1500pt 40k League in Philadelphia, Pennsylvania

I’ve been posting this around various fora, but just in case this catches anyone else in the Philadelphia area:Redcap’s Corner Gaming Store in Center City/West Philly is starting up a monthly 40k league, beginning next week. Basic idea:

  • Everyone is encouraged to come Thursdays at 6pm, which will be set aside for 40k, but matches may be played at the store any time.
  • Reg is $5 or a $15 purchase for each one month round, with store credit going to the top two finishers.
  • 1500pt armies, you must use the same codex throughout the round but can use different lists. Missions are based on the standard ones with some extra victory conditions.
  • Best 4 matches each month count toward your results.

Mission scenarios, rules summary (everything but obscure details like what if a new codex comes out), and so on are available here:

http://www.pagegaming.com/uploads/Warhammer40k/redcaps-40k-league.pdf

I’m planning on being there each Thursday in June to get this off the ground, so I hope others will join me as well!

2010 ‘Ard Boyz Photos, Quick Recap

Results from the 40k ‘Ard Boyz preliminary round at Redcap’s Corner:

Rank Player Battle Points Victory Points Faction
1st Colin 54 3129 Chaos Marines (all foot Nurgle & Iron Warriors)
2nd Anthony 42 3013 Tyranid (heavy on big monsters)
3rd Joe K 32 2330 Kingbreakers Space Marines (balanced)
4th Sam 32 2002 Orks (balanced slightly mech focused)
5th Andrew 23 3616 Tau (heavy on Crisis Suits)
6th Rob 23 1390 Tau (very mixed)

Turnout was a little disappointing but workable. Most people from PAGE were unavailable this weekend. In general I think although moving the schedule up a couple months may improve attendance at the later rounds, it crippled attendance at the preliminary. In mid-May there’s just too much going on with schools, sports, etc., I think June and July are much more open for this sort of all day gaming affair.

However, we had a great time. The group was pretty well balanced. Despite the decent spread of points above, it was actually a fairly close bunch in terms of ability. For example, Colin and I both played Andrew and both thought him a super tough opponent despite winding up on the bottom of the stack. The sheer firepower his Tau were putting out was almost unbelievable, as attested by the number of Victory Points he racked up.

Quickly, I think the missions were mostly reasonable and probably more mainstream than last year. The third scenario and its heavy penalties on fast units and vehicles was a little weird, but not crippling. I don’t think anyone except Colin optimized against it in our group, but even for him there’s a good chance he would have brought the same no-vehicles list anyway and has done so in the past.

I had mixed feelings about the lack of Dawn of War setups. That’s a hard start for non-mechanized forces, so it makes some sense in terms of the apparent general agenda to boost foot armies. But it is an interesting tactical problem so I sort of missed it.

What I really did miss though were more missions based around objectives. The second and third scenarios were effectively both variants on Annihilation. That’s fine, but I think objective based missions are in many ways more interesting, and more of what people are playing at this point.

The emphasis on Victory Points for both mission (e.g., second scenario goals) and tournament parameters (e.g., the bonus point in the 3rd scenario for killing 3000 points throughout the tournament) was also interesting. I do think they’re more balanced than standard Kill Points—there’s just no way a Rhino should yield up anything near the same value as wiping out a group of Plague Marines… But, they are definitely just enough of a hassle to calculate that they’re problematic. Among friends it’s no big deal, but in a schedule crunched tournament every couple minutes is crucial. More importantly, I think they lead to creating more mistakes in accounting when people slip up in their math and so on. Really it would be best to have some sort of modified Kill Points scheme that had the quickness of standard Kill Points but the balance of Victory Points. I’ll have to think about what that might be, it’s not totally obvious. For example, you can’t really just give rules like “Dedicated Transports are 1 Kill Point” since several armies have Landraiders in that slot, which should again clearly give up more value than Rhinos and Chimeras.

In any event, my battle report(s) are to come, but below are some photos. More are available in my flickr gallery.

One of Colin's Plague Marines.  Killing even a single model of these guys should basically yield up a Kill Point, given how much firepower it takes...

One of Colin's Plague Marines. Killing even a single model of these guys should basically yield up a Kill Point, given how much firepower it takes...

