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!

40k: White Scars Training Fight

kingbreakers-iconAnother Thursday, another sizable crew at Redcap’s for 40k.  Buford and I had planned to pair up for what he steadfastly insisted on being a friendly training simulation among friendly loyalist chapters.  It wound up a little different though and not a straight up match.  As we were about to deploy a young kid showed up with a fresh new Dark Vengeance box—seriously, he’d bought and assembled all of it (well) sometime between Sunday and Thursday, which is impressive—for his first ever game of 40k.  There wasn’t anybody around hanging out unmatched, so we worked his Dark Angels into my team.

Overwhelm

I frequently wind up playing with guys coming back to 40k after a hiatus.  But it’s been a couple years since I played with someone totally new.  It was somewhat educational to reflect on just what a daunting prospect that is.  Even as a teammate with about 600 points in an 1850 point army, there’s just so much going on.  In an actual game against anything but the most basic Marines (Chaos or Loyalist) or maybe some other basic infantry, it’s also got to be hard to pick up the rhythm with so many special cases.  Here Buford’s bikers were getting turboboosts, Hammer of Wrath attacks, Outflanking, etc., so just all sorts of additional complications.  It was also a good reminder that 40k has a major stamina component.  Even I find it fairly hard sometimes to stay focused on a Thursday as we get down to bottom of the night.  Here the kid was definitely overwhelmed after the first two hours or so.  Really we should have either stopped the game after Turn 3—Buford was killing it anyway—or significantly dropped the points total before we started.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

One thing I did find interesting is the different pathways into 40k that are out there now.  For example, I started running through the different units and weapons, and the kid already knew a lot of them.  Turns out he’s read a lot of the Horus Heresy books, played a couple rounds of the Dark Heresy roleplaying game, and finally picked up the box set after watching a couple guys play at the shop on Sunday.

Also, everyone’s aware of this, but that Dark Vengeance box is awesome.  Great miniatures, and the Marine half alone at an off-the-cuff calculation is worth something like $200.

White Scars

Obviously everyone’s talking about how awesome the White Scars are now.  That seems pretty clear when you read the new codex, but for me at least it’s difficult to see exactly how awesome until you see them across the table.  No one advantage seems over the top in isolation, but add them all up and it’s pretty brutal.  Troops that move 12″ and essentially ignore all terrain so they’re stupid fast, are T5 with a 4++ or even 3++ invulnerable so they’re stupidly robust, get a free attack on the charge before you can do anything and that attack at S5 so they’re always ahead in combat, can leave combats at will, and—oh, yeah—both they and their friends can outflank.  Now, I’m not saying it’s unbeatable or broken, but I am saying Buford’s lucky he’s been playing a White Scars biker army since before time began or I’d be giving him a lot more flak about it.

Khaaaaaaaaaaaaaaaan!

Khaaaaaaaaaaaaaaaan!

One thing to watch out for is going up against Khan in a challenge with your Warlord.  He’s not crazy strong, but he gets a fair number of special attacks, and he’s T5.  If you lose though, he gains D3 extra Victory Points.  Obviously that’s not going to come into play all the time, but that’s a big advantage if it happens, so it’s a fair guess many Scars players will have their Khan coming straight for your dude.

The other big thing is the outflanking.  Khan gives Scout to all bikes and units with dedicated transports.  That can be a big deal, e.g., if it means you’ve got a Landraider full of Terminators now coming in directly on top of your home base.  In this game it was especially rough because we rolled for Hammer and Anvil, playing the long direction of the table, so outflanking was particularly brutal in the narrower confines.

Some assaults are just destined to never end.

Some assaults are just destined to never end.

Dice

Going into the tournament on Saturday, there are a couple things I still need to figure out how to remind myself more readily.  One is precision shots/strikes from characters, which seems to be a nearly universally forgotten rule in friendly play.  More specifically to me, I always forget that Salamanders mastercraft one weapon for each character.  Probably I need to put some blue dice or something in my tin to remind myself of that.

40k: 1850pts vs Necrons

kingbreakers-iconThe 40k crowd at Redcap’s was again pretty big last night, there had to be at least 16 people hanging out (a few not playing).  Lovell and I played another really good, super tight match last night.  We basically wound up playing two games: One taking about 20 minutes to setup and 10 minutes to play, and another starting with a highly variant deployment setup…

Army

Slightly revising one of my two current 1850 standard lists, I basically swapped out a Predator for an ADL with Quad-gun:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Terminators x5 w/ Thunderhammers and Storm Shields
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist, Plasmagun, Melta Bombs
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predator w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

For his core Lovell brought something like his usual HQ court, blob of Warriors, two Night Scythes carrying blobs of Immortals.  Spicing it up though he brought a unit of six Canoptek Acanthrites and a Tesseract Ark.  As a side note, like nearly all of the recent GW and ForgeWorld Necron designs, the Ark is a beautiful model.  I don’t care if it makes sense or not for Necron vehicles to have humanoid pilots, they look awesome.

Run, rabbits, run!

