Notes on Ruins Rules

Recently I encountered two occasions of seasoned players treating ruins incorrectly. Mostly I chalk it up to erroneously remembering back to 4th edition, but the ruins rules do admittedly require a lot of good sportsmanship and reasonableness. They even contradict themselves in places, for example noting that measurements should be done from base to base although every example and rule in the section measures from anywhere in the model (coherency) or in the abstract along the 2D plane (templates). In any case, it’s worth recapping a couple points about ruins:

  • Players should agree beforehand whether the ground floor of the ruin is area terrain or not, particularly if it doesn’t have a base (the rulebook defaults to no in this case). Personally I think it makes the most sense to treat the ruin’s entire base as difficult and area terrain if it has one, but I often encounter players who only wish to treat the area inside the virtual perimeter of the ruin walls themselves as such.
  • One of the biggest points of contention or incorrect assumptions I frequently see is whether or not ruin walls are impassable or simply difficult. The rulebook defaults to the latter, but many players and groups default to models not being able to pass through them. This is an important point that should be clarified at the start of any game, as it can dramatically change movement around the board.
  • Unless players agree otherwise, when moving in a ruin, you don’t move models the straight line 3D distance to where you want them to go. Instead they move in a sort of z-axis Manhattan distance, over the horizontal component, and then up the vertical distance. This is made very clear on page 83 in the big book. So, for example, to assault a model over two inches looking down on the table top and up a level (three inches), a model would have to make a difficult terrain roll of 5 or better. Levels should be assumed to be 3″ tall unless players agree otherwise.
  • Models can only go onto a level in a ruin if they can physically fit there, and even then some models such as beasts and bikes cannot go up levels. However, models can assault models even if they cannot physically be placed in base to base, provided they could otherwise make the distance. For example, if it has the distance to move up the level but does not fit, a model could be put directly under a model on the next level down and be assumed to be in base to base.
  • Barrage weapons always hit the highest level under the marker’s center hole after scatter. When firing template and non-barrage blast weapons you must declare a level that they’re targeting.In all cases, only models on that level may be hit by the weapon, though casualties may be removed from anywhere in the unit as usual. With template weapons, you generally may pick the same level or the one above or below the firing model, however, skimmer, jump infantry, and jetbikes may target any level. Note that the rulebook shows a template being measured purely in the 2D plane above the model, indicating that it does not need to lose those precious inches going up or down a level.
  • All Independent Characters and Monstrous Creatures have Move through Cover, so they roll 3D6 when moving through ruins on their own (or with units that also have Move through Cover).

Again, ruins require a fair bit of sportsmanship to deal with well but it helps for everyone to know the current rules to begin with, and to talk for a moment at the start of each game and make common assumptions explicit. Cover values, ruin bases, and moving through walls are the three things I ask about first before doing anything else in each match.

Battle Report: Al’rahem IG vs Kingbreakers, 1500pts (w/ photos & maps)

kingbreakers-iconCompany CommanderZvezdarov watched through his scanner as the incoming blips moved ever closer. Turning to Al’rahem,Zvezdarov gave the nod and off 1st Platoon went, engines roaring along a wide sweeping arc around the field ahead…

Kiril and I got in two 1500 pt games pts at PAGE the other night. Most notably, he decided it would be a good time to experiment with Al’rahem. For those unfamiliar with the IG codex, Al’rahem is an upgrade character that takes the role of a Platoon Command Squad officer. He has some interesting things, like a Power Weapon that inflicts Instant Death regardless of toughness (if only Librarians’ Force Weapons were that useful!) and the ability to give two orders, but his big effect is that the whole Platoon must then Outflank, so he grants a flanking move to potentially dozens and dozens of Guardsmen, Weapons Teams, Chimeras, and so on. Kiril doesn’t sound too sold on it, but personally I thought the results were very interesting and favorable.

Game 1

Sgt Scolirus directs his battle brothers from a rearguard position.

