40k: An Escalation of Bad Design

Yesterday was Redcap’s January tournament. As usual it was 1850 points, everything allowed—all supplements and Forgeworld units permitted for standard 40k, which is basically everything at this point. This was the first tournament in our group since Escalation and Stronghold Assault came out, and the subsequent arrival of superheavies. Turnout was low due to a snow storm, but a Shadowsword, Lord of Skulls, and Barbed Hierodule all made an appearance, plus my little Imperial Bunker.

On the one hand, as usual it was a really fun day. Redcap’s executed the tournament well as always, and it is a great group of people. I had three good games, it was fun hanging out, and I was glad I did not let the snow turn me away. On the other hand, it was also such an unenjoyable event and highlighted so many issues that overnight I have little interest in competitive 40k. Keep in mind, that’s after picking up two crushing victories and a majority of the bonus points to take second place, without myself taking a superheavy. Other than a basic bunker (AV14 + 1 Void Shield + 1 Quadgun), I brought my usual vanilla Marines (play as Salamanders) and still did pretty well, so the concerns below aren’t straight sour grapes. I’m sure some of these will be addressed as people work out effective counter tactics and units, FAQs come out, and everyone becomes more familiar with the relevant rules. Many of them though represent fundamental issues in current 40k that are unlikely to be addressed at all, let alone GW’s historical poor performance resolving even minor rules questions and imbalances.

These concerns, explained in detail below, basically fall into three areas:

  • Cost and accessibility;
  • Imbalance and crippled strategy;
  • Ambiguity and rules problems.

Note that two of those have nothing directly to do with most players’ primary concern of overpowered units.

Hohoho, let's play a game! It's called "Look up all the rules as fast as you can!"

Hohoho, let’s play a game! It’s called “Look up all the rules as fast as you can!”

Cost and Accessibility

This hobby is not a cheap one, but I don’t agree with the common sentiment that GW’s models are absurdly costly across the board. The core units are actually favorably comparable to other systems (especially given the quality and poseability), and the mid-range stuff not unreasonable. More esoteric units though are questionable, and most of the books definitely well overpriced. Unfortunately, the new power balance is gravitating heavily toward those units and ever more numerous books.

I don’t think an average player could show up to a tournament now—even just lightly sprinkled with the crazier stuff as Redcap’s tournaments tend to be—without those models and supporting books and still place about average. The expansions, dataslates, etc., are making it increasingly about who’s willing and able to put out cash for better units. That’s unappealing to everyone, and raises even higher the already substantial barriers to bringing in new players. It’s not a huge community to begin with, it won’t survive long at all turning off old players and discouraging new ones.

Beyond the costs, even if you’re willing and able to put out the money, access is problematic. I would love to buy more Forge World stuff, mostly just basic infantry for more modeling options, but it’s a large hassle, expensive, and absurdly slow for this day and age. Previously that was unfortunate for the hobby aspect but had no impact on competitive gaming. Now though, if you need that stuff to be competitive, that puts a big damper on things. Notably, that doesn’t just mean models, to really be competitive most people also need a pretty broad swath of books beyond their own forces.

Superheavy Imbalance

I do think some of the new elements are not just a bit imbalanced, many of them don’t even make sense or aren’t meant to be comparable within the same game—standard 40k vs Apocalypse. Keep in mind, at Redcap’s we haven’t seen all of the different supers yet: Nobody brought a Titan, superheavy flyer, or flying gargantuan creature yesterday. I tend to agree that they’re pricey (in points as well as dollars) but extremely survivable and efficient, more so than a Baneblade chassis and the other “small” vehicles and creatures. I have to believe that anybody who’s played Apocalypse will tell you that these items just don’t scale in the same way as the previous “regular” units. They’re costly, but not nearly commensurate to their stats and abilities.

Even just the Baneblades highlight that point. They’re the canonical “baby superheavy” and yet they’re beasts in the regular game. For about 500 points they’re literally as many hull points and nearly as well armored as 750 points of Landraiders, and only the very talented or very foolish would consider three Landraiders not a challenge to take down. On top of the hull points and a number of smaller benefits (better tank shocks, etc.), superheavies get more and much stronger weapons, each weapon can shoot a different target, and the model completely ignores almost everything on the vehicle damage table. Those are huge buffs compared to a standard vehicle, being able to split fire and not being able to be stunned, immobilized, or take weapon destroyed results, and you’re not really paying points for them. For 2/3 the cost of the previous baseline “ultra heavy” block you’re getting a substantially better unit. Worse, a number of the other supers, even just in the Escalation book, are more survivable and just as killy. I could see my army as-is possibly taking down a Baneblade. I can’t see it doing hardly anything to a Lord of Skulls (frequently has a 3+ invulnerable, regenerates hull points, fights back in assault, and so on).

