40k: 7th Edition First Play

kingbreakers-iconJason, Lovell, Matt, and I got together to bash heads over the new 40k 7th edition rules. In some ways it was a pretty draining affair as we pored over the rulebook for every little thing. But it was also great to get that crew together—I don’t think Matt and I have played 40k since maybe 2010—especially once the game descended into farce, anarchy, and rampant questions of “Dear god, how can we be playing this so wrong?!?!”

A few more photos than those here are in the Flickr gallery.

Guys, I think we shoulda made a left back by Albuquerque!

Guys, I think we shoulda made a left back by Albuquerque!

Armies & Mission

We played the game as a doubles match:

  • Imperium
    • Joe: 1100 points of Kingbreakers Marines (Salamanders)—Angholan (Vulkan), Rorschach (Termie Libby), Ghosts (Sternguard), various Tacticals, Scouts, Bunker
    • Matt: 750 points of Valhallans—Company Command, Primaris, Platoon, Veterans, Sentinels, Leman Russ
  • Bad Dudes
    • Lovell: 1100 points of Dark Harvest Necrons—Some insane maniac, Immortals, Warriors, Monolith, Bomber
    • Jason: 750 points of Thousand Sons—Ahriman, psychic loonies, Thousand Sons, Obliterators

We didn’t even consider trying the new Maelstrom missions yet and wound up playing Crusade (4 objectives), Vanguard deployment. Imperials chose corners, deployed first, and played first.

Raaaaaaaahhhh!

Raaaaaaaahhhh!

Fight!

Thousand Sons reserved everything except a pair of lonely, wayward Oblits.  Dark Harvest started their troops on the board near objectives. Kingbreakers Ghosts attempted to assassinate the Oblits on the drop but couldn’t quite pull it off. The remaining Obliterator in turn powderpuffed Captain Angholan with a lucky powerfist strike. Lost in a grief of madness at this death, Librarian Rorschach wandered off into the ruins on his own and charged into a unit of Warriors. He was quickly brought to heel with Mind Scarabs and impaled himself on his own sword. Meanwhile, the Valhallans basically huffed around waiting for something to shoot at, and Ahriman went for pizza until his reserves could finally arrive.

Curving around the left flank into the midfield, Kingbreakers troops strategically created a tactical barricade out of their flaming Rhino wreckage (“Just as planned!”) between an objective and a pack of sneaking Immortals. On the Imperial left flank, Scouts running onto an objective in open ground were swept off the board by late arriving, outflanking Thousand Sons. A big fat Monolith then plopped down onto the objective to claim it for evil doers everywhere. Tacticals on the Imperial right were also wiped out by outflanking Thousand Sons finally showing up for the party, who then secured another objective despite the valiant flailings of a wildly confused, winterized Sentinel. Meanwhile, deep in the depths of the regional HQ bunker, the Valhallan Company Commander sipped his tea and admired his lovely objective and all the troops and tanks doing drills around it, wondering how those nice Marines he met the other day were getting on and maybe he should ring them up to see if they needed some artillery support.

Heelllooo! Anybody home?!?!

Heelllooo! Anybody home?!?!

Outcome

Evil prevails! The unholy alliance of Dark Harvest and Thousand Sons wins with 2 objectives and Slay, First Blood, and Linebreaker, versus 2 objectives and Linebreaker for the valiant but nonetheless dead Imperials.

General Thoughts

This was intentionally a goof game to play with the new rules, but even considering that I was way off the ball: Forgot to deploy Scouts, put Angholan and Rorschach in the same Drop Pod accidentally, all sorts of mess. But we did run through a bunch of new or revised mechanics, and there were interesting observations.

Things That Were Changes… Two Years Ago

I think it’s a fairly common lament about40k that for each new edition, or for old players returning to the game, the learning curve would be steeper but you’d be more likely to play correctly if you actually hadn’t played before. It’s just so easy to forget or entirely miss changes and revert or maintain old habits. There was a lot of that going on here. There wasn’t actually much shooting in this game and almost no mixed-weapons fire so it didn’t matter, but despite talking about it I don’t think we did a single round of shooting following the new grouped algorithm. We just kept falling into the old patterns without even thinking about it.

