The Campaign for Solypsus 9

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Our next Redcap’s/PAGE campaign is about to kick off, as monsters, traitors, and the Emperor’s finest all descend on Solypsus 9.

Who knows what dreams and dreamers lay waiting in the endless void?

There’ll be four events/sessions in the series:

Players are free to come and go for each campaign session without penalty to their alliance or disadvantage to themselves, so don’t hesitate to join in even if you can’t make the whole series.

Missions, a signup sheet, and other details for January are on the webpage. Campaign mechanics are based on the map-based scheme drafted here, with other elements thrown in as we proceed. These will no doubt be revised as we go, to make them work better as well as to be flexible with the group’s variable size and player composition per event, a tough challenge.

Feedback and suggestions are greatly appreciated! Please comment below or email us. For those interested in playing this campaign elsewhere, we will be refining the details and putting up a PDF with all of the bits, maps, and rules afterward. Sign up for our announcements-only mailing list if you want to be notified of that release.

Background

Solypsus 9 is one of the countless far flung, forgettable outposts of the Imperium. A barren, lifeless planet of rock and mountains with minimal atmosphere and sunlight but punishing wind storms, only a single small settlement has ever been established. Nestled in a rare pocket of less forbidding terrain, the colony originally grew to serve an adamantium mine. Over time as the occasional more esoteric ores and minerals were found, a small laboratory was founded to study them. With the original mine petered out to barely sustainable levels the lab has seen little call for this role of late, but clearly it is still being put to some purpose. Meanwhile, life in the colony hab blocks grows daily more grim as the workers drive the mine ever desperately deeper in search of a new lode to restore some measure of prosperity. Unseen and unknown by all but the most elite, however, is the ebb and tide of a galaxy at war, but even they fail to see how machinations and conflict throughout the sector might someday come to fall on Solypsus 9…

map

(click for PDF map)

Objectives

At the start of a campaign session each player is grouped into an alliance: Discord, Spoilers, or Order. These should be roughly equal in size. Players can switch alliances for different sessions, i.e., to play a different faction or to balance out the teams by number or strength.

alliances

After establishing alliances, each team secretly chooses a particular strategic objective for that session from the most critical installations on the planet:

  • Hab Blocks: Though miniscule by the standards of a developed world, Solypsus 9 still has a population of millions living and dying in its hab blocks to be protected, enslaved, or consumed…
  • Laboratory: The laboratory has long since become an enclave unto itself amid an air of absolute secrecy. Something worthwhile must be happening there to warrant the resources dedicated to its unknown mission…
  • Mine: Though shipments from the world have curtailed greatly, surely stores of great value must still be accumulated in its stockpiles, with even more ready to be extracted by a properly motivated workforce…

At the end of the session, each alliance that controls its chosen strategic objective earns campaign points equal to double the current session number in the campaign (1, 2, 3, 4). Each additional installation of those three which it controls awards campaign points equal to the current session number. The other three installations—the Starport, Comms Tower, and Generator—are each worth 1 campaign point at the end of each session.

Throughout the campaign, teams are thus fighting on three levels:

  • Storyline: Working toward a narrative result among possibilities revealed and determined by the campaign’s progress.
  • Strategic Victory: Earning the most campaign points by controlling installations.
  • Tactical Victory: Accumulating the most victory points throughout the matches.

Setup

Each session, the alliances get a number of armies equal to the number of players in the smallest alliance, representing the active forces and major thrusts of that phase of the campaign. At the start of the campaign none of the dirtside territories on the map are controlled and all of the armies begin in the orbital positions. In later sessions the alliances start in control of those territories they held at the end of the previous session. By descending order of total accumulated victory points they alternate placing a single army on any territory they control or in orbit, until all are placed. Multiple armies may not be placed on a single territory, except for the orbital positions which can hold any amount.

The alliances also get a number of command token sets, equal to half the number of armies (rounding down, to a minimum of one). Each command set has tokens to indicate Attack, Support, and Defend.

commands

Finally, each alliance gets a set of round order bid chits, from 1 to the number of missions in the session, typically 3.

bids

A pool of control markers to indicate territory possession as well as extra armies not yet in play are also available for each alliance, played as if unlimited in quantity.