Without your own super—or a D-weapon equipped major fortification—by and large it’s going to be extremely difficult to take down a super, and it won’t be impaired in any way even as you chip away at it. You may get some victory points (for every 3 hull points taken), but you’re at a huge disadvantage in kill points missions and the others like Emperor’s Will or The Relic with a low number of objectives. I was going to say they’re only compensated for by missions with a whole bunch of objectives, thus penalizing supers for absorbing points not spent on troops units to score, but Imperial Guard also counter that easily.

D Is For Dumb

Meanwhile, as it’s rolling around unstoppably, a superheavy is smashing and destroying at will, particularly if it has a D-weapon. By ignoring all saves and cover, D weapons make almost everything else in the standard game almost pointless. They generally have absurd range as well so you can’t even run away from them. Without benefit from armor, improved cover, maneuverability, or other defenses, you may as well not bother. The old adage about Apocalypse now applies to 40k: It’s a game of setting up and then packing away models. A vast swath of the strategy and play in 40k is eliminated as you should never take anything but the cheapest possible troops to hold objectives. They’re all equally killable now so you should pack in as many bodies as you can and spend the rest of the points on your own D-weapons, because that’s basically all that matters.

That’s a huge problem because it reduces the strategic depth of the game, making much more like its old days of two static gunlines shooting at each other in point & click fashion. It also really hurts different play styles and even entire factions, putting even more focus on long range shooting and minimizing maneuverability and assault. Even just by sheer model count, managing a whole army of units and enacting a lot of synergistic abilities through coordinated moves is a skill that’s not nearly as critical if one mega unit occupies a huge fraction of your points. Though never a huge fan of piling on models for games at stupidly high point values, I’m also not interested in driving around a couple large models.

Unfortified Positions

I think in GW’s view fortifications are supposed to balance all that out. We’ll set aside for now the point earlier about that still requiring more books and largely more expensive models. We’ll even set aside the fact that this only helps armies that can sit back and shoot with high strength from a distance and out of sight. Even ignoring those two considerable points, fortifications just don’t balance against D-weapons. The rules actually don’t even make any sense if you assume that was the intent.

As written, the void shields and buildings are completely out of whack. On the one hand, they make your units essentially invulnerable to standard units. Guys inside can’t be assaulted or shot, you often may not be able to reach the battlements even theoretically to assault there, and the shields and bunker walls defeat most standard units’ attacks. On the other hand though, they’re completely useless against D weapons and even high strength blasts: Against the former they’re all but automatically destroyed, and against the latter stand a high probability of collapsing. Worse, they’re actually death traps. Say you’ve got a pretty standard configuration: An occupied bunker with a unit of 5 on the battlements, all under 2 void shields. That gets hit by a D blast. The guys on the battlements generate 5 hits which take down the 2 shields automatically and also kill 3 guys on anything but a 1. The bunker also takes a hit since it’s under the blast as well, and explodes on anything but a 1. Note: Doesn’t take damage; explodes. As an effect of that, the guys on the battlements take another D6 S6 hits and the guys inside take 4D6 S6 hits before they both run away and then presumably get stomped on.  Some bunker.

The only reasonable way to use the bunker then is to not put any guys on top, such that the shields absorb the single hit on the bunker. Somehow that doesn’t seem to be the vision GW actually has for fortifications, with guys all over the battlements in every picture. Alternatively you could apply a super technical distinction that the battlement is, per the text, the top level of a ruin, a different level from the building, and therefore a blast or template can’t generate hits on both the unit on the battlements and the building itself. That’s super non-intuitive though, I actually haven’t seen anyone else argue that, and basically irrelevant. Either way, the shields are fairly easy to be crushed and your building exploded if there’s a superheavy around.

Unbelievably, a bunker—starting from 50 points and presumably designed in game terms to protect your dudes against crazy firepower—is actually worse as a defense from D-weapons than a 35 point Rhino. They both get blown up pretty much automatically, but the latter only causes a S4 hit on each guy inside, while the former does 4D6 S6 hits. Extending that comparison, in an often overlooked rule, you can’t put objectives in or on buildings and fortifications. You also can’t be embarked inside to score, just like a vehicle. So just like a transport, your dudes need to flee their amazing fortress and run out into the open on Turn 5 to sit there getting hammered by D-weapons before they can claim the objective.