I also have to confess that I’ve been playing assaults wrong for 2+ years now, but in my defense so have tons of people! Say I’ve got a heroic independent character joined with a unit of some of the mightiest soldiers in the galaxy, and they wind up in combat with some chumps. In 5th edition the chumps would have to allocate attacks between the IC and the soldiers, following base-to-base priorities and so on. In 7th edition the chumps just attack the unit and wounds get allocated starting from the guys in base-to-base. Challenges to some extent replace the ability to target ICs. Of course, that’s also the way it worked in 6th edition! I, and seemingly everybody I’ve played with through that edition, just didn’t notice the change or me not applying it. Oopsies!

Look at those idiots over there! The only thing they're assaulting is any proper understanding of the rules.

Look at those idiots over there! The only thing they’re assaulting is any proper understanding of the rules.

Deployment

One change that may affect many people’s armies quite a bit is that there’s seemingly no longer a restriction that at most 50% of an army can go in reserve, unless we missed it. Opposing that though, there is a large number of abilities in the game at the moment that could make that a risky choice. For example, here Matt rolled the warlord trait that applies a -1 to the opponent’s reserve rolls, crippling Jason as he waited and waited until turn 4 to get his guys into the game.

On a related note, I’m not sure at all what to think about the player deploying first now getting to choose to go first or second. I have to believe that makes that roll off even more important, possibly too important, but I can’t tell by how much.

Doubles

Doubles games/tournaments are going to require some thought around the new psyker phase. We played that the team rolls 2D6 to set the base pool, adds in their combined mastery levels, and creates one big pool the two players share. An alternative would be to have each player create and use their own pool, but then you need to figure out how the opposing players pair up against that, presumably by just letting them choose. It seemed cleaner though to just have one shared pool. That feels like there could be shenanigans, but not more than usual given how loose the army construction rules are now. The critical tweak is to enforce allies matrix restrictions, which would not have mattered here, Jason only used witchfire spells, but we didn’t think about it.

Bunker Up!

Given the new anything-goes scoring and more robust vehicles, I expect to see Monoliths, Land Raiders, and other heavily armored vehicles to return in popularity for camping out on objectives, in addition to lighter vehicles. The Monolith in particular I think is a revitalized threat given its ability to deep strike directly onto or near an objective to potentially claim or contest it itself, effectively ignore most weapons, shoot at different targets with a bunch of weapons, and portal dudes from all over the place to claim the objective if necessary. Maybe the Blood Angels’ deep striking Land Raiders will also have a bit of a resurgence? In general a lot of vehicles will have to be reevaluated given their newfound scoring abilities.

I’d also expect some renewed interest in Bastions, Bunkers, and such given that units embarked inside buildings explicitly now score. Void Shields also got clarified and buffed in the process, now absorbing the entirety of blasts. A notable real world change is that all of the datasheets are now gone from the main rulebook, so you cannot field an Aegis Defense Line or such without buying Stronghold Assault. That’s unfortunate…

Kingbreakers

My very early initial impression is that this could be a good edition for the Kingbreakers. Looking at the things me or my army are weak against, I don’t think any of them got much stronger, and some got weaker: Assault armies are almost certainly still less strong than shooting, flyers are a little detuned, and kill points games are all but certainly still going to be the minority of missions at most venues. On the flip side, a bunch of my standard army elements picked back up, more toward the 5th edition metagame.

Transports and Bunkers

Drop Pods and Drop Pod armies are baller now: Quadguns and other Skyfire-Interceptors are less able to shoot the guys spilling out; vehicles are a fair bit more resilient; and now they can even claim objectives, let alone contest. Keep in mind, Drop Pods delivering Troops will also gain Objective Secured.

Rhinos and Razorbacks got the same deal on scoring, including Objective Secured for Troops transports, and improved vehicle robustness. I’ve got a whole fleet getting washed & waxed in the Kingbreakers’ garage ready to redeploy and bunker down on some objectives. The only minor cost to that improved resilience is that exploded vehicles don’t create craters anymore, which I made use of quite a bit. My read on that is GW caved to people neither buying craters nor making their own.