Sgt Scolirus directs his battle brothers from a rearguard position.

We roll for Pitched Battle and Seize Ground, though we made a minor mistake and played it D3+3 objectives. Rolling a big 3, we wound up with a hefty 6 objectives on the table. I put mine fairly tightly packed into one corner and Kiril spread his out along a much longer diagonal in the opposite corner. I wound up going first. He put everything into Reserve and I deployed pretty much everything, with one squad strung out between two of the objectives I placed and the others shifted over a little to go grab the objectives Kiril placed.

Rushing forward in the first two turns, I quickly camped out on 4 objectives and had units near all 6. Then almost everything of Kiril’s came in on Turn 2. Al’rahem and his Platoon Outflanked almost directly on top of my original corner objective, completely neglecting the objectives he had placed and the tempting center cluster of objectives. The Leman Russ, Colossus, and various Heavy Weapons teams walked or rolled on alongside the same table edge as Al’rahem, camping out in terrain close to their long table edge.

Al'rahem changes the dynamics of the battle entirely, outflanking the Kingbreakers and rotating the axis of combat.

Al'rahem changes the dynamics of the battle entirely, outflanking the Kingbreakers and rotating the axis of combat.

The Guard heavy elements bunker down in terrain and prepare shooting alleys.

The Guard heavy elements bunker down in terrain and prepare fire lanes.

The effect of this was to basically rotate the table. My one squad was very close to the incoming Platoon, but everyone else faced a long slog to get over to Kiril’s forces. It seemed unlikely he’d be able to challenge two of my captured objectives, but it left my nearer two unsupported, with a lot of ground to cover by the ‘Speeders and Dreads, getting shot up the whole time. I had assumed he was going to try and Outflank directly on top of the objectives he’d placed close to the board edge, and it sounded afterward like that was his plan, but my big push up into there made that pretty risky so given the choice he came on the other side, completely opposite the bulk of my forces.

At this point I probably made a mistake. My Tactical Squad holding my two starting objectives started retreating. As strung out as they were, if they assaulted or were assaulted by the Platoon, only a few were going to be able to use the reaction move to get into the combat. I was worried that being under strength in combat would then start the unit getting chewed up piecemeal, swarmed by overwhelming numbers. In reality I should have sacrificed the unit in order to tie up as much of that Platoon as possible. In the event, after running away from that objective, Marbo came down next to the same squad and I was faced with a tough choice between trying to take him out or keeping on shooting and trying to take down as many Guardsmen as possible. I chose the latter, and Marbo started finishing off the two squads in that quarter as the Colossus pummeled them. As Marbo advanced forward the Platoon behind crept along and eventually by the very end of Turn 5, various squads had made their way onto the three objectives I had placed.

Guardsman Marbo arrives in the middle of the battle and singlehandedly leads the push to roll back the Kingbreakers' right flank.

Guardsman Marbo arrives in the middle of the battle and singlehandedly leads the push to roll back the Kingbreakers' right flank.

Battle brothers steel their nerves and continue firing away from their position on a objective, all the time listening to the casuality reports indicating Marbo's steady advance, with hordes of Guardsmen hot on his heels.

Battle brothers steel their nerves and continue firing away to the last from their position on an objective, all the time listening to the casualty reports tracking Marbo's steady advance, hordes of Guardsmen hot on his heels.

Guardsmen prepare to rush the newly cleared objective atop an abandoned bunker.

Guardsmen prepare to advance onto the newly cleared objective atop an abandoned bunker.