Play

The campaign sessions are made up of the following cycle, usually over 3 rounds:

  1. Place commands.
  2. Bid for round order.
  3. Assign matches to commands.
  4. Play out matches.
  5. Resolve the results.

Place Commands

At the start of each mission round the alliances simultaneously secretly place commands, face down on the map. Attack commands must be put on the alliance’s own armies and all of them must be placed. Support and Defend commands can be put on an alliance’s armies or on dirtside territories it merely controls. Only one command can be placed on an army or territory except for the orbital positions, which can take as many commands as there are armies on them but cannot otherwise receive commands.

Bid for Round Order

The alliances then simultaneously bid for round order using their remaining bid chits. The round order used in the various steps below is determined by the increasing numeric order of those bids. In event of a tie, the respective alliances in order by accumulated victory points get to choose their round order position relative to each other. Following each round the bid chits used are discarded, so alliances cannot make the same bid twice in a session.

Into the temple, quickly, whatever may come!

Into the temple, quickly, whatever may come!

Assign Matches to Commands

Following the round order bid, all of the commands are flipped over and revealed. In round order a match is assigned to each Attack:

  1. The current alliance picks one of its Attack commands and declares one of the territories adjacent to the command as its target. Attacks from orbit may take any dirtside territory as the target. Territories may be targeted by one or more attacks. Alliances may target their own territories, enabling them to maneuver armies or support embattled territories.
  2. The current alliance then also declares one of its unassigned players to be the attacker for the match associated with that command.
  3. One of the other alliances the responds with a defending player not already assigned a match for this round. If the attack is on a territory controlled by an opponent, then that alliance must respond if it has an unassigned player. Otherwise, if it is unoccupied or that alliance has no unmatched player, the alliance with the highest total accumulated score and an unassigned player must respond—their forces are spread far and wide and engaged in many battles across the conflict. A different alliance from that targeted must also respond in the same fashion if assigning a player from the targeted alliance would cause only players from one alliance to be left unassigned for the round.
  4. The defending player then chooses a table for the battle.

This process then repeats for the next alliance in round order until all of the Attack commands have matches. If there are more players remaining, i.e., there’s an uneven number of players, then matches are assigned to Defend and Support commands. In round order:

  1. An alliance with an unmatched player picks any Defend or Support command on the map, including their opponents’ as well as their own, and assigns a player to it. No target is necessary for these commands.
  2. If the chosen command belongs to another alliance and it has an unassigned player, then the targeted alliance responds with a defending player. Otherwise, the alliance with the highest total accumulated score and an unassigned player must respond.
  3. The defending player picks a table.

This repeats until all of the players are paired up and matches associated with commands. Note that there may be Support and Defend commands without associated matches, as well as those left unplayed, but all Attacks must have been placed and then associated with a match.

Play Out Matches

The players then battle for the outcome of the commands. These games might be determined randomly from the standard missions, chosen by the players, or in a campaign tournament are taken from the mission packet.

Follow your corpse god to the grave, fools!

Follow your corpse god to the grave, fools!

Resolve Results

Once all the matches complete, campaign results are resolved in the sequence of Support, Defend, and Attack commands, followed by tallying victory points.

Support. Matches assigned to Support commands are evaluated first. In round order the alliances choose a Support match they won and either remove the command or leave it on the map. Any Support commands that did not have a match assigned are left in place.

Defend. Next each Defend command is evaluated. In round order the alliances choose a Defend match they won and either remove the command or leave it on the map. Any Defend commands without an assigned match are left in place.

Attack. Evaluated last are the Attack commands. In round order the alliances choose any territory targeted by an Attack, including those they are not involved in if they wish. All of the Attacks toward that territory are then simultaneously evaluated as follows:

  • Each alliance that either made an attack or was controlling the territory scores points toward the outcome. If no alliance controls the territory then the defending points are scored by a virtual defender, reflecting interference from the other alliances or surprisingly staunch resistance from the native inhabitants. The same applies if the territory’s controller is the only alliance that has made an attack toward it, representing logistical or communication mishaps, friendly fire, or interception by opposing forces. Any alliance that made an attack must be scored separately, the points cannot be assigned to the defender. Alliances can only directly assist each other in that way through Support commands.
  • Scoring starts with the raw points earned in each associated match, excluding covert mission successes. If an alliance other than the defender was forced to respond to an attack, i.e., by uneven alliance sizes, then its points go toward the defender—the third alliance has either crashed into the attacker’s army while making its own abortive attack, with the territory’s defenders pitching the battle between the two, or they’ve come to the aid of the defenders to support their own agenda against the attacker.
  • If there is a Defend command on the territory, its alliance earns 10 additional points. Note that in the case in which no other alliance has targeted the territory, these points go to the alliance and not the virtual defender.
  • For each Support command adjacent to the territory, its alliance may add 5 points to any alliance involved in the match. Any alliance may support any alliance, or not. Armies in orbit with Support commands on them may Support a single Attack per round, but may do so anywhere on the map.

Whichever alliance scored the highest in this calculation maintains control of or immediately takes over the territory. If an attacker was victorious, a single one of its participating armies may move into the territory, leaving a control marker on its starting territory if it had none. Any other attacking armies stay in their original territories, which may result in them being affected by an attack resolved later. A victorious alliance that made an attack toward a territory it already controlled may only move an army onto the territory if it is unoccupied.

Any Support or Defend command on the territory is then removed, its forces have either been routed or are too busy defending themselves to assist in other battles. Any opposing control marker is also removed. If a defending army is present it must immediately retreat, moving to an adjacent territory its alliance controls that does not already have an army on it, or an uncontrolled territory if there are no such spaces. If neither option is possible, it retreats to its alliance’s orbital position.

At no time may a territory be occupied by more than one army, including multiple armies of a single alliance.

Overall Points. Once all commands have been evaluated they are removed from the board. The raw victory points earned from all matches and covert missions are then added to the alliances’ accumulated tallies. Defend and Support commands do not factor into this.

Drop zone in 3... 2... 1...

Drop zone in 3… 2… 1…

Special Effects and Covert Missions

Besides the overt strategic value of the Mine, Hab Blocks, and Laboratory, control of each will also determine how later aspects of the campaign progress. Heavy fighting in and around them may also have inadvertent, potentially catastrophic effects as infrastructure, equipment, and the planet itself are destroyed.

The other installations though also offer tactical choices:

  • Starport: After results are resolved for a round, the alliance controlling the Starport may move one of its armies anywhere on the map back to its orbital position, leaving a control marker in its place.
  • Comms Tower: After commands are revealed, the alliance controlling the Comms Tower may rearrange any three of its commands among themselves.
  • Generator: (to be determined)

Finally, players may be given the opportunity to directly affect their alliances’ tactical situation as well as the campaign itself by completing covert missions. In each round after the first, all the players in the alliance with fewest accumulated victory points will be given a covert mission, as will half the players in the middle-ranked alliance. Those alliances will be randomly given a mission from a list of possibilities, with all their players working toward the same goal. Every player that achieves their covert mission that round will gain the given boon for their alliance, regardless of the tactical outcome of their battle. Any victory points earned by a covert mission success are in addition to those earned as normal, but apply only to the overall campaign tallies and not the player’s individual score or resolving any associated command. Players should be sure to record at the stated time any secret selections their mission requires them to make.

Two sample covert missions.

Two sample covert missions.

Prepare to Drop!

We have some other ideas and fun stuff lined up for the later sessions, but these are the core basics needed to get our Solypsus 9 campaign off the ground. Again, any comments, suggestions, or questions are more than welcome; please comment below or email us. We also hope you can join us for any or all of the campaign!

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40k Skirmish Variant: Recon Squad!

I’m pumped to announce the official release of Recon Squad, our unofficial skirmish variant for Games Workshop’s Warhammer 40,000!

Recon Squad

Get the rules!

Colin, myself, and a bunch of PAGE people have been working on this for almost exactly a year now. We’ve used it through two decently sized events (December and January) as well as several playtest sessions since the last set of big revisions, so I think it’s solid. Thanks to everyone that’s contributed, Luke Walker for the great cover art, and everybody else that’s given it a shot in events so far.

We’ll be putting up more Recon Squad related material shortly, namely a great narrative campaign and mission pack. If you’d like to be notified when those are up, join our 40k announcements list!