Already quickly becoming a regular of the Kingbreakers’ army, the Imperial Bunker got dramatically buffed as well: Void Shields now only take one hit from blast weapons so they’re much better, and dudes can claim or contest objectives from inside their AV14, hard to damage, Void Shielded party house! That’s awesome!

Does not compute!

Does not compute!

Objective Grabbing

Sternguard are now more valuable given that they can score. As such though they might be worth playing a touch more protectively to keep alive into the endgame. Their combi-melta access is also even more important in reliably popping vehicles. That said, I’ll have to think about my usual alpha strike patterns. They’re somewhat less likely to destroy a vehicle now, and thus less likely to easily take a vehicle target as well as claim First Blood.

Dreadnoughts might have a resurgence given that they’re stronger and can claim or contest. I’m thinking about mine a bit more, having not played them at all since 5th edition. They did lose the capability to pivot when shooting but can still overwatch, and a full 360 degrees at that, so I don’t think it’s a huge deal.

Landspeeders also got boosted back up a bit: I’ll still miss rerolling their flamers (lazy Salamanders, get back on it!), but since they also can now potentially score, let alone contest, their high mobility is super valuable provided you can keep them alive. No Objective Secured for these guys, but still a notable threat. Also, Landspeeder Storms: Highly mobile, and potentially able to apply Objective Secured to two objectives using the Scouts as well as the Landspeeder itself. That guy’s definitely getting promoted on my to-do list.

Throughout 6th edition I’ve been back and forth on my Predators, but generally not using them as much as I had in 5th. However, I’ll have to serious reconsider the value of a FA13 vehicle camping out or charging forward now that they score and are less explodable.

Very generally, this edition’s continued focus on objectives combined with the even more wide open scoring rules only increases the importance of having a large number of mobile units. Troops themselves are comparatively downplayed a bit since everyone can score, but still important to enable Objective Secured. Marines play that kind of game well, starting from their solid troops choices, boosted by the mission flexibility of all their infantry being able to break up into combat squads before deployment, and aided by their large selection of transports and other vehicles. They actually have even more flexibility and mobility now than previous incarnations, as the latest codex permits combat squads to embark transports together throughout the game, not just deploying out of Drop Pods.

Drop Pods: Deemed too loyal to be included in the heresy!

Drop Pods: Deemed too loyal to be included in the heresy!

Psykers

It’s going to take a while to figure out exactly what’s up with the new psychic phase—early thoughts are that it’s a bit clunky though not particularly slow playing, and psykers’ strength chaotically variable between useless and crippling—but I’m totally down with fielding Librarians, so within the Marines’ relatively limited abilities I can ride that wave whichever way it goes.

Warlords

So far the only big downside specific to my guys is that the Warlord Traits tables seem much much better this edition: More powerful overall and more evenly balanced inside the tables, there are fewer duds. Combine that with rerolling the trait if you have a battle forged army and they’re looking pretty solid. Vulkan, sadly, has a fixed trait that’s useful but not as good as most of those (+1 to combat results). Especially if Librarians make a comeback I could see swinging the warlord role to Rorschach, and would even consider playing Angholan as a generic captain to get access to those tables.

Summation

A number of those changes I’m either ambivalent about or against. For example, I think it’s good for empty transports and other non-walker vehicles to contest objectives, but it’s a little weird to me that they can claim. Despite my reservations though, a bunch of changes do seem to tilt in the Kingbreakers’ favor. Whether or not they tip in other’s favor more remains to be seen, particularly psychic armies.

Parting Shots

All in all I’m basically neutral on this edition so far, same as I was on 6th. In my mind, two more tiny changes of making traits & powers player selections instead of random rolls, and snap shots being -2 BS instead of rolling 6s, would have made this edition really good. GW though clearly doesn’t value strategy and tactics over randomness. The psychic phase mechanics seem funky but not necessarily outright terrible. Combined with extremely loose army construction rules though the phase almost certainly has a ton of problems, but they seem relatively easy to fix in tournament settings. The real question is how much can be preserved within those fixes, e.g., permitting unbound armies, which I have mixed feelings about.