Meanwhile, along the other long table edge, I was left relatively powerless. The Sternguard came down aggressively, but there were just too many Guardsmen around to make much dent in the horde, and too many of them making a buffer around the Leman Russ and Colossus for the Sternguard to dispatch either. Having advanced all my units forward and out to grab objectives, they faced a long slog to wheel around and get into position to really hurt the IG line. In addition, the Tactical Squads couldn’t really do much without vacating their objectives. A lot of my forces were therefore left either quietly sitting on objectives for the battle, or running toward the IG gunline. Also in the last turn, as the IG ran for the objectives I had placed, Tactical 2’s remaining Combat Squad decamped from its Razorback hideout and strung out between two fortuitously placed objectives to claim both. The hold was tenuous, several were killed by the pounding they of course took in Kiril’s last round of shooting, but the game ended at the bottom of 5 before they were forced to abandon an objective to move back into cohesion.

By the end not a lot of Guardsmen died, had but they also hadn’t really been in a position to hurt much more than my two post-rotation leading Tactical Squads, and most of the damage inflicted on them came from the Colossus.

Sgt Titus and his men make a desperate move, overextended move to hold two critical objectives.

Sgt Titus and his men make a desperate, overextended move to hold two critical objectives.

A squad of Cadians defend their rear objective.

A squad of Cadians defend their rear objective.

Recap

The general flow of the battle, or close enough; the pictures roughly but not quite correspond to turns (some things have shifted up or down to ease narrative), and I might be off on the countless numbers of Guard foot squads:

The board after deployment.

The board after deployment.

Kingbreakers rush forward on Turn 1 to (over-)extend onto four objectives, threatening two more.  Ratlings make lewd gestures at Marines.

Kingbreakers rush forward to (over-)extend onto four objectives, threatening two more. Ratlings make lewd gestures at Marines.

Kingbreakers wheel about toward the newly arrived Guardsmen.

Kingbreakers wheel about toward the newly arrived Guardsmen. Cpt Angholan and his Sternguard break a squad of special weapons.

Dreadnoughts keep moving toward the Guard.  Marbo shows up.  Kingbreakers abandon their weakest objective.

Dreadnoughts keep moving toward the Guard. Marbo shows up. Kingbreakers are pushed off their weakest objective. Angholan and Sternguard, severely weakened by heavy fire, annihilate a heavy weapons team.

Marbo eliminates the Kingbreakers point squad and presses the Marines' frontier inward.

Angholan and Sternguard do more damage, but are consequently destroyed under even more heavy fire. Marbo eliminates the Kingbreakers point squad and presses the Marines' frontier inward.

The Colossus prepares the way for Al'rahem's vanguard squads to dash onto the blood drenched objectives.

The Colossus prepares the way for Al'rahem's vanguard squads to dash onto the blood drenched objectives. Squad Titus takes a perilous extended line to claim a new objective, and barely holds on to claim the draw.

Results

Draw, 3 objectives each.

Thoughts

Marbo is a pain in the ass. Not a game breaker, but definitely annoying. You have to shoot him or he’ll just whittle away your guys, but he’s also not really worth shooting at when you have juicier targets around. Personally from a design standpoint I think that’s a good unit, with interesting tradeoffs imposed on the opposing player and has good utility to the Guard player. Either he does a fair bit of damage, or he rather cheaply takes up some decent amount of shooting if he can get some cover.

Once the IG rotated the table, I should have vacated the leftmost objectives I had taken and come to those in the center of the table. This would have exposed my guys to more attacks, but if they survived they would have potentially prevented the Guard from moving forward toward and onto those objectives.

The Outflank could have gone quite worse. If Kiril had rolled to come on via the short edge directly by my guys, things could have gone pretty bad pretty fast for that Platoon. That is a big risk at these point levels and how Kiril was playing it, where that Platoon was the bulk of his army. However, I thought it was a pretty good tactic. Outflanking units have a 2/3 chance of coming in on the table edge you desire, even without taking an Astropath and getting a re-roll on that. At this point level, Al’rahem’s one Platoon could make up a substantial part of your army. This potentially lets you set up all those forces far away from the opposing player, giving plenty of time for you to shoot them up.