Basics

Veterans will recognize Recon Squad as very similar to traditional Kill Team games. For those unfamiliar with that style of skirmish games in 40k, it’s a variant for very small, fast, tactical battles of individual troops. In this case armies consist of at most 200 points and are very restricted in the roles and stats available. Once on the field, each model acts individually, running about on its own to fight the enemy and capture objectives. I personally wouldn’t want to play this way all the time, but it makes a nice change of pace and can pack a ton of strategic depth. More people should give it a chance as it’s a really neat way to play 40k. It can also be a good way to introduce new players to the basic game mechanics and models.

Motivations

Just as it’s cool to occasionally throw down all the models you own on the table at once, it’s also really rewarding to occasionally focus on just a handful of models. Traditionally that’s been the domain of Games Workshop’s official Kill Team variant of 40k. Earlier versions were kind of weird, but the versions released throughout 5th edition 40k worked well, and were tight, free 3-page PDFs. The latest, for-sale eBook though is disappointing: Overpriced, terrible formatting, sloppy rules, and poor adaptation to 6e/7e despite being released at the end of 6th/just before 7th. It’s not terrible, but it’s not great. I have a review of some of the problems here.

Sentinels were *made* for this format.

Sentinels were *made* for this format.

Recon Squad is our response. We think it’s a tighter ruleset, better adapts 7th edition to skirmish play, and has more balance. As just a few examples, it explicitly addresses Brotherhood of Psykers/Sorcerors, makes Astra Militarum orders useful, and limits grenades and hordes. None of that is addressed in the current Kill Team. Obviously our Recon Squad variant is heavily inspired by the traditional Kill Team rules, but it is its own animal and a lot of thought has been put into tuning it for modern 40k and casual to competitive play.

A lot of emphasis has also been put on access. Obviously as a free PDF anybody can check it out. One of the problems with Kill Team as a $12 eBook is that it’s difficult to use it in a tournament or campaign—nobody wants to be forced to buy another book just to enter. Recon Squad doesn’t have that problem. As importantly, it’s also easy to jump in and play. Unlike some other unofficial 40k skirmish efforts, e.g., The Heralds of Ruin’s excellent ruleset, it uses the same list building as always. The core mechanics also aren’t changed other than breaking units apart into individual models. So veterans can easily throw down a quick skirmish, and newcomers can play Recon Squad with their handful of models and apply what they learn directly to standard 40k.

Design

A few of the design considerations in Recon Squad are worth touching on.

On a simple note, our “Everyone Falls The First Time” rule adds in a basic ability to jump over short gaps. It also restores the ability for models to jump down from large heights in return for possible injury, which was removed in 6th or 7th edition. These rules aren’t strictly required, but are very useful to help models move around on the super dense boards many people will want to play on in this skirmish setting. Boards generally still shouldn’t be completely jammed with terrain as shooting will become very ineffective, but there should be more terrain than usual and it can be a lot of narrative as well as gameplay fun to construct very detailed, rich environments that wouldn’t work in standard 40k.

A very elaborate example of a Recon Squad board.

A very elaborate example of a Recon Squad board.

More importantly, the “Frag Bag” rule limits how often a model can throw grenades. In standard 40k the relatively recently added rules for using grenades in shooting attacks aren’t a huge deal: You’re not frequently in range, and only one model per unit can do it at a time, so the effects are muted. In skirmish though each model is their own unit, and they’re frequently in range. Marines in particular become supercharged because they’re all running around with a free S8 AP3 assault gun due to their krak grenades. Recon Squad explicitly curtails that.

Similarly, Brotherhood of Psykers/Sorcerors needs to be explicitly addressed as the army unit is broken up into a bunch of 1-model units running around. We’ve gone with allowing one model in such a unit to act as a psyker each turn. The main basis for this is that making each model an independent psyker would be an overpowering buff. At the same time, discounting it would render many units completely powerless, as Kill Team does. Our “Cast A Spell On You” rule tries to strike a balance between the two.

Horrors and orks goin' at it.

Horrors and orks goin’ at it.