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

Wait, wait, I saw how to deal with this in a movie once! Quick, get some rope!

Wait, wait, I saw how to deal with this in a movie once! Quick, get some rope!

40k: Redcap’s Doubles Tournament

kingbreakers-iconRedcap’s February tournament yesterday was a doubles event, 1000 pts per player/2k per team, no allies other than your partner, and no Escalation or Mega-Bulwarks. Doubles is, quite rightly, a particularly popular format so a good bit more players came out than usual. There was a pretty good mix of factions across 10 teams/20 players: Eldar, Grey Knights, Chaos, Guard, Necrons, Tau, Tyranid, and Space Marines from all of their codexes.

With this tournament, Redcap’s has started using Torrent of Fire. ToF’s signup process doesn’t make a ton of sense and their web interface is awkward—nothing seems to be where or flow how I would expect—but it’s kind of neat to have a detailed leaderboard. Previously I usually had to scramble to steal or take a picture of the final printout to get any final record.  It was also cool to be out at dinner and people be able to look up post-2nd round rankings as soon as Jake posted them.

Tyranids finally learn how to work with others...

Tyranids finally learn how to work with others…

Rob W and I teamed up for this campaign, the Kingbreakers joining his Fyrehaus Battalion to try and enforce some order in a sector apparently full of Necron and some very confused Grey Knights and Dark Angels. Ultimately we finished 2nd after one team was disqualified in the final round for not having a Forge World book for one of their units. All three of our games were super tight and really really good, claiming a draw-win-win and just enough bonus points to edge out 3rd place with an identical record, the guys we tied against in Round 1.

Photos are up in the Flickr gallery, this time including a fair number of the other armies around the store.

Army

Rob and I immediately settled on an alpha strike+castle strategy, splitting focus by offense/defense rather than left/right or a truly integrated combined army. He loves his IG Colossus and I love my Drop Pods, so it seemed reasonable. After playing a scrimmage against each others’ halves last weekend, he brought:

  • Company Command w/ 2x Snipers, Missile Launcher
  • Platoon Command w/ 4x Snipers
  • Veterans w/ Lascannon, 3x Snipers
  • Infantry Squad x10
  • Infantry Squad x10
  • Conscripts x30
  • Vendetta Gunship
  • Vendetta Gunship
  • Colossus w/ Heavy Flamer
  • Imperial Bunker w/ Quadgun, Comms Relay, Void Shield

Kingbreakers fielded:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Generic Librarian (ML 1, Power Armor)
  • Squad Harmon—Sternguard x5 w/ Poweraxe (Mastercrafted) and 3x Combi-Meltas in Drop Pod
  • Squad Scolirus—Tacticals x9 w/ Vet Sgt, Powerfist(Mastercrafted)+Boltgun, Flamer, Drop Pod
  • Squad Titus—Tacticals x10 w/ Chainsword (Mastercrafted)+Bolt Pistol, Meltabombs, Meltagun, Multi-Melta, Drop Pod
  • Landspeeders x2 in squadron w/ Multi-Melta, Heavy Flamer
One of Rob's heavily converted snipers.

One of Rob’s heavily converted snipers.

And an amazing Colossus barrel scratchbuild.

And an amazing Colossus barrel scratchbuild.

One change I would consider to Rob’s list—though admittedly without having a super tight handle on how it played out—would be more heavy weapons, probably swapping out snipers to do so. On my end I’d drop the Landspeeders. Originally I was going to play 10x Sternguard with no Speeders, but swapped in the latter at the last minute because I was worried about not having hardly any special weapons once the alpha strike fizzled out. In practice though, with Rob camped out in our rear and all my army forward, the Landspeeders were alone in the midfield and got wiped out before they could have much impact.

A Landspeeder demonstrating the Kingbreakers' new "Explosion" camouflage...

A Landspeeder demonstrating the Kingbreakers’ new “Explosion” camouflage…

The Librarian’s primary role was to be a cheap buff to the Conscript blob, hanging out with his IG buddies in the backfield all day and giving that unit And They Shall Know No Fear. My impression was that this was generally pretty useful, keeping those guys from being swept or running off the table at several key points. With that defensive positioning, Rorschach again assumed the role of Warlord so Angholan could strike forward and throw his life down for the Emperor without giving up a victory point. Obviously this would of course then be the one day were Vulkan’s Warlord Trait, +1 to combat resolution, would have been hugely helpful in tipping the balance of several interminable assaults…  Damn it!