The only mutant around here is GW's goddamned play testing.

The only mutant around here is GW’s goddamned play testing.

Fog of War

Unbelievably, it gets even worse for fortifications and the people who have to play against them. The rules are fairly incomplete, and often make little intuitive sense. Stronghold Assault actually did go a long way to cleaning up the building rules, making them much more clear and streamlined from those in the 6th edition core rulebook. But even those have numerous problems and ambiguities. Just a sampling:

  • It’s actually not at all clear that the above discussion is how void shields are supposed to work, though that’s definitely how they’re written. In terms of balancing out D-weapons, it would make much more sense if each shield blocked a shooting attack, rather than a hit, and is clearly how many people are reading it (incorrectly). This would make them stronger, though your bunker is still pretty much hosed.
  • In the original core rulebook, it was clear that Aegis Defense Line segments just had to be put next to at least one other piece, so you could have disjoint barriers. That actually seemed pretty fluffy and reasonable to me. GW later changed that though, sneaking a game changing errata into the BRB FAQ “clarifications” to say that they had to be in a continuous chain.  Stronghold did not copy the language of the FAQ, instead repeating the original BRB datasheet. Does the FAQ language still apply given that it’s a new and different book? More confusingly, the Wall of Martyrs Defense Line uses the exact same original language, has pictures in a disjoint configuration, and in fact as sold could not be deployed in anything but a disjoint configuration (it has 2 corridors and 4 endcaps). So how can you place defense lines?
  • It’s not totally clear and intuitive to everyone whether or not the Chaos Daemon Warp Storm applies to guys occupying buildings. As far as I’ve seen, and certainly by the codex text itself, it’s not even 100% clear in some cases whether or not it applies to units embarked in vehicles, let alone buildings. Intuitively in fluff terms this one could conceivably go either way for some effects, like Nurgle’s Rot, though I assume it would not apply to occupying units.
  • There’s a difference between occupying a building and being on the battlements. Very oddly, units on battlements are only affected by total collapses and detonations. They don’t take hits or get stunned on partial collapses, unlike the guys inside. That’s particularly weird when you figure, per the discussion up above, that having guys on the battlements is otherwise really bad. Adding to the confusion, the BRB FAQ says guys on battlements can’t overwatch units assaulting the building. On top of being weird, that was when battlements were considered separate buildings by the BRB. Stronghold smartly gets rid of that complication and rewrites the buildings rules, so can they overwatch now?
  • It’s not clear what properties and rules classical BRB bunkers (pg 92) have, even if you take the reasonable assumption that they’re treated much like other fortifications. The rules leave an awful lot open to the physical modeling of the buildings, in terms of access points, fire points, ladders to reach the battlements, and so on.  Redcap’s actually does a really good job specifying exactly what the terrain on each board does and how it works, but there are practical limits to that. In general, the Stronghold book does a similarly terrible job saying how big things are, how many fire points they have, etc., making it difficult to model your own based purely on the book. GW’s motivations for that are clear, but then they don’t even provide models for notable items like Void Shield Generators, let alone non-Imperial fortifications.

Long story short, you can arrive at reasonable conclusions for any one of these things, but they start to add up, and some of them don’t actually have good answers. Further, in the middle of a timed tournament match all these questions just become overwhelming. Compounding all of these actual problems, buildings are a whole other large chunk of rules, now unfortunately spread across two books—terribly, GW did not copy and rework the whole section from the BRB to Stronghold Assault, just a couple pages of errata. Most players have previously just not dealt with buildings too much, and if there’s any reasonable uptake of them it’s going to introduce a lot of questions, confusion, and errors.

Having a bastion or two on the table in the players’ backfields hasn’t been that common to begin with, and just isn’t nearly as complex as having multiple buildings of different types more actively in play. Between needing more defense and there being more options though, buildings could be seen a lot more. The variety of rules, units, and complex interactions also continues to grow rapidly, aiding the confusion. In my first round yesterday against Jeremy and his Chaos Daemons there were three BRB buildings on the table in addition to my Imperial Bunker. It was a good game, but extremely draining. We both know the rules reasonably well, play reasonably well, and were both going at it in good sportsmanship with a lot of energy at the top of the day, but it was brutal. With four different buildings in play, his Lord of Skulls running around smashing things, crazy Chaos powers, and both of us occupying and trying to attack buildings and occupants, it was a huge mess of rules questions and lookups, with major game stoppages every couple minutes. That will improve as buildings become more familiar, but many significant issues will remain unless Games Workshop really steps up its errata and FAQ process.