We’ve also broken with traditional Kill Team rules a bit in the force organization and army restrictions allowed. An HQ slot is given, and the limits on wounds and armor are both bumped up. This permits a number of non-traditional units, but squads are still kept within reason and a number of fluffy builds are enabled. For example, a common Tyranid complaint with Kill Team is that it doesn’t permit Lictors because they have 3 wounds, though they are otherwise an extremely appropriate selection by both narrative and gameplay. Space Marine Captains and Terminators are also both permitted in Recon Squad. Running a squad of 5 bare Terminators to hunt down xenos is super fluffy and probably isn’t actually overpowering despite the traditional ban—it’s probably actually not even a great squad. They’ll be real tough to kill for most troops, but special weapons combined with specialist traits will make short work of them and with so few models the squad will have significant trouble holding objectives, or even getting to them before being mobbed. Similarly, 100+ points on a Captain that could easily die to an ignores cover-meltagun or relentless-lascannon is probably a poor investment but could certainly interest someone.

Which brings us to the rule we were most conflicted about: Squads are capped at 20 models. This does eliminate some fairly narrative builds, like a basic Astra Militarum Platoon. The rationale though is simple math. Above twenty models and most factions will really struggle to do enough damage each turn to have any chance of breaking the squad or not being simply physically blocked off every objective. Even at twenty models the opponent has to eliminate a considerable number each turn to whittle it down significantly. While it’s unfortunate to force the Imperial Guard, Orks, and some others to focus less on their most basic troops, it’s not out of narrative character for Recon Squads to be composed of more elite troops. This restriction also goes quite a ways to addressing one of the main balance problems in Kill Team play, and isn’t something addressed at all in the traditional or current official rules.

For the Emperor!

All in all we think Recon Squad is a pretty solid ruleset, and have been happy with how it’s worked out in our events so far. There’s little new to learn to play except the tactics, and those tactics are pretty deep. In our campaign last Saturday Colin and I had a super tight match between his Fallen and my Kingbreakers that was among the most chess-like 40k I’ve played in some time as Sergeant Harmon and his Ghosts (Sternguard) ran the traitors down among the ruins of an Imperial shrine. So grab your favorite plasmagunner, make him an Ignores Cover specialist, and get him out there to fight for the Emperor!

Check it out!

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.

Fallen and Kingbreakers have a standoff in a ruined Imperial chapel.

40k: 7th Shooting—The Bane of Vulkan

40k-7th-coverAs most have no doubt heard already even if they haven’t yet gotten their own rulebook or given it a play, shooting in 7th edition 40k has been updated. The changes aren’t earth shattering, especially in casual play, but they are worth taking note. For example, Focus Fire is gone, so you can no longer specifically target just models outside of cover and pile more wounds onto them. Although that was useful and a good tactic, I don’t see its removal as a terrible loss. I doubt most players, particularly outside competitive play, had ever even used it much.

What I want to discuss briefly is the change to the order in which weapons fire. It also is neither a huge change nor one I consider negative, but it does have consequences on how you shoot, and depending on how you look at it either reduces the effectiveness or changes the tactics for some weapons loadouts.

If you spot any needed corrections to my understanding or have thoughts on the handful of open questions, please share them in the comments below!

Sixth Edition

Previously, all weapons fired simultaneously. All rolls to hit and wound for pistols, flamers, boltguns, etc., were conceptually all done at the same time. This could lead to some funny effects that weren’t game breaking, particularly as they generally only came up infrequently, but definitely weird if you even noticed it.

For example, suppose I have a couple Ultramarine Tacticals with a meltagun staring down some Chaos Marines and their buddy Abaddon, as in the figure below. All of the Ultramarines are within 12″ of one Chaos Marine. Another traitor and Abaddon are not. Clearly, the two boltgunners can double tap for 2 shots on the first guy, and the meltagunner is also in range to shoot. Somewhat weirdly though not obviously so, by the 6th edition’s “Out of Range” rules (pg 16), I could apply all of those boltgun shots to all the enemy models even though I got 2 extra shots for the one guy alone being in half range (12″). Really weirdly if you stop to think about it, by those rules I could also use the boltgun shots to take out the two Chaos Marines and then apply the meltagun shot to Abaddon, much better for me, even though he is completely out of range for that weapon.

Abaddon takes an impossible melta shot to the face.

Abaddon takes an impossible melta shot to the face.