Where I think that move might suffer is on boards with a fair amount of high terrain that blocks LOS. In some ways that will work well, as the IG has a number of effective indirect fire weapons like the Colossus that will ignore the blockages, while many army builds will be stymied (how often do you see a Whirlwind out there?), yielding the perfect mix of cover for your own guys but still plenty of shooting opportunities. On the other hand, most of the Heavy Weapons teams and so on will also be blocked in their shooting by the terrain. It could also be problematic if the opponent stays castled up near the center then moves to attack after the Guard arrive, rather than trying to camp out objectives early like I did here. Probably worse, that Outflank move seems vulnerable to highly mobile units. Fast BA Rhinos, Dark Eldar Raiders, and so on could all deliver their units pretty quickly directly on top of the gunline. But, that’s maybe not really any different than usual.

Also, I made a mistake in putting the Rhino with full Tactical Squad on the left edge. With the way things turned out, it would have been better suited than the Razorback with Combat Squad to string out and claim the two center objectives as happened in the end game. However, I was concerned about the whole platoon coming down on that one left objective, so I wanted a whole squad in that Rhino ready to pop out and wreak havoc.

Game 2

The Kingbreakers roll out for war.

The Kingbreakers roll out for war.

The second game proceeded similarly, although we rolled for Annihilation instead. Expecting and receiving mostly the same tactic, I moved most of the Kingbreakers up close to the centerline of the table. A few Ratlings and a small squad tried to create a distraction in the far corner, but they were quickly dispatched. The rest of the Guard bunkered down, tucked tightly into a far edge. From there I had to rush across 3–4 feet of pretty open ground, with a large number of Autocannons and Lascannons working on my vehicles while the Colossus went to town on my footslogging troops.

Guardsmen engage in their favority activity: Bunkering down well away from the enemy...

Guardsmen engage in their favority activity: Bunkering down well away from the enemy...

Results

Kiril won by one or two Kill Points, basically an extra popped Rhino and Landspeeder in the final round of shooting.

Lessons

This is exactly the kind of game where you really really want a Whirlwind, with a ton of closely bunched Guard Infantry. It’s just a shame they’re probably not the most cost effective unit against other armies and situations.

More Lascannons in my army would be useful. It’s just too difficult to cross that much ground without giving away too many models in order to swoop in for the Melta kills. I’m starting to believe that 1) Meltas have been over-emphasized in the metagame, and 2) my early learning experiences have bent me to worrying more about hordes than I should. Either way, I should start fielding more Lascannons, though I unfortunately don’t particularly like the model. The range is just so short on Meltas that it can be pretty hard for many armies to deliver them reliably.

Importantly, the Kingbreakers wound up just a bit too far to the left after the first couple moves. I shifted them off center a little in order to tuck in behind some terrain in case some of Kiril’s units came in directly in front of them. However, I should have just risked absorbing that shooting in favor of coming in right on top of the centerline and being able to rush either way more quickly. I also popped smoke too early, defending against that straight ahead shooting that didn’t come. That cover should have been reserved for the charge across open ground to whichever table edge the Guard did come in on.

The Colossus is a real threat. Wounds on 2s on most things, indirect fire, pins, and ignores Marine armor and cover saves. It did the bulk of the killing in both games. Notably, Kiril did a good job tucking it away. Not only was it as far as possible from anything I had that could hurt it, but there was also a pretty good wall of troops around it preventing units, such as the Drop Podding Sternguard, from getting too close. Hence the need for Lascannons.

Conclusion

All in all a good time, and two interesting and close games. More and higher res photos are available in the Flickr gallery. I’ll have to think more about how to do better against this approach.

‘Ard Boyz Semi-Finals Notes—The Horror, the Horror!

kingbreakers-iconYesterday was the semi-final rounds of ‘Ard Boyz. Colin, Anthony, and I from Redcap’s/PAGE CC went out to the Adventurer’s Guild in Harrisburg, PA.

The Imperial Guard would like to assure this this is not going to go well for you...

The Imperial Guard would like to assure you that this is not going to go well for you...