Round 1

First up were Harrison and Joel with their Necron and Tau in Crusade (4 objectives) and Hammer+Anvil (long table). They chose sides and went first, but via the Emperor’s grace we seized the initiative.

Kingbreakers prepare for a real bad day.

Kingbreakers prepare for a real bad day.

Castle Fyrehaus detects an intruder!

Castle Fyrehaus detects an intruder!

With a number of ruins on the table, Kingbreakers were able to drop on important targets without being intercepted by the disappointed Riptide. Angholan and Squad Scolirus flamed an entire unit of Firewarriors off an objective, while Harmon’s Sternguard popped Imotekh’s Ghost Ark, claiming First Blood. The Tacticals got decimated by Broadsides and Wraiths. Eventually Angholan took care of the latter and wound up in an interminable, boring close combat challenge with the Tau Commander in an Iridium Suit (2+ save). On the upside, that kept him from being shot at and tied up the Broadsides from doing anything. The remaining single Tactical ran and hid nearby in hopes that Vulkan would win out and clear the objective to be claimed. Meanwhile Squad Titus dropped, again sneaking in without being Intercepted, and wiped out another unit of Firewarriors on an objective.

In our backfield, the IG spent a bunch of turns hanging out. Imotekh effectively suppressed that entire half of our army by keeping the game in Nightfighting. Eventually they got some real action when a Nightscythe arrived and dropped a unit of Warriors off near an objectives. Unfortunately our two Vendettas got slagged by an Annihilation Barge, two whole squads of Guardsmen dying in the flaming wreckage. Combined with the terrain and nightfighting crippling the Quadgun, that dramatic loss enabled the Nightscythe to slip through. Harried for a few turns previously by a deep striking Tau suit popping in and out of cover nearby, the Conscripts and Platoon Command didn’t maneuver in time to physically cordon off our second objective tightly enough, enabling the Warriors to run through and contest it. The Colossus did eventually pound the Necron on their home objective, but didn’t have enough turns without nightfighting to clear them off.

Yep. That's not helpful.

Yep. That’s not helpful.

Also not helpful.

Also not helpful.

Outcome & Analysis

The game finished a tight draw: 1 objective each, with us claiming First Blood, them Slay the Warlord, and both Linebreaker.

All in all, Alpha striking the Firewarriors definitely worked out. It forced half the Necron troops to stay in their home base to hold it, though they basically would have done so anyway once their Ark transport was popped. More importantly, that eliminated all of the Tau troops, granting us a bonus point. We wound up only beating Harrison+Joel by 2 points in the tournament, so tagging the troops rather than more deadly targets was doubly worthwhile. The Ghost Ark though in hindsight I have mixed feelings about. It would have been good if the Necron troops and HQ moved forward and could have been better shot at by the IG, while leaving nothing behind to claim their home objectives once all the Firewarriors were gone. Taking out the Annihilation Barge instead would have also prevented it from wrecking our Vendettas. On the other hand, with all the terrain and its armor, the Ark would have stood a really good chance of dropping those guys off directly in front of our castled objective, which could have been a huge problem.

The Imperium stands its ground.

The Imperium stands its ground.

Round 2

Next came Byron & Max and their Necron (damn it!) and Grey Knights (WTF?), hugging it out with the Fyrehaus-Kingbreakers in Purge the Alien and Vanguard deployment, bonus points for 1 Troop at full strength and if each player has a unit in the opposing deployment. They chose corners and went first.

Damnit, this guy again?!

Damnit, this guy again?!

Ready for action.

Ready for action.