Similarly, suppose I have two Tacticals with boltguns and one with a flamer facing off against Hormagaunts coming out of some ruins as below. I’d like to apply the flamer wounds to the guys in the back to negate their cover save. By those same “Out of Range” rules in 6th edition, I could do that even though the template doesn’t reach them. Everything shoots at once, and say everything hits and wounds (quite conceivable). I allocate the bolter wounds first and the front three Hormies are dead, maybe one guy in the back makes his cover save on the remaining bolter shot. I then apply the flamer wounds and the back guys are denied cover and die.

A gout of flame magically leaps into the nearest ruin.

A gout of flame magically leaps into the nearest ruin.

Seventh Edition

Relatively minor as they were in the overall scheme of 40k weirdness, seventh edition eliminates those oddities. Now, you activate a unit to shoot with and nominate a particular weapon class, e.g., boltgun or flamer, further defined below. All of the weapons of that class in the unit may fire, and all of the hits, wounds, and casualty removal for those shots is resolved simultaneously before nominating and resolving another weapon class. Players can still elect to not shoot with particular models for any given weapon class, but cannot go back to that weapon class to shoot with them later in the order. Models still of course cannot fire more than one weapon in a shooting phase unless they’re specifically permitted to do so, e.g., vehicles, Techmarines with a Servo-Harness, some characters.

Most importantly: It’s implied by the new ordered shooting, but the revised “Out of Range” rules (page 35) then make very clear that enemy models cannot be removed if they’re not in range of the models and weapon class currently firing. In the above examples, that means I need to nominate the meltagun and flamer before the boltguns or risk wasting the special weapons. Firing the boltguns first might remove potential casualties within the special weapons’ lesser range, while the boltguns could have shot models in the rear even with those in front removed.

Apply with care!

Apply with care!

Notably, weapon class is determined by the combination of name, ammo, and mode. So, bolt pistols and boltguns are different weapons even though they both fire bolter shells with the same damage stats. Ammunition is also clear; Sternguard firing their Dragonfire bolts (24″ range, ignores cover) shoot at a different order step than Sternguard firing Vengeance rounds (18″ range, AP3, Gets Hot).

Unfortunately, I don’t believe a formal definition of weapon mode is given in the rules. Perhaps not totally obviously, it all but certainly means differentiating between rapid fire weapons double tapping at half range versus shooting single shots at full range. Salvo weapons firing stationary versus moving are a more intuitive example of different modes. Importantly, the rules explicitly state that the maximum range for a weapon is applied regardless of the mode used. In the topmost example above, if the boltguns fire first, rapid fire due to an enemy being in 12″, and produce four wounds, all four would be applied even if that single model within half range to double tap is removed. The rules justify this as the shots flying on and getting lucky. Sounds reasonable to me, and makes sense in terms of a small practical convenience and not diminishing those weapons.

Similarly to not defining weapon modes, I don’t believe the rules explicitly state whether mastercrafted and twin-linked weapons fire at different times from the regular weapon. Given the focus on ordering weapons by “different names,” they all but certainly do when purchased as entries with those adjectives in the army list. More tricky is whether or not they count as different names when purchased the same but upgraded through some other mechanism. For example, is a Salamanders Sergeant’s boltgun that has been mastercrafted via their chapter traits different from the other boltguns in his squad? I would have to assume so given that you would have to roll different dice for those weapons anyway.

Fortunately, the rules do make clear that combi-weapons fire at the same time as whichever component you are choosing to fire, e.g., boltgun or meltagun.

Flame Away!

Given those rules, there are a few new tactical considerations, the most obvious ones revolving around range, templates, and blasts.

For example, units with different classes of flamers now need to be maneuvered with more care and in different fashion than before. The figure below shows one of my favorite setups and tactics: Vulkan and some Tactical buddies leap out of a Drop Pod to double flame a blob of baddies in a column. Unfortunately for me, either Vulkan or the flamer now has to resolve shooting first. In the arrangement below, that’s going to completely remove all the enemies in template range, wasting the other flamer. Previously the Salamanders here would almost certainly eliminate the entire blob (16 Hormagaunts versus 14 definite flamer kills and 9 remaining bolt shots: 2/9 hits+wounds needed to eliminate). Now they’ll severely cripple but almost certainly not completely remove the Tyranids (16 Hormagaunts versus 7 definite flamer kills and 9 remaining bolt shots: 9/9 hits+wounds needed to eliminate).

Fire does not mix with fire!

Fire does not mix with fire!

