won’t be able to claim either, so overall there just isn’t the same kind of 5th turn race to the nearest objectives, but it’s still a major net-negative change.

All in all, Landspeeders probably got decreased in value because of that one change.  They’re probably slightly better for the bulk of a game, so certainly still worth using, but their utility in the endgame has declined dramatically as their typical largest impact role has been eliminated.

Summary

Except for the Landspeeder, all of the supporting units above became slightly to much more valuable with the new codex and 6e rules.  Certainly none of them are overpowered, but all more efficient, and in several cases much more effective.  The Landspeeder is no longer the game changer it frequently was in 5e, but it’s still a worthwhile unit if it matches your style and you’re prepared to risk the kill point(s).  For my part I’m pretty excited to have a couple of the neglected and so-so units refreshed into newly viable options.

40k 6e Space Marines: Core Dudes

Games Workshop put out a new Space Marines codex last week.  Recently I started creating army lists and am posting thoughts as I go.  Previous thoughts were on Vulkan and Librarians.  Up now are the core dudes of any Kingbreakers force: Sternguard, Tacticals, and Transports.

Sternguard

Sternguard got kind of a funny set of changes.  The first five went down a point each, but any additional veterans went down three points each.  Unfortunately Combi-Weapons went up five.  That’s a little problematic for me as I’ve previously relied on a good number of Combi-Meltas.  So my 5-man Combat Squad with 3 Combi-Meltas went up 10 points while a 10-man full squad with 6 stayed the same.

Tacticals

Tacticals have a similar story going on.  Dudes got cheaper but a bunch of their stuff got more expensive.  In general it works out to be kind of a wash.  I guess the motivation was to drop equipment price lists from individual units and allow many of them to use the same armoury listings without really changing the overall unit prices from 5e, but that seems kind of a silly, unnecessary reworking.

You also need to pay to upgrade Tactical Sergeants to Veterans and get a second Attack and boosted Leadership.  Personally I think the Veteran upgrades are probably worth paying for unless the squad is really not going to wind up in combat at all.  Two base attacks plus a bonus third for wielding dual close combat weapons can be pretty decisive against a variety of opponents.  In general I’m all for a la carte upgrades—if I don’t want it, why should I implicitly pay for it?—but these might be pushing it a bit.  In particular, I think they create an opportunity for minor mistakes and abuses.  E.g., I usually upgrade my dudes but one game I don’t to shave points, and I totally forget I didn’t and roll the extra Attack and +1 Leadership all game.  Similarly, a large game could easily have ~4–8 Power Armour squads with the option.  If I only upgrade my front line, I could easily “forget” and roll on the upgrades when my Devastators wind up getting assaulted, and many opponents aren’t going to catch that in the heat of battle.

Transports

One big difference for some lists is that Razorbacks went up 15 points, to 55.  Rhinos and Drop Pods stayed at 35.  I’m not sure how reasonable this is.  Razorbacks seem to have a pretty solid built in tradeoff versus a Rhino: Carry half as many dudes, but be able to shoot stuff.  Paying 5 points for the privilege seemed reasonable, but a 38% premium seems overkill.  This seems to be aimed directly at neutering the Razorspam lists floating around in 5e, but I didn’t think they were that prevalent or overpowered, and mostly seemed to be a Blood Angels thing anyway.

Another significant difference is that Drop Pods were reduced back down to a transport capacity of ten, having been able.to carry twelve in 5e.

Kingbreakers

One of the things I had to learn in the previous edition was that cheap Special and Heavy Weapons are a strength of the Marines.  Plasmacannons for 5 points were a bargain that had to be taken advantage of; ditto free Missile Launchers.  The points changes make it feel like the weapons aren’t a good bargain anymore, at least for Sternguard and Tacticals, but the lesson probably still applies.  Similar goes for the Sternguard Combi-Meltas.  At first I thought my loadout was going to be too costly, but when you do the math a 10 man squad actually comes up 10 points cheaper.

I do usually bring a Razorback or two, but not enough of them to make that increase super punitive.

The Drop Pod transport capacity decrease is a huge deal for the Kingbreakers though.  I can’t get super worked up about it because it just brings them back in line with the other codexes.  But 10 Sternguard + Vulkan or a Terminator Librarian coming down in a Drop Pod was a keystone of my battle tactics.  The Sternguard have fairly flexible armoury options so it wouldn’t be a huge deal in terms of equipment to cut them down to a squad of 8, whereas Tacticals would miss out on a fancy weapon.  The real loss is not being able to Combat Squad that unit anymore.  I thought it useful to be able to split up coming out of a Drop Pod, either dividing up existing targets or trying to pop a transport with one and frag the occupants with the other.  Not being able to do this with one of my heroes along for the ride isn’t the end of the world, but it’s unfortunate.