Conclusion

Coming out of yesterday’s tournament I was very conflicted. It was a great day of gaming, but it managed to be so essentially in spite of the game. Reflecting on it more in writing this, probably a number of my major complaints will ease away with everyone studying and playing under the buildings much more. However there will still be significant amounts of additional confusion. More importantly, that doesn’t even begin to address the issues of balance and accessibility.

All in all that leaves me really sad. I thought 5th edition 40k had a ton of strategy, streamlined play, and for a while there a good amount of balance. The core of 6th edition introduces a number of more questionable aspects such as random psychic powers, and near-invulnerable flyers, but is still workable even with some very faulty codexes. The expansions and supplements though I think are really clobbering the quality of the game, for all the reasons above, and a threat to its community and longevity.

What I did with my prize money...

What I did with my prize money…

PAGE Apocalypse 2014: The Defense of Kimball Prime

kingbreakers-icon

With the fall of Caldor IV and Rittenhouse Hive, yet another of Abaddon’s years-long black crusades continues to build momentum.  Gazing deep into sector holomaps, Kingbreakers’ leadership decides to make a stand on Kimball Prime.  Great works begin as the planet is made into a fortress world, with bunkers, shield generators, and innumerable weapons batteries built from the ice wastes of the poles to the sweltering jungles of the equator.  Here the traitor’s tide of war will be blunted, or the incursion will rage through the sector unstoppable.

Despite a snowstorm shortly before and a variety of other hiccups, most of the PAGE crew got together for its much planned 2014 New Year’s Apocalypse this weekend, to smashing success.  Brett, Colin, Lovell, Steve, Tom, and Warren joined armies to form the Forces of Discord.  Akil, Jason, Justin, Owen, and myself made up the Forces of Order.

Lots more photos are in the Flickr gallery.

The battle underway!

The battle underway!

Listen, we could spend all day rollin' butt loads of dice, or you and me could just Rochambeau right now and get a beer?

Listen, we could spend all day rollin’ butt loads of dice, or you and me could just Rochambeau right now and get a beer?

Armies

After extensive ad hoc rebalancing for missing players—presumably caught in the Warp—the two teams came out to about 20,400 points each, from an originally planned 24,000, including all Titans, superheavies, and gargantuan creatures.  The armies of Discord brought a variety of Chaos Marines, Daemons, Cultists, Traitor Guard, and Necrons, supported by a Reaver, Warhound, a Baneblade chassis, Greater Bloodthirster of Khorne, Great Brass Scorpion, all lead by Abaddon.  The Forces of Order brought together many allies, including Space Marines, Space Wolves, Dark Angels, Tau, and Imperial Guard, supported by a Reaver, Warhound, and three Baneblade chassis, lead by Librarian Rorschach.

The planet writhes in flames as the war grinds on to near stalemate.  Finally all the hosts come to a head in a single line of battle stretching across half the planet.  Desperate times at hand, the great heroes Grimnar, Belial, and Creed together with legendary commander Farsight hurl themselves into combat at the head of great columns of men and vehicles.  Awaiting them lies a brutal gallows roll of all the mightiest foes of the Imperium, from blackest Abaddon himself to the greatest daemons of the Warp, with even the machined strategist Imhotekh and all his advisors rising from a newly awoken Tomb Citadel to throw in his lot with the bid to take down an Imperial sector.  The last push begun, Captain Angholan clasps gauntlets with his battle brother Rorschach and embarks to the front, leaving the latter and his Council of Librarians to divine the Emperor’s light and guide the forces of order.

This planet is ours now.

This planet is ours now.

Party's on the other side of the table, boys!

Party’s on the other side of the table, boys!

Scenario

The board was 6′ x 17’4″, with teams each taking a 2ft long-edge deployment zone.  Chaos won zone selection in a roll-off, and then took first turn as well after bidding 5 minutes’ deployment.  The Imperium, expecting such a low bid from the heretics and having significant foot and vehicular forces to field, bid for a full 30 minutes of setup.  Discord placed a dual set of Void Shield Generators and Vengeance Battery fortifications, with a Necron Tomb Citadel nearby.  Loyalist fortifications included multiple Imperial Bunkers, Vengeance Batteries, and a Void Shield Generator creating a 12″ protective bubble over their central position.