Looking at our alpha strike options, we had a couple dilemmas. Known heretic and huge jerk Coteaz encamped in a Chimera with Psykers and Plasmacannons created a large bubble we couldn’t drop into without being wrecked. Both flanks also presented important targets, with a phalanx of Annihilation Barges on one, and Draigo + Imotekh and troops on the other. Fortunately for us their army spread out too much in its first move, giving us effective places to come down outside the Coteaz bubble. Sternguard attacked the Barges to only partial effect, but took one out in close combat the next turn. Squad Titus though melta dropped a Ghost Ark for First Blood. Enraged at the loss of his pimpmobile, Imotekh lead his new BFF Draigo and some warriors to crush them. That kept them in the backfield and away from Coteaz though, enabling Angholan and Scolirus to drop nearby and wind up in a grueling game-long combat with Draigo.

In the opposite corner, Guardsmen pretty much spent the whole game shooting at 3 Knight Paladins that teleported directly onto our castle. Eventually the Fyrehaus was reduced to throwing shoes at them, but they turned out to be allergic to leather and died just in time. Of particular danger here was how hard our castle was crammed into the corner, meaning that any morale failure stood a good chance in units running off the table. The Librarian’s conditioning and leadership kept the blob alive, though the game did bog down at one point in a healthy debate and TO decision about whether or not a Guardsman’s toe had slipped off the table edge. Despite the bubble wrap working overtime to keep the Colossus alive, Imotekh kept nightfighting going until a whopping turn 5, yet again stymieing the IG artillery. Vendettas arrived just in time to trade kills with the Annihilation Barges as they made their way onto our ground.

Yeah, you go give those Paladins a piece of your mind, Bill.  We'll... cover you from here.  Yeah.  Go get 'em!

Yeah, you go give those Paladins a piece of your mind, Bill. We’ll… cover you from here. Yeah. Go get ’em!

In the closing moments of the battle Angholan won the epic whiff-fest against the xenos-allied heretic Draigo, swinging us by 3 full points (Draigo, Slay, Linebreaker). In retribution for the crippling Nightfighting, Angholan rushed forward to flame some cowering Immortals, dropping one and blocking their full-troop bonus point.

Outcome & Analysis

For several turns the Fyrehaus-Kingbreakers pulled ahead to a substantial lead. The Necron-Knights held tough though, pulling even in midgame. After that the score swung back and forth wildly with big gains on each side as crippled units were finally eliminated, Drop Pods gaussed to death, and so on. Eventually we came out ahead though, 13 to 9, including Slay and Linebreaker. We also claimed a critical bonus point for a full troop by keeping a unit safely ensconced in the bunker.

A couple opposing moves would have dramatically affected the game. Most importantly, their army should have kept tighter to Coteaz. As-was they moved too far from his protective bubble, leaving them prone to the Drop Pod strikes. I’m not sure what benefits Draigo gets as Warlord, but putting him in a very aggressive posture alone on the leading edge as the Warlord risks multiple victory points in Purge missions with Sternguard Pods around. Similarly, the Barges maybe should have ignored the Sternguard and just kept moving forward. They probably would have outpaced the Sternguard, who had no effective ranged attacks on them after the combi-meltas were spent, and better supported the Paladins against our castle. Though the Sternguard only took down one, baiting the others in this way to stay behind a turn was probably worthwhile.

Kingbreakers set a trap for Draigo.

Kingbreakers set a trap for Draigo.

Round 3

Finally we faced Brett and Toby with their IG and Dark Angels in Big Guns (4 objectives) and Dawn of War, bonus points for claiming two secondary objectives and both opposing Warlords eliminated. I was particularly excited about this as Brett and I haven’t played in some time. Toby’s army is also really well done, especially considering he’s only been playing and working on it for a couple months.

Toby's biker sergeant.

Toby’s biker sergeant.

Notably about deployment, Brett dropped two Vengeance Batteries with Battle Cannons on opposite sides of the table, right on the half-line and covering our entire deployment zone. Combined with his Leman Russes and Toby’s Plasmacannons, it was unfortunate for us to draw this match on one of the more open tables. Though it came on anyway, despite our frustrations at prolonged Nightfighting in the earlier games, we were prepared to invoke it via my rolled Warlord trait in order to give some shelter the first turn.  Ultimately the Guard’s searchlights though mitigated this.