It was actually a pretty interesting and fun day. But, damn. Representative of the whole thing, the glue on a bunch of my models decided to spectacularly, improbably collectively fail and now I’ve got a Drop Pod in a dozen pieces and a whole bunch of Sternguard and Assault Squad arms and heads rolling around in their case(Heads? What the hell?). This is basically reflective of how I performed for the day. It was almost like everyone else showed up to play 40k, and I showed up ready for Tiddlywinks… Damn.

The front room.

The front room.

The back room.

The back room.

The champagne room.

The champagne room.

Scenarios

Scenarios are up on GW’s site. Basically they consist of:

  • Spearhead deployment, with three objectives placed along the neutral diagonal. The neutral table quarters also have fog, applying Nightfighting rules.
  • Pitched Battle deployment, with both players Deep Striking in two objectives anywhere on the table.
  • Dawn of War deployment in an Annihilation mission with two objectives as bonus points & tie breakers, and each player having an entire short edge along which they may also bring in units.

All in all I thought the scenarios were pretty good. Not too crazy and mixed things up just a little. I also liked the strong emphasis on playing for objectives and table aspects, even with the Annihilation mission. GW and John Schaffer also get credit for quickly posting revised versions clarifying a number of questions that were raised.

The only part I thought was a little unfortunate was the fog mechanic in the first scenario. It’s a great scenario and a great idea, but I’m not sure how well it works in that competitive environment with a lot of emphasis on playing super fast. It seems easy to overlook various parts of it (applying the fog, rolling for it to lift in each quarter, measuring it out/determining LOS accurately, etc.). In my game I knew we were playing it slightly wrong (i.e., rolling for the whole table to lift rather than each quarter) but I let it roll because it just didn’t matter.

Game 1: Blood Angels

The primary reason it didn’t matter was because the game quickly came down to a lot of close range shooting and assaults. This was the first time I’d faced a new Blood Angels list, and it was crazy. The list was something like:

  • Astorath with Death Company or Assault Squad
  • Lemartes with Assault Squad
  • Five or Six Dreadnoughts, mostly Furioso, some as Librarians, and some DC and regular, several of them in Drop Pods
  • Three Storm Ravens
  • Some other Assault Squads

Despite some premature and misplaced handwringing, the Furioso is incredible. At around a meager 125 points it’s a MEQ killing machine. Maybe not as strong against hordes and units with many weak models just due to the probabilities, but clearly awesome against smallish, more elite units; this is one of the main points the linked BoLS post missed, in addition to seriously overreacting to a single play. The Furioso has a built-in Meltagun for potshots at bigger stuff, but the real story are the free-upgrade Blood Talons. Stepping into assault with a pair of those, the Dread strikes simultaneously (I 4)—importantly, before any Powerfists—with 4 attacks (A 2, plus one for 2 CC, plus one for the charge), hits on 3s (WS 6), wounds on 2s (S 6), rerolls any failed wounds (Lightning Claws), permits no armor saves (Power Weapon), and then for every unsaved wound, it gets an immediate extra attack (!), which can then themselves be chained if they succeed (!!). And all of that is assuming it hasn’t rolled for the Red Thirst, which would give it Furious Charge (+1 Initiative and Strength). Plus, it’s armor 13 in front and a walker, so Krak Grenades can’t hurt it, Melta Bombs need a 6 to place with their single chance, Relic Blades can’t touch it, and even a Powerfist is going to have a hard time wrecking it. And, you know, remember they’re only 125 points…

Worse though, that’s assuming the Powerfist even survives to get its attacks. It’s not. The Furioso can easily, reliably wipe out a full squad of MEQs. Even Colin’s Plague Marines were annihilated by them. All in all, they’re a ridiculous nut to crack. Your only chance is shooting, but if they Pod in on top of you or drop out of a Storm Raven, you’re not going to get many chances to do so before it’s all over your guys, and it is in turn all over for them. Within a MEQ squad, Melta Bombs would have a pretty slim chance of taking it down in exchange for it simultaneously killing the whole squad, and that’s basically your only chance, as far as I can tell.