Heretics placed one home objective in the Citadel, another safely ensconced within the overlapping Shield Generators, and targeted an immensely important fir tree among the ice caves on the Imperial flank for their opposed objective.  Kingbreakers declared their central command buildings as tightly clustered home objectives, while the Dark Angels and Tau targeted a critical defensive wall in the jungle temple on Discord’s far right flank as the breach point through which to break the crusade.

Table setup and deployment; click for larger view.

Table setup and deployment; click for larger view.

We followed standard 6th edition Apocalypse scoring for the match: Killing superheavies, gargantuans, and the designated supreme Warmaster are each worth a point; objectives are scored at multiple times and progressively increase in value, in this case after Turns 2, 4, and 5 (game end), and for 1, 2, and 3 points per objective each time.

Let's do this thing!  Steve's scratchbuilt Warhound Titan.

Let’s do this thing! Steve’s scratchbuilt Warhound Titan.

Battle

How quickly shift the tides of war!

Major axes of movement & reserve arrivals; click to enlarge.

Major axes of movement & reserve arrivals; click to enlarge.

Turn 1

Combat began hectically, with the defensive Imperials in particular rushing to activate all of their comparatively numerous models and ultimately skipping a fair bit of shooting when time ran out.  Chaos declared a Trophy Kill objective on Grimnar on the Imperial right flank and began pursuing it with a massive Traitor Guard armoured spearhead combined with Abaddon himself and his Terminator bodyguards.  Innumerable daemons spawned into existence, anchored to the Materium by a host of greater daemons bursting forth from the Warp at each corner of the battle and shrouding the field in their Tetragon of Darkness.  A massive Necron Pylon came into existence in the very center of the combat, while Necron Sentry Pylons also beamed into place around the Discord objectives.  Discord claimed a Baneblade chassis while Imperials killed the Pylon to gain one point each through the course of the first turn.

Necron, Traitor Guard, and Abaddon, what could go wrong?!

Necron, Traitor Guard, and Abaddon, what could go wrong?!

Turn 2

The Emperor’s light shone brightly in the next round as the Great Brass Scorpion approached Imperial lines but fell to massed multi-melta and lascannon fire.  Chaos’ foul Tetragon was also quickly broken, with several greater daemons assassinated at their anchor points.  Imperial shooting also took out a Baneblade chassis, and all this without giving up a kill point themselves.  Further, Discord discarded their previously earned point to enact the Lies of Tzeentch Strategic Resource and temporarily control the opposing Reaver, forcing it to friendly fire and obliterate a number of Dark Angels Terminators.  Fast moving Necron Destroyers rushing from their recently awoken Citadel did manage to contest the Space Wolves’ objective, leaving Order only 2 points on objectives versus the Discord 3, but the Imperials and allies still came out ahead after Turn 2.

Ohmygod, we're so behind schedule; I need to take a break...

Ohmygod, we’re so behind schedule; I need to take a break…

Turn 3

Quickly though the clouds darkened over the Imperium.  Abaddon and friends bested Logan Grimnar in personal combat, achieving a Trophy Kill strategic asset and claiming 3 points.  Simultaneously the traitor Reaver and tank columns took down a loyalist Baneblade chassis for another point, the earth shaking crunch as its flaming pieces hit the ground second only to that of Grimnar.  These combined losses in the polar fighting left the Space Wolves distraught and open to systematic decimation in the coming turns.

Ongoing tremendous amounts of heavy shooting also did little to stop the inexorable flanking march of the Greater Bloodthirster onto the Imperial’s command bunker.  Only sustained sacrificial delaying tactics and careful positioning of many Space Marines, Imperial Guard, and Tau vehicles and infantry continued to keep it from reaching the Kingbreakers’ encampment and cracking open the critical Void Shields.  Ultimately Order gained no points and ceded its lead in the planet-wide battle royale.

For the greater good!  Blood for the Blood God!

For the greater good! Blood for the Blood God!

Turn 4

Approaching the endgame, the match pitched into a grinding battle of quarter inches and small chances.  Discord caused a cataclysmic explosion on the jungle flank by exploding the Imperial Reaver.  More damningly, the raging Bloodthirster, chosen warrior of Khorne, achieved his primary objective and crushed in a single blow the Imperials’ Void Shield Generator, exposing the command bunker and both objectives previously under its aegis.