Sternguard made a super tight landing inside bubble wrap around the Leman Russes but again whiffed on the meltas despite Vulkan re-rolls. Fortunately they were able to hide from serious retribution, literally in a crevice between a rock (an actual rock) and a hard place (their Drop Pod), and tied up a Dreadnought for the game. Angholan and Scolirus flamed a Company Command Squad for First Blood and Slay. Angholan quickly wound up in single combat with Azrael for literally the entire game with zero wounds scored, tying up the DA leader and a blob of troops well away from an objective. The other Tacticals came down to explode a Russ, finish the Dreadnought, and threaten an objective, tying up a Techmarine and his Servitors’ heavy weapons in the process.

"I can do this all damn day!"  "Well so can I!"

“I can do this all damn day!” “Well so can I!”

Back home, Fyrehaus took out the Vengeance Battery directly in front of their castle before it could have much impact. Afterward they spent the game in a running engagement with Deathwing Terminators teleported onto their flank and supported by bikers sweeping around. This was a close cut thing. The Terminators eventually died but the bikers literally ran circles around our castle. Though not impossible, claiming one of the two home objectives in the endgame would be difficult with this unit around, and two was definitely out of the question. In the end the Emperor again helped out, ensuring the remaining traitorous Dark Angel biker crashed and died trying to jump the flaming wreckage of the Colossus.

Figure 1: Cheap, expendable troops make excellent bubble wrap.

Figure 1: Cheap, expendable troops make excellent bubble wrap.

Actually a surprisingly good defense: Setting your own tanks on fire.

Actually a surprisingly good defense: Setting your own tanks on fire.

Fyrehas Vendettas meanwhile swept in to take out a Leman Russ, then deposited their troops to work toward the two opposing objectives before turning around to assist in home field anti-Terminator defense. One squad died in a valiant headlong rush into Dark Angels plasma Tacticals, while the other was lost to a man in cut-throat ruins combat with an opposing Platoon on the objective near table center. Their sacrifices however bought time for a Vendetta to hover back around and blast the Unforgiven off their objective, securing the victory.

Just in time.

Just in time.

Outcome & Analysis

The false Imperials were vanquished, with each side holding 1 objective, Slay, and a Heavy Support kill, but Fyrehaus-Kingbreakers also taking First Blood, Linebreaker, and an additional Heavy Support kill. We additionally took another Bonus point for claiming two Secondary Objectives. This was another super close game that swung back and forth.  For a while we were up, then the game was close, then things looked grim, and finally it pulled out at the last possible moment.

One mistake on the opposing side was they forgot about the remaining Vengeance Battery for most of the game. I chalk this up to simple unfamiliarity with the IG army in use. On our side, one mistake was that after destroying the Dreadnought I could have gone toward either of the opposing objectives. I went toward the more heavily defended one, hoping to break through the Techmarine unit and contest with the Dark Angels. The Techmarine is too survivable though and slowly picked off my Tacs. In contrast, my Marines could have easily assisted our own IG in sweeping the Infantry Squad on the other objective and then easily sat there holding that.

Huddle up, boys, we gotta figure out what we're doin' here!

Huddle up, boys, we gotta figure out what we’re doin’ here!

Rules Questions

Not surprisingly, several questions about how doubles work did come up. A minor one is whether or not I could take actions in the shooting phase before Rob issued his orders.  Though disadvantageous to us, we strongly assumed not.

More important are the army-wide effects. I didn’t really think about it until Colin pointed it out, and don’t believe it would have affected our game much, but I don’t believe the Necron+Tau combo were rolling Imotekh’s lightening against the Tau. Tthe Necron+Grey Knights combo though was super eager to roll lightning against their own guys for the sheer chaos of it…

A more general question was about Imotekh’s lightning against fortifications, i.e., units embarked in buildings. Clearly though don’t hit the embarked unit, just like a transport. But does lightning strike the building? I believe Imotekh’s Storm is worded as hitting all enemy models, which I would argue does not include fortifications. A different but connected question is whether or not the lightning hits Void Shields when striking units on battlements. We all assumed it would.

Imotekh: Making problems in every possible way since before your god was born.

Imotekh: Making problems in every possible way since before your god was born.