Beyond that, another Dreadnought could slug it out with a Furioso reasonably well in what would most likely be a pretty drawn out combat given the limited attacks. Demon Princes and probably some of the Greater Demons and main Demons are most likely the best killers though, with their higher Initiative and large number of 2D6 penetrating attacks.

I also had to upgrade my assessment of Stormravens. They pack a significant amount of firepower on their own, almost a ridiculous assortment of weaponry. Worse, they’re highly mobile firebases; between being Fast and having Power of the Machine Spirit (fire one additional weapon) they can move pretty far and still shoot a large portion of their weapons. Armor 12 is also no slouch, and with that mobility it’s hard to bring meltaguns to bear against them. Worst though, the Ceramite Plating on their hull removes the D6 bonus from Melta shots. That’s a problem for anti-vehicle forces built around Melta. The three Storm Ravens I faced here absorbed a fairly significant amount of shots that would have destroyed normal medium vehicles, and I only took one down in the end. As a side note, this BA player had really nice Stormravens, converted from Valkyries following the BoLS articles.

The plentiful rerolls to hit and to wound and Furious Charge traits granted by various characters spread throughout the army also mean that there are a large number of absolutely brutal assault units in the army, particularly combined with the large number of Power Weapons some of them can take.

All in all, I think really fighting Blood Angels is going to take some serious thought and specialization, or lots of mechanized protection and tons of firepower.

Game 2: Imperial Guard

Speaking of which, after getting shelled in Game 1, continuing my tour of the popular metagame, I faced a heavily mechanized Guard list, with something like:

  • Two Company Command Squads
  • Ton of veterans with meltaguns in Chimeras
  • Ton of heavy weapons with lascannons in Chimeras
  • Two Vendettas with lascannons galore
  • Three Hydras
  • Two Manticores
  • Two Banewolfs

I rolled and chose to go first. I probably should have gone second and reserved everything, but it seemed unlikely I could go toe-to-toe in a shooting war with that army, particularly as the table was unfortunately almost completely wide open, with very little terrain available to block anything. Expecting him to then go entirely into Reserve, as he did, by going first I was hoping I could get most of my guys over onto his table side and pick them off at close quarters as they filtered in from Reserves.

In practice though it was a disaster. Almost everything he had except a Vendetta, Manticore, and maybe a Chimera came in on Turn 2. He rolled high enough throughout the Reserve rolls that it didn’t matter, but in hindsight an Astropath goes a long way to making that happen. So many tanks came on that they had to go cheek to cheek all along the line just to fit on the board. Immediately afterward, they poured a ton of shots into my half-exposed guys that was just crippling. Most emotionally devastating was the Sternguard who had come down in their Pod and set up near an objective in area terrain, fearing incoming Blast templates. Having never faced them though and allowing them to slip out of mind, I’d not taken into account the Banewolfs, which rolled on and obliterated them with their chemical templates. The screams of my Sternguard as they roiled in the chemical bath will haunt my dreams for some weeks to come.

Kingbreakers sweep onto one of the objectives.

Kingbreakers sweep onto one of the objectives.

Kingbreakers swept off one of the objectives...

Kingbreakers are swept off one of the objectives...

After that it was just a long series of my guys getting pounded by shooting, with no viable way to really counter that many vehicles. I’d obviously thought about this kind of mech Guard list beforehand, but it just hadn’t really clicked with me exactly how many vehicles we were really talking about.

Captain Angholan tries to avenge his Sternguard by singlehandedly sweeping through the nearest carpark, to the annoyance of many Guardsmen...

Captain Angholan tries to avenge his Sternguard by singlehandedly sweeping through the nearest carpark, to the minor annoyance of many Guardsmen...