One of Rob's Devilfish bites the dust, wounded Fire Warriors flying everywhere...

One of Rob's Devilfish bites the dust, wounded Fire Warriors flying everywhere...

Andrew's fleet of Crisis Suits begins the long march across the table.

Andrew's fleet of Crisis Suits begins the long march across the table.

Paint scheme on one of Andrew's Devilfish.

Paint scheme on one of Andrew's Devilfish.

Anthony apparently constructed his solid army by leafing through the Tyranid codex and bringing at least one of everything that said "Monstrous Creature."

Anthony apparently constructed his solid army by leafing through the Tyranid codex and bringing at least one of everything that said "Monstrous Creature."

Andrew and Colin wage war on the frozen tundra.

Andrew and Colin wage war on the frozen tundra.

Anthony and Sam discuss the finer points of how many Boyz a Tyrannofex can blast to oblivion at once...

Anthony and Sam discuss the finer points of how many Boyz a Tyrannofex can blast to oblivion at once...

Rob is slightly stunned at actually coming across a Tau opponent.

Rob is slightly stunned at actually coming across a Tau opponent.

Kingbreakers get the drop on those damn Plague Marines, caught worshipping one of their dark idols...

Kingbreakers get the drop on those damn Plague Marines, caught worshipping one of their dark idols...

Tyranid vs Tau---a study in completely different game plans.

Tyranid vs Tau---a study in completely different game plans.

I thought I actually had a shot to win the third round against Colin; then I realized he had as many Termies in reserve as I did, but his are actually badass...

I thought I actually had a shot to win the third round against Colin; then I realized he had as many Termies in reserve as I did, but his are actually badass...

Battle Report: Combat Patrol 750 2010/02/18

kingbreakers-iconcombat-patrol-smLeading the invading thrust on the shadow world of Thruun, the Big Mek watched the figures moving amid the ruins, setting up sheltered fire lanes. In his rising excitement he punted a Snotling off his Trukk, then pointed at another one, fixating it with his mad gaze before turning back to the ruins and exclaiming with a trill of anticipation, “Demz da Emperor’s boyz, and dat means a right propa’ fight for once!”

Jacob and I got down to our Round 3 match for the Combat Patrol tournament the other night. Orks vs Space Marines in a showdown of brutality—the night was a killing fest, with fast, ferocious, and decisive fighting. In each of the two games the losing player was whittled down to basically one model by Turn 3.

Apologies on the weird lighting and flash use in some of the photos; for some inexplicable reason the loft at Redcap’s was particularly dark this evening.

Mission

In Round 3, the Attackers have breached the Defender’s outer perimeter. The Defender is playing out a desperate last stand to hold the line against the Attacker forces swarming all around. Defender deployment is along a 6″ strip in the center of the table. The Attacker can deploy along the opposing 6″ strips on either side of the table. Victory conditions are a basic Annihilation setup, determined by Kill Points or elimination. In addition, two objectives are placed, each worth a Bonus Point for holding. Finally, each side has a Heroic Action their Patrol Leader can enact once per game by taking a Leadership Test. For the Defender it grants Feel No Pain, and for the Attacker their choice of Furious Charge or Relentless. The Defender also counts as Fearless in their deployment zone, since they have nowhere to retreat.

010We set up a fairly open but pretty cool board. The rectangular ruin piece made a nice, thematic terrain piece for the center line. I particularly like that piece because it’s done up in much brighter colors than most GW gothic ruins, and has a lot of nice touches. The barricades also helped give this central post a nice last-ditch feel.

The board shortly after the start of Turn 1.

The board shortly after the start of Turn 1.

Armies

I think Jacob brought roughly the following; I’m still not very good at differentiating and remembering Ork units:

  • 3 Deff Koptas
  • 3 squads of 10 boyz, 2 in Trukks
  • 1 Big Mek with a squad of Nobs in a Trukk

As a side note, Jacob’s Big Mek was custom kitbashed to be his Patrol Leader specifically for the tournament, and he came out really nicely.

"Waaaagghhhh!"

"Waaaagghhhh!"