Recovering from their mounting losses though, Order achieved several critical successes.  Hulking in screaming victory over the savaged ruins of the Shield Generator, the massive Bloodthirster was yet again lit up and wracked by fire from every possible weapon across half the field of battle and finally succumbed, sent back to its blood god at the very door of the Imperial command bunker.  The great warmonger Abaddon was similarly forced to flee the battle in the face of mounting personal injury, yielding Order 2 points for these kills.

Significantly, the Dark Angels’ long battle through the heart of an equatorial jungle temple paid dividends.  With the bulk of the Chaos flank guards tied up by the Unforgiven, the Tau, Imperial Guard, and Kingbreakers were able to sweep the targeted strategic breach point.  At the same time, Kroot reserves and Imperial Guard bombardments arrived to reinforce the Space Wolves struggling under massive combined assault and help prevent further Necron and Traitor Guard incursion.  These actions denied Discord a third objective for the second round of scoring, which awarded two objectives each.

Air cav inbound!

Air cav inbound!

Turn 5

In its last moments the epic battle for Kimball Prime reached a fever pitch of critical moves, last-chance shots, and final coups de grâce.  Resurrecting the courage of Russ, Space Wolves squadrons regrouped into secure positions overlooking the bizarrely anonymous Discord objective in their midst.  Charged thrusts from elite soldiers and fast attack vehicles of the Tau, Dark Angels, Imperial Guard, and Kingbreakers also swept away the straggling Chaos Cultists and lesser daemons attempting to resecure the breachpoint, the nearby traitor Warhound stomping in rage at its inability to stop the loyalist troops swarming about its feet.

These are not the droids you're looking for!

These are not the droids you’re looking for!

But even as the Forces of Order prepped for these advances on the flanks, Discord piled all of its remaining heavy shooting onto the Kingbreakers’ command headquarters, the Bloodthirster’s suicidal, singleminded, successful mission to cripple the Shield Generator having rendered it exposed for the first time in the battle.  With the points near tied and Discord’s two home objectives safely held but the third stripped away and Order claiming its own flank objective, everything came down to the two on the bunker complex.

With nearly all other long range shooting eliminated or crippled, the traitor Reaver and Warhound Titans combined fire to strip away the bunker’s internal Void Shields and then pummel it with the most powerful weaponry ever fielded.  They were prevented though from directly targeting the most critical troop units and the bunker itself by a well placed Shield Generator Strategic Asset, carefully saved for exactly a deeply dire moment such as this.  A precious few Forest Guard platoon members survive the incoming blasts, even as nearby Kingbreakers Tactical Squads rush in to shore them up.  The Forces of Order continued to hold their two home objectives.

The last of the flanking Obliterators dead and Skarbrand sent back to the Warp, Captain Angholan pauses to survey the battlefield and catch his breath.  His muscles all clench though and his eyes yield to horror as he turns just in time to watch a final massive overcharged plasma blast from a retreating tainted Reaver slam into the newly unshielded command bunker, instantly obliterating its top ramparts and engulfing an extraordinary area in blazing gouts of flame.  Sprinting into the blinding rockrete dust, he calls on all his decades of steely training to choke back surging memories of the fall of Forestway and his own long entrapment in the collapsed capital building.  Armor servos shriek in protest as he rips apart nanobar and flings away huge chunks of rockrete.  Finally tossing aside an entire interior wall, he falls to his knees.  Ahead of him is a large energy bubble supporting all the tremendous rubble of the upper levels.  Huddled inside are a few all-but-dead yet still living Guardsmen and Space Marines.  At the center is his great, troubled friend Rorschach and the Kingbreakers’ Council of Librarians, eyes closed and faces a rictus of concentration from the inconceivable effort of maintaining the telekinetic shield.  With Angholan frozen in relieved shock, Squad Scolirus finally catches up and slips around their Captain to begin carefully extricating the survivors.  The battle is won.

Kingbreakers dance in the flames!

Kingbreakers dance in the flames!

Results

The Forces of Order break Discord’s Apocalypse winning streak!

Reap the tallyman, Nurgle!

Reap the tallyman, Nurgle!

Order claimed 5 of the 7 possible kill points offered by the Discord forces by tagging the Pylon, Scorpion, Bloodthirster, Baneblade chassis, and the Warmaster (Abaddon), leaving the Warhound and Reaver on the table.  Order also held two objectives after Turns 2 and 4 as well as three after game end, for a total of 20 points.