One thing I’ll note is that although they’re not flashy, Chimeras are no slouch, and an extremely valuable and relatively cheap unit. They pack a lot of firepower on their own, particularly when they get close and can apply their Heavy Flamers, and the Multi-Lasers are pretty good against a variety of targets. Their AV 12 front armor’s also very solid, and the weaker side flanks just don’t apply if there are so many tanks pressed up against each other that you can’t physically see any of the sides… Worst though, the large number of fire points provides an amazing bunker from which to shoot out. Combine that with the large number of specialty weapons available to the Veterans and other squads, and you’ve got the makings of a lot of ridiculousness.

Game 3: Tyranid

After all that, I went up against Anthony and his Tyranid monster list. This was a closely contested battle, refreshing after the previous horrible beatings. In the end we tied on Kill Points, with me killing more scoring units to take that bonus point, but he held his objective and I did not hold mine so he won the tie breaker. Tragically, if just one more Termagaunt had died under the heavy fire its unit received in my last round of shooting, I would have taken another KP and the victory.

This was a great, fluffy game, with many giant monster boards steadily rolling toward the Kingbreakers’ defensive line.

One thing that went well in the game was that I went second and put everything except my Drop Pods into Dawn of War, bringing it on in Turn 1. As I hoped, that permitted Anthony to extend too far, coming in well up on his short table edge as the mission rules allowed. I was then able to sweep in on top of those units with a lot of flamers and shooting, racking up early Kill Points.

However, one thing that permitted was that it gave Anthony the choice of table edge. Along the side I wound up with there were a bunch of big building and ruins pieces. It seriously cut down my line of sight, particularly across the long axis for enfilade and supporting shots, and funneled everybody into a couple fairly distinct channels. This was unfortunate as it provided a lot of cover for advancing ‘Nids, disturbing my fire prioritization and preventing my guys from ganging up shooting.

The final board.

The final board.

The other was that the Librarian came on very poorly placed. I just wasn’t thinking about it; I was pretty fried and most of my Tyranid games have been at low points without a lot of monsters around. In the event, Librarian Rorschach was not where he needed to be and it left a bunch of my guys very exposed to psychic effects and attacks from the Hive Tyrant and Zoanthropes, which promptly devastated a couple units, most notably my Sternguard.

Other Thoughts

One side observation that occurred to me is that I usually work out my army list in a spreadsheet and don’t denote all the stats. It’s not usually an issue for anyone because most people are familiar with Marines, but I realized that it’s really nice when an opponent gives you a list that has all the stats on it, particularly for more rare armies or lists with many different types of units. I’ll have to work that into my spreadsheets somehow.

Back to ‘Ard Boyz, one common feature in many matches seemed to be objectives contested or gained at the last minute by very small units, often swinging people from victory to defeat and vice versa. For example, in my first match, despite being absolutely slaughtered, my sole remaining viable unit, a single Landspeeder, managed to dash onto an objective at the very end and hold on to contest it, keeping my opponent to a Major Victory rather than a Massacre. Colin was on the reverse side of that in his first two matches, with opponents decimated and even tabled for all but a few models that just barely managed to move onto and contest or hold an objective at the last minute. I think this occurrence is mostly a product of missions with many objectives, which is great, and the sheer number of points involved (2500). With so many models around, there’s a good chance there’ll be some stragglers around who are likely to be near an objective and make a last minute grab. I also think this effect is also a product of people both choosing to focus on tabling opponents rather than play the objectives, and people still learning how to focus on objectives. I think many people, including me, still aren’t good at really bunkering down around objectives and creating a buffer zone that prevents it from being contested at the last minute. Similarly, target priorities probably need to be adjusted a bit to take out those units earlier that are most likely to be able to contest or hold, which may not be the units presenting the biggest immediate threats.