In my army, I dropped my usual Razorbacks to load up on Sternguard:

  • 9 Sternguard with 1 Power Sword
  • 1 Tactical Squad with Flamer and Missile Launcher
  • 1 Tactical Squad with Plasma Gun, Missile Launcher, and Razorback
  • 2 Landspeeders with 2x Heavy Flamers each

While I’m pretty happy with Razorbacks, I figured this mission would be a lot about standing and shooting, and a gunline of Sternguard seemed a reasonable way to do that. I also dropped a lot of special amenities, like the Powerfist I usually roll on Tactical 1, in order to squeeze out more models. I assumed I’d be assaulted and losing Marines super early, so I really wanted as many bodies on the table as possible and not a lot of flash. I kept one Razorback to provide some mobility for taking one of the objectives. I also kept the slightly expensive Plasmagun in order to Combat Squad it with a Missile Launcher and pop Trukks. One note about that which I considered a lot in list planning is that the deployment zone setup meant that basically everybody would be in shooting range of everyone else from the start, and would be rapidly in Rapid Fire range. The Landspeeders of course came loaded for crunching hordes in cover.

Game 1

Jacob won the rolloff and chose to deploy and go first. He deployed somewhat cautiously, though I did not in the end successfully Seize Initiative. I deployed all my infantry in a concentrated fire base around the central objective. The vehicles I placed away behind the ruin in hopes of not losing the Landspeeders to Turn 1 Rokkit Launchas.

Now, I haven’t played against Orks a ton, and it was very clear from the get-go that I should have studied the Codex harder. In particular, I forgot about the Deff Koptas’ Scout move, and watched in horror as Jacob promptly moved one into place to blast away at my Landspeeders in Turn 1. Then, in Turn 1, I watched again in horror as one of them flew over my fairly closely packed firebase and dropped a Large Blast bomb satchel all over it… Fortunately neither came to much, but they were definite “Oh snap!” moments for me.

"Sarge... Somebody's here to see us."

"Sarge... Somebody's here to see us."

My firebase was able to quickly take out two of the Deff Koptas though, which was a large mental relief, while the Landspeeders immediately dispatched the closest group of Boyz, flaming away at them in their crater foxhole. The infantry then started taking apart Trukks, but the Orks were still able to advance very quickly on my position. The firebase quickly found itself wrapped up in a single huge pileup assault entangling no less than all three of my infantry squads and two of Jacob’s. This was an awesome mess to work out, with Marines and Boyz all over the place mixed and mingled together.

The horde begins to arrive for the party.

The horde begins to arrive for the party.

Fortunately, I lucked out huge in this scrum. Taking advantage of their position in cover to strike first, all of the Marines landed excellent hits. The Sternguard in particular devastated a whole squad of Boyz, easily shrugging off the paltry counter attack. Taking heavy losses, both squads failed their morale and retreated, being immediately swept away to cement the quick victory.

That combat mostly decided the tide of the battle. The firebase then picked off the remaining Kopta and Trukks while the Landspeeders torched a squad of Gretchins. The Big Mek lurked through the ruins to enact a sneak attack on the Kingbreakers that claimed many a valiant battle brother, but the hobgoblin mechanic was quickly brought down by a thunderclap of combined fire.

Big Mek jumps into the scene.

Big Mek jumps into the scene.

Mano a greenskin as the two Patrol Leaders finally clash!

Mano a greenskin as the two Patrol Leaders finally clash!

Result: Kingbreakers’ Major Victory! Only one Bonus Point though. I should have tried playing out the turns to try and reach the other objective, but I didn’t think of it and it’s questionable whether I would have made it in time. The writeup also should have noted that total annihilation implied taking all objectives as I intended, but I did not remember to include that.

Game 2

Jacob again won the rolloff and chose to deploy and go first. As irony would have it of course, after the first game he decided to ignore Seize Initiative and deploy more aggressively only to have me promptly proceed to do so and steal the first turn.

I set up a firebase of almost all my units in the ruins cattycorner to the Defender ruins. I was hoping it would be just far enough away that I’d be able to shoot away at the Orks without being assaulted too early. I also put a squad on the opposing table edge. There were two reasons for this:

  • There wasn’t enough space to put them in cover in the firebase.
  • I was hoping to press a choice for Jacob between going after the firebase with all his army and leaving this squad free to take his objective; or splitting his forces and not attacking the firebase as aggressively.
Squad Goliant readies themselves for war.  They're going to need it..