At first I was thinking this made mixed-flamer teams inefficient, and it does in some precise configurations like this one. But really I’ll just have to think more about how I deploy and move them. For example, looking at that blob, I need to put higher priority than before on landing and moving to the right, top, or bottom of it, so that both flamers will have at least some targets even after casualty removal. This consideration applies for some other units as well. Presumably Vulkan’s Gauntlet is not a heavy flamer in terms of having different names for shooting ordering, even though his entry says “The Gauntlet … is a heavy flamer.” So I have this same issue even if he comes down with heavy flamer toting Sternguard. Somewhat more difficult to accommodate given the practicalities of Drop Pods, movement, and terrain would be a Sternguard squad wielding a mix of heavy flamers and combi-flamers. In my experience the heavies would frequently render the combi-flamers useless. Another unit with the same new challenge is a Blood Angels Dreadnought equipped with a heavy flamer and twin linked heavy flamer.

Tactics

Generalizing from that, these changes to shooting aren’t huge but do require additional care. Right now I’m working on developing my rules of thumb for ordering shots in common situations. At the top level it’s pretty clear that should generally follow increasing range with exceptions to maximize templates, blasts, and rapid fire/single shot flexibility, something like:

  1. ~9″ Templates
  2. 8″ Grenades
  3. 12″ Pistols
  4. 12″ Rapid Fire
  5. 24″
  6. 36″
  7. 48″

For my Marines the details of those rules of thumb, largely for Tacticals, so far are:

  1. Heavy flamers
  2. Flamers
  3. Combi-flamers (save for last of flamers in case they’d be useless to pop)
  4. Frag grenade (after the flamers as the former are generally more likely to wound, particularly for Salamanders) or krak grenade (not actually sure if it doesn’t make sense to put this first, before flamers, given the limited range)
  5. Meltaguns
  6. Plasma pistols (after meltaguns to avoid gets hot if not needed)
  7. Bolt pistols (after meltaguns and plasma pistols if potentially assaulting to delay decisions (see below); otherwise, before plasma pistols)
  8. Frag missiles (fired here to maximize models under the blast, moved after rapid firing if there’s a bunch of enemies outside 12″ range, and again to after single-shots if there are clusters beyond 24″ range)
  9. Plasma cannons (fired here to maximize models under the blast, moved after rapid firing if there’s a bunch of enemies outside 12″ range, and again to after single-shots if there are clusters beyond 24″ range)
  10. Rapid-firing boltguns
  11. Rapid-firing plasmaguns (after boltguns to avoid gets hot if not needed)
  12. Storm bolters (moved before bolt pistols if potentially assaulting)
  13. Multi-meltas
  14. Single-shot boltguns
  15. Single-shot plasmaguns (after boltguns to avoid gets hot if not needed)
  16. Heavy bolters
  17. Krak missiles
  18. Lascannons
weapons

I don’t care who shoots first, just shoot, shoot!

Obviously actual circumstances would dictate changes to the ordering, e.g., moving meltaguns up or down depending on where the toughest armor is in the opposing unit. Some orderings also don’t matter, like multi-meltas versus single-shot boltguns or krak missiles versus lascannons. But that’s the kind of general priorities I’m trying to get into my head.

One interesting note is that the order isn’t declared in advance. That’s helpful if you’re looking at potentially assaulting a unit. Again thinking mostly about Marines, if you have some flamers, a special pistol on your sergeant, meltaguns, and/or use a grenade, you could shoot at a unit a bit before making a decision about whether or not to use bolt pistols with the bulk of your squad so you can assault, or use rapid firing boltguns to try and finish it off in shooting instead if it’s been severely diminished. Similarly, the ordered shooting allows you to have a bit more information before you have to decide whether or not to shoot with every model or weapon in cases where that might risk putting the target out of realistic assault range.

Conclusion

Other than probably needing some tweaks to army construction and potentially but not necessarily a few of the psychic powers, I’m pretty optimistic about seventh edition. I don’t think there are many new things that will slow down the game more once people are used to them, including this new shooting algorithm as well as the psychic phase. Several of the changes, like the vehicles updates, have actually brought more balance to the game, while others like this revised shooting have fixed some oddities. My early thoughts are it should be a really good era of 40k once tournaments figure out what they need to tweak.

Bring it.

Bring it.