Run, rabbits, run!

Battle

For a change in Lovell’s Relic-stealing trend, we rolled for Purge the Alien (Annihilation) and whatever deployment puts you on the short edges crossing the longer length of the table.  I haven’t played the latter recently and it was interested how it definitely compressed the sides and made a huge mid-field.  On the other hand, it would probably be a more telling different with either army putting more focus on long range artillery.

Lovell took first turn and put down just the Ark and Warriors.  I put down everybody except my Drop Pod of Sternguard and Librarian.  We had a ton of terrain on the board plus a bunch of my foot soldiers were tucked behind the ADL, so his shooting was limited in options and didn’t go well anyway.  The return attack was lethal.  Sternguard and Landspeeders took out the Ark pretty handily with massed Melta, Vulkan and a Combat Squad took down the Royal Court in flames, and everybody else poured high caliber weapons and Bolters into the Warriors.  By the end Lovell had literally a single Warrior left on the table.  Unfortunately there was absolutely nothing more I could do to take that guy and win the game outright in Turn 1.

Ohmygod, seriously, we can't get even one more Bolter brought to bear on this guy?!?!?  You, Rick, in the back, that failed your To Hit roll?  Consider yourself excommunicate traitorus...

Ohmygod, seriously, we can’t get even one more Bolter brought to bear on this guy?!?!? You, Rick, in the back, that failed your To Hit roll? Consider yourself excommunicate traitorus…

Pretty awesomely, from that near-tabling Lovell and his Necrons then fought all the way back to a pretty evenly matched game.  I was definitely ahead in both Kill Points and momentum from there, but it wasn’t a set thing.  A bunch of the Warriors stood back up under that one guy’s direction, the HQ had Everliving and resurrected, and the cavalry arrived in the zooming Night Scythes.

The battle basically broke down into three components: Warriors, Immortals, and a supporting Scythe exchanging fire with my defensive line, comprised of Devastators and a unit on the ADL Quad-gun, on my left flank; Captain Angholan, Terminators, and friends battling the HQ and Acanthrites with support from the Predator in the center of the table; and the Landspeeders and a Tactical Squad going after the other group of Immortals on the right flank.

Of course being new and freshly painted, the ADL Quad-gun managed precisely nothing before being destroyed by a lot of concentrated fire.  Devastators were also subsequently immediately devastated, but not before crippling the opposing infantry on their flank, to be eventually cleaned up by Angholan and friends.  The other components evolved as the Marines managing to encircle and cut off each group of Necrons, pouring fire in and then charging in joint assaults.

Kingreakers' Flying Circus comes to town.

Kingreakers’ Flying Circus comes to town.

Outcome

Kingbreakers carry the day with 6 Kill Points plus First Blood, Warlord, and Linebreaker, against Necrons 5 Kill Points.  Somewhat notably, without even thinking about it we counted the ADL Quad-gun as a Kill Point.  A discussion among the PAGE crew has me thinking that’s probably not correct, but terribly under-specified by the rules either way.

Analysis

On the one hand the ADL didn’t actually do anything before being destroyed.  On the other hand it scared Lovell enough that he put a lot of fire to the Quad-gun instead of my actual dudes, so that is valuable in and of itself.  We had a ton of terrain on the table so the actual barricade wasn’t as useful as it might have been, but I could definitely see the use.  I do need to keep in mind though to not let that be a trap and keep my guys hanging back too far.  In this match I was trying to be conscious of “Well, the gun’s destroyed, and the Devastators gone, lot’s abandon this position and go chop up some Necrons!”

As I’ve been doing lately I started my Terminators on the board in a defensive position.  This has been working out much much better than Reserving them and Deep Striking.  Who knows in the latter when they’ll come in and where they’ll land—even assuming no mishaps.  Even if they arrive early and well they’ll stand there a turn getting shot at before assaulting, and probably not be able to catch up to anything anyway.  Placed defensively on foot they’ll never get to an offensive position, but they’re guaranteed to be there protecting your home turf.  In this case, they were an excellent hard buffer between the Anthracites and my Predator, which they were definitely looking to attack, as well as some Tacticals.

Stay on target!

Stay on target!

Sternguard for a recent change actually got to fill my traditional role for them: Wipe out something important, then do their best to poke at and assault whatever fills that void.  The Librarian is really letting me down though, a huge bummer given his recent paintjob.  Sixth edition’s random powers just make it much too hard to even learn how to use them well, let alone do so.  Psychic Hoods also just aren’t as useful defensively as they used to be.  So, disappointingly, I am thinking about dropping him in favor of another super secret supporting HQ.

Most of all though, I think this game really showed one of the key flavors of the Necrons.  As an elite army they’re just not going to have a ton of units or even models on the table, so it can really feel like you’re losing, and in fact you could be coming perilously close to being utterly tabled.  But there’s always a strong chance you can battle back from a complete hole, as happened here and in some recent previous games.

Everybody line up and remember your anti-Gauss drills!

Everybody line up and remember your anti-Gauss drills!