Discord claimed 3 of the 6 possible bonus points offered by the Order forces by eliminating the Warhound and two Baneblade chassis, leaving the Reaver standing.  It also claimed 3 more in achieving a Trophy Kill on Grimnar, declared as one of their Strategic Asset selections.  However it spent 1 to enact Lies of Tzeentch.  Discord also held three objectives after Turn 2, as well as two after Turn 4 and game end, for a total of 18 points.

Final disposition; click to enlarge.

Final disposition; click to enlarge.

Game Thoughts

In a game like this there’s a thousand big and small things of note that happen.  These are just a couple very top level notable observations.

Range and Formations

It was really helpful to have Owen, a newcomer to our Apoc fights, be able to make the battle.  That made a big difference in equalizing the 6th edition experience levels across the two teams, helping Order play both better and within the time limits.  Tactically speaking, it was particularly helpful that he plays Guard and has played a few large battles before as he thus brought a significant increase in Order’s long range, heavy shooting.  On an 18′ long table even the normally impressive 48″ reach of a lascannon just doesn’t amount to much.  Without that we would have been in real trouble.  I was really counting on some of the missing players’ armies to provide the ability to go out offensively and hit things at distance, but the Guard shooting at range probably present a safer way to do that anyway.

Sometimes you just gotta call in the veterans.

Sometimes you just gotta call in the veterans.

Despite the story text above, my Librarians were yet again a huge, huge disappointment.  At this point I’m pretty used to how limited in appeal they are for normal play.  But I had high hopes for the Apocalypse formation I fielded, basically 5 Librarians potentially tossing out a D weapon large blast every turn.  Literally nothing walked into their line of sight and range though that wasn’t immediately swept away by much less risky shooting.  One consequence of having two redundantly Void Shielded, heavily armed encampments staring at each other across a relatively open expanse was that almost nothing ventured into what became a completely empty dead man’s land across the desert terrain.  I thought about having them disembark the bunker to get better sightlines, but even then not that many targets wandered close enough, and our little Warmaster would be out running around with giant Greater Bloodthirsters and such running amok in close quarters.  I love the models & concept so much, but…

In stark contrast to the Kingbreakers' flaming self-entombment, the Necron basically stand around all day just talkin' about how awesome their fortress is, not even noticing it blasting stuff on its own.

In stark contrast to the Kingbreakers’ flaming self-entombment, the Necron basically stand around all day just talkin’ about how awesome their fortress is, not even noticing it blasting stuff on its own.

The general point there though is that the Apocalypse formations are basically dumb.  They’re either (1) incredibly hard to field, (2) very brittle, or (3) have limited effect.  To (1), of the Space Marine formations, the majority involve fielding a full company of troops or a weird collection of very specific HQs.  On (2), a great many of their effects can be easily defeated, e.g., no one walking within two whole feet of my Librarians, or Brett’s Tetragon of Darkness being popped almost immediately.  For (3), due to the extra points available with the missing players Justin did actually field and use a Space Wolves Great Company.  But despite the large number of models and points that entails, I couldn’t tell you that I noticed the benefits.  Similarly, I actually fielded the requirements for a Space Marine Predator Assassin Squadron.  But I didn’t select the formation because it seemed more limiting than useful.

Hey, hey, buddy, don't start nothin', won't be nothin'!

Hey, hey, buddy, don’t start nothin’, won’t be nothin’!

Balance

Obviously critical to the success of all of our Apocalypse games is the effort put beforehand into balancing the headliner models.  Coincidentally but unfortunately, the Forces of Discord have many more Titans, superheavies, and gargantuans at hand than Order.  Fortunately though they have so many that there’s enough—and they’re more than willing—to share them around and balance things out.

But, to that need to put a lot of effort into balancing things, D weapons are pretty dumb.  Since they’re so strong against everything, they make everything else all uniformly worthless.  With no protection of any kind being allowed against them, there’s no reason to field anything but the cheapest possible options and put all the points toward your own D weapons.  Given that they’re both equally dead if tagged, and equally unable to strike back at the shooter, why field 14 point Marines when a 5 point Guardsman is just as useless?  A ~250 point Landraider versus a 55 point Chimera?  Previously I had mixed feelings about the recent expansion of D weapons into the regular game.  Watching them up close again though has really pushed me to be very concerned.

Yep...  Good luck with that axe, buddy!

Yep… Good luck with that axe, buddy!