General Analysis

Rob and I each made a significant tactical error around objectives that would have been a big boost: Fyrehaus not blocking off a home objective against the Necron in Round 1, which would have converted a draw to a win, and Kingbreakers going for the wrong objective at the end of Round 3, which would have converted a win to a crushing victory. Other than that we played well and I’m happy with the result.

One thing we did underplay throughout the tournament was the Librarian. He was definitely useful giving passive buffs (And They Shall Know No Fear, his high leadership) to the Conscripts, but there were a few important times we forgot to use his powers when they would have actually been useful. Rob of course doesn’t usually field Librarians and the model wasn’t really in his army, and on my part I was basically handing him over to Rob for the backfield defense and then forgetting about him, so we blew it a couple times.

Given that I usually play Drop Pods and generally close range shooting, I’ve never really appreciated just how strong is Imotekh’s enforced Nightfighting. In the first two rounds here though it was really crippling for the bulk of each game. The Necron+Tau combo is particularly powerful due to that, with the Tau and their Darksun Filters ignoring the Nightfighting.

Forget this whole thing of "Crash to earth in an exploding pod and then stand around getting shot at."  Next time we're bringin' one of these sweet chariots.

Forget this whole thing of “Crash to earth in an exploding pod and then stand around getting shot at.” Next time we’re bringin’ one of these sweet chariots.

As noted up top, this was a rare occasion I didn’t play Angholan as Warlord, and I could have actually really used Vulkan’s Warlord Trait of +1 to combat results. For once he didn’t actually die at any point, and instead spent each game in ridiculous combats featuring characters with 2+ saves swinging AP 3 swords at each other. In some ways that wasn’t bad, each time he tied up entire units and contested or defended objectives all by himself. But it would have been nice to win some combats and force opponents to retreat or be swept. That trait would have made a big difference in Round 1 in particular, greatly boosting his chances to sweep the Tau and allowing a remaining Tactical to claim an objective.

Also as above, 5 more Sternguard with 3 combi-meltas would have been a good swap for the Landspeeders. However, another interesting idea would be to exchange for Scouts in a Landspeeder Storm! I’m dying to get one of those in play, and this would have been a good place for it.  With the Comms Relay re-roll and the Storm’s fast movement, we could have potentially kept them back until mid or late game, then flew on to shore up an objective in the endgame.

Wait for it... Wait for it...

Wait for it… Wait for it…

That in turn would have addressed a basic problem of ours. As always, the tradeoff with an alpha strike is that once it runs out of steam you’re going to be struggling to hold onto the lead you hopefully built up. A late arriving cheap Troop unit could have helped with that. As-was, you could really see this in each of our games. For the first couple turns it would look like we were way up, but then as my guys got eliminated the games would draw much closer and then it’d be tough & nail. The first two games it was particularly funny: With the Nightfighting from Imotekh, Rob would be really crippled to do anything for a couple turns while I was fighting heavily on the front. Then my guys would all be dead or in combat, leaving me with little to do, while he would be super busy defending our backfield.

The Guard await their turn.

The Guard await their turn.

Conclusion

All in all, this was another excellent day of gaming. Rob and I have a similar mindset to the game, and our two armies and play style complemented each other well here. Our opponents were also great, and each game was really close and super fun.

Again, more photos are in the Flickr gallery.

Pew pew pew pew!

Pew pew pew pew!

40k: Alternate Universes 1850pt Tournament

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

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

More photos from my three games are in the gallery.

You're gonna need a bigger sword, yo.

You’re gonna need a bigger sword, yo.

Army

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

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

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

Round 1

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

Castle up!

Castle up!

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

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

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

Necrons, Necrons, everywhere.

Necrons, Necrons, everywhere.

Round 2

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

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

Over the top!

Over the top!

First rank, fire!  Second rank, fire!

First rank, fire! Second rank, fire!

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

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

Round 3

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

Stalking the alleys...

Stalking the alleys…

Crashing the gates.

Crashing the gates.

General Thoughts

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

Army

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

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

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

Death comes for us all.

Death comes for us all.

Paint

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

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

Comp

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

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

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

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

Atmosphere

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

They came from everywhere, and nowhere!

They came from everywhere, and nowhere!