Squad Goliant readies themselves for war. They're going to need it..

Gretchin huddle up to wave the colors around the home objective!

Gretchin huddle up to wave the colors around the home objective!

This time, however, the Landspeeders did not fare as well. Although they took out some number of models, they were quickly eliminated by the Deff Koptas. Their early loss was devastating to the ability of my army to put out enough firepower to stop the green tide.

Sad, lonely, abandoned Long Patrol Landspeeder.

Sad, lonely, abandoned Long Patrol Landspeeder.

After that, the pinwheeling fireballs of exploding Trukks managed to deliver Orks into my firebase and outpost all too early. Things were particularly bad in the firebase, where a group of Boyz proceeded to begin steadily munching through the units there, eventually forming a pincer with another inbound mob and wiping out the Kingbreakers contingent.

Sgt Titus does his best to hold the flanking horde at bay!

Sgt Titus does his best to hold the flanking horde at bay!

In contrast, on the other edge of the world Sgt Goliant and his men put up a stalwart defense of their position. All was for naught as they were eventually overrun, but their honor shall live on in perpetuity! Sgt Goliant’s name in particular shall forever be whispered among the halls of the greatest warriors for his single-handed, multi-turn stand against the enemy, his faith in the Emperor repeatedly holding firm against no lesser foe than the combined might of a squad of Nobs, three Deff Koptas, and the Big Mek himself!

Sgt Goliant gives the Orks the proper fight they've been looking for.

Sgt Goliant gives the Orks the proper fight they've been looking for.

Result: Major Victory for Jacob, and both Bonus Point objectives held. This one point difference puts him just two points behind me in the tournament, meaning I really need to recoup some points against my next two opponents.

Lessons

One is that I should have been thinking more clearly in the first game about working the end conditions so that I could have stalled to take the second objective.

I also need to pack a set of craters to replace exploded vehicles. That would have put Sgt Titus’ Combat Squad in the Razorback into difficult terrain when it was destroyed, and probably prevented them from being assaulted that turn, and thereby stalled the Ork advance into the firebase for a whole extra round.

I’m not really sure what to make of that second game. My Landspeeders should have been better protected, but there really wasn’t enough terrain on the board to have them trying to stay in cover while other units tried to take out the Deff Koptas. What I really should have done though is stuck to my usual Multi-Melta/Heavy Flamer loadout rather than double flamers, used the Speeders and their Multi-Meltas to take out the Deff Koptas in the early going, and then concentrated on flaming the Ork Troops.

It’s not super clear to me that it was a terrible decision to put the one squad on the other side of the table. It is clear however that a large portion of my thinking was faulty—I’m so used to worrying about big strong templates coming down that I was really over worried about finding cover. Against the weapons Jacob had, their armor was stronger than any cover and they could have just as effectively stood out in the open near the firebase. However, it did split his units nicely and I’m not sure how much they would have helped the firebase given that Jacob’s whole concentration would have then just been directed there.

Orks seem to be a definite force at Combat Patrol. They have so few selections outlawed by the rules that they’re basically choosing from almost their whole army list, including a couple reasonable Troop selections. The small tables and tendency to drift into assault is also suited to them, both in terms of slugging it out in close combat, but also that many of their weapons are Range 18″ Assault 2, meaning they can start putting out a lot of shots early on, particularly in this scenario.

That said, I continue to be impressed at how Marines can hold up in combat, despite the general trend to denigrate Tactical Squads’ assault potential. A good group of Marines, particularly more than one squad supporting each other, can do a pretty reasonable job. Interestingly though, it feels almost non-linear. A 5-man Combat Squad can easily get blown away in one shot, while a 10-man full squad can generally stick combat for a long time against even solid assault units.

One last and interesting point is that I believe I’ve been playing multiple assaults under too many constraints. I had been reading the movement procedures as being based around enemy models in the unit you’re assaulting, but upon looking at it more it seems really to be based around any models. That makes it significantly easier to engage and tie down multiple units. Though, that said, we also saw the risks of that in Game 1 when Jacob’s units assumed huge aggregate penalties due to the combination of multiple assault results.

More photos from this match are in the Flickr gallery.