Similarly but in the other direction, the new Void Shields fortifications are probably also a problem.  I don’t have as much of an issue with them because ultimately they don’t directly remove models, and they’re somewhat readily countered on their own as well as much more internally balanced—you do what the Bloodthirster did: Walk right in, get protected from remote shooting by the Void Shields themselves, and then smash them.  But they’re almost certainly too cheap though for such a massive buff to a potentially large number of units.

Conclusion

Beyond that, I’m going to save for another post some thoughts on organizing and executing Apocalypse battles.  Ultimately we all collectively put a lot of thought into crafting a good plan and come at the game with the right mindset, and that all paid off in overcoming near disaster with multiple missing players and instead having a truly great day of gaming.

Again, more photos are in the Flickr gallery.  Till next time; the Emperor protects!

Huh... I guess he's really good with that axe?  Sergeant Harmon contests the Discord flank objective!

Huh… I guess he’s really good with that axe? Sergeant Harmon contests the Discord flank objective!

Warriors of the Apocalypse! (May Apoc Photos)

PAGE CC got its Apocalypse on again yesterday—12,000 points and two titans per side of Imperials and Chaos slugging it out in a 9 hour grudge match!

Rules, scenario, and notes for the match are available here. Everything wound up running incredibly smoothly. The various restrictions, declarations, and negotiations made things very balanced and clear. A good talk about terrain at the start, as well as adhering to some very simple rules for it, made table movement also very straightforward and non-controversial. We also did a great job adhering to schedule. Rapid deployments put us back on schedule after a sluggish start, and everything ran like clockwork after that, with the night ending exactly 15 minutes early since the last turns went pretty quick—few units were left standing!

A battle report and more thoughts will come later, but I wanted to post photos highlighting some of the awesome models found out on the table. Jon, Lorenzo, Steve, and Tom in particular had some amazing painting, conversion, and scratchbuilding on display, and most of the other armies were well painted as well. Many many many more photos are available in the Flickr gallery, but the following are some of the highlights.

The table in the early going.

The table in the early going.

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One of Tom's Chaos Reavers.

One of Steve's Nurgle Greater Demons.

One of Steve's Nurgle Greater Demons.

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Lorenzo's Inquisitor Corteaz.

Jon's Guardsmen in the rear area.

Jon's Guardsmen in the rear area.

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Steve's clean, elegantly done Chaos Landraider.

One of Steve's minions.

One of Steve's minions.

Joe's Long Patrol Landspeeder (w/ the assist from Matt L!).

Joe's Long Patrol Landspeeder (w/ the assist from Matt L!).

Some of Colin's Iron Warriors.

Some of Colin's Iron Warriors.

One of Steve's angrier minions.

One of Steve's angrier minions.

Lorenzo's GK Dreadnought.  Check out the details on the base.

Lorenzo's GK Dreadnought. Check out the details on the base.

Buford's legion of doom---these guys were unstoppable.

Buford's legion of doom---these guys were unstoppable.

Brett's Hounds---just some of the many fed to the wrath of Ragnar!

Brett's Hounds---just some of the many fed to the wrath of Ragnar!

Another of Steve's minions.

Another of Steve's minions.

Kiril's Guardsmen look for any shelter they can get!

Kiril's Guardsmen look for any shelter they can get!

Some of Lorenzo's many Grey Knight Terminators

Some of Lorenzo's many Grey Knight Terminators

I'm not sure "scratchbuilding" means the same thing when you work for a toy manufacturer, but Steve's Warhound is no less the awesome for it!  Yes, those are little dudes inside the cockpit...

I'm not sure "scratchbuilding" means the same thing when you worked for a toy manufacturer, but Steve's Warhound is no less the awesome for it! Yes, those are little dudes inside the cockpit...

One of Steve's Demon Princes tries to ruin the paintjob on Jon's awesome Command Rhino!

One of Steve's Demon Princes tries to ruin the paintjob on Jon's awesome Command Rhino!

One of Brett's many Greater Demons.

One of Brett's many Greater Demons.

One of Buford's Dreadnoughts.

One of Buford's Dreadnoughts.

One of Tom's Rhinos, filled with Plague Marines in this case!

One of Tom's Rhinos, filled with Plague Marines in this case!

Steve's Traitor Guard.

Steve's Traitor Guard.

Some of Jon's Terminators.

Some of Jon's Terminators.

Colin's Cauldron of Blood---its first and so far only table appearance after a 15 year wait!

Colin's Cauldron of Blood---its first and so far only table appearance after a 15 year wait!

Again, many more photos are available in theFlickr gallery. Look for more writeups over the next couple days!