Looking around at the 11 tables in play, the list of armies was somewhat interesting. Beforehand I had predicted lots of Imperial Guard, Blood Angels, and Space Wolves, in that order. The first two were correct, mechanized IG and Dreadnought/Stormraven BA were all over the place, but there was apparently at most one Space Wolves player, which definitely surprised me. There were also only two Tyranids and two Chaos Marines, though the latter wasn’t a huge shock. Several varieties of vanilla Marines were present, including lots of Terminators, a couple Salamanders, and Shrike. Surprisingly, I had some trouble identifying who was who at the end, but I think a Khan bike army actually won the whole day. A single Tau and one Eldar player were present, though I did not see how they fared. Perhaps most surprisingly, there were absolutely zero Orks fielded.

Notably given ‘Ard Boyz’ reputation, there were a lot of great paint schemes and armies on display. Although somewhat more subtle than many, one of the best was Justin from Big Gunz’ Genestealer Cultist army made out of super converted Skaven Plague Monks and Tyranids. It didn’t really stand out from a distance like some of the bright, flashy Salamanders paintjobs and others, but when you really looked at the army it was great.

Cultists take revenge for all those many flamed 'Steelers and Gaunts over the years...

Cultists take revenge for all those many flamed 'Steelers and Gaunts over the years...

cultists2

The worst possible eventuality happens: The Tyranid evolve AV 12 tanks, low AP ordnance, and flying transports...

It also seemed fairly clear that the ‘Ard Boyz format of three matches is reasonable, and about all you could realistically manage within a single day at that points level, but it’s pretty random. I believe if you have 2^n players in a Swiss Pairs style tournament then you need n rounds to ensure the best players face each other at some point. I haven’t done the math, but it seems like the Battle Points scheme and the smaller groupings mitigates that requirement to some extent, but it’s surely still similar. Three rounds just isn’t enough to definitively settle everything out for the number of people playing in these things, so there’s a fair amount lot of luck involved in getting ideal matchups against your army, whether based on the factions, lists, or weaknesses of the opposing players.

However, good scenario design can help mitigate this by having distinctly gradated victory conditions, better differentiating players. For example, Scenario 3 in the Preliminary Round of this year’s ‘Ard Boyz probably didn’t accomplish this because if you won you most likely got a Massacre because the Kill Points thresholds between the different levels were set too close given how many were offered in the modified rules. However, the scenarios in this semi-final round probably did a good job at accomplishing the needed differentiation. The heavy focus on objectives and the tough requirements to pull off Massacres meant you really needed to be on the ball, and strongly better players could pull off better results than good but slightly weaker players. This kind of structure is something tournament scenario designers should really think about and try to build in.

In Closing

All in all, despite getting clobbered, I had a pretty good time. The atmosphere and armies were very different than at PAGE or Redcap’s, and it was very interesting—and soulcrushing—to go face real competitive Blood Angel or Imperial Guard lists. Although there seemed to be the expected rules lawyers and slight rising of tensions throughout the day, my opponents seemed like pretty good guys (except that jerk Anthony, obviously), and my impression was that nobody was too over the top.

Rich and the guys at the Adventurer’s Guild also did a great job setting up and running the event. I’d never been there before, but it seems like a cool store with good atmosphere and a ton of product. Things ran pretty much on time, Rich made sure no one had to sit out a bye when people (poorly) left early, and the whole atmosphere was just really solid. They also had a good amount of terrain on most of the tables, and a lot of it was actually really nice pieces. Good stuff all around.

Colin's Plague Marines defend a rotted wood as Khorne makes a move on Nurgle's territory...

Colin's Plague Marines defend a rotted wood as Khorne makes a move on Nurgle's territory...

Now the planning and scheming starts for next year. I’ll definitely have to make some time to start playing at Showcase and other area locations to get more exposure to anything like the sort of forces throwing down at this event. In the interim, on to planning for the upcoming PAGE Apocalypse/Planetstrike, Spearhead, and Kill Team events!

A few more photos and higher res versions are available in the Flickr gallery.