Shift on Solypsus 9

bannerYesterday our Solypsus 9 campaign continued. Tyranids settled down to munch on biomass, Orks brawled with anybody they could, and some Necrons decided to help out the Space Marines and Guard, while Chaos finally descended in force. Ten players made it through the snowy streets:

  • Forces of Order: Swords of Dorn+Legion of the Damned, fascist Guardsmen, White Scars, Space Marines, and Necrons
  • Spoiler Horde: The Flying Swarm, Ork Mob, Death Guard, Traitor Marines, Rotted Daemons

More photos are in the gallery. Full results and missions are on the event webpage. Core campaign mechanics are in the Solypsus 9 outline.

Chaos Marines ride to the assault on Solypsus 9!

Chaos Marines ride to the assault on Solypsus 9!

Mechanics

The core of the campaign is based around a map of the sole settlement on Solypsus 9. The alliances are working to control one of the major installations on the planet—the Laboratory, Hab Blocks, or Mine—as well as the supporting sites—the Starport, Generator, or Comms Tower. Each round the alliances simultaneously place secret orders on their active armies. Those orders are then revealed and the alliances alternate assigning a player and a target to a chosen order, with the other alliance(s) responding with a defending player. Cumulative mission results then determine the outcome and control of each territory. Full details are in the draft writeup. The system continues to seem to be working really well, especially as more players get a better handle on it.

commands

map

Drop on Solypsus 9

In last month’s fighting, a massive Tyranid horde descended on Solypsus 9 with new Orkoid hybrid morphs. Caught off guard, the Imperium was forced to drop assault their own planet to shore up defenses as fast as possible. Lead by the Swords of Dorn, they successfully established positions in the Laboratory, Mine, Comms Tower, and Starport. The invaders though occupied the Hab Blocks and began feasting.

Battle

This stage of the campaign started off focused on the mine, and then swung onto the Laboratory.

  • Round 1: The Tyranid settled down in the Hab Blocks to gorge on biomass after their long journey through the stars, while the Orks mob continued to roll throughout the settlement in their jalopy battlewagons. Finally awoken to the major conflict on Solypsus 9, Chaos Daemons and traitors descended from orbit against the Imperial forces. Death Guard and their cultists attacked the Astra Militarum guarding the Mine and won the tactical battle but were rebuffed by supporting forces. Traitor Marines dropped on the undefended Generator and were surprised but not deterred to find Necrons phasing onto Solypsus 9. Rotted daemons meanwhile were intercepted by a collection of Space Marines. Swords of Dorn engaged the Ork Mob at the center of the colony but could not overcome their sheer mass. Finally sated, a Tyranid Harridan led a sortie of flying beasts that cut through the White Scars defenders and entered the Laboratory complex.
  • Round 2: The Swords of Dorn rushed to retake the Laboratory, crushing a Chaos beast pack on the way. Orks, Death Guard, and Tyranid made a combined assault on the Mine, with Space Marines, Imperial Guard, and White Scars defenders suffering a major defeat. Necrons meanwhile successfully took the central pathway of the settlement from the rotted daemons.
  • Round 3: Death Guard could not repel an onslaught on the Generator from the Swords of Dorn. Traitor Marines again assaulted the Laboratory and almost lost to White Scars defenders, but the Ork Mob arrived hot on the heels of Necrons moving on the facility and rolled over the entire complex. Daemons guarding the Mine were dispelled by the exhortations of Astra Militarum Priests and Psykers even as their Space Marines outriders were mulched by the Tyranid swarm.
Swords of Dorn advance through the slum shacks surrounding the Hab Blocks.

Swords of Dorn advance through the slum shacks surrounding the Hab Blocks.

Orks and White Scars engage in a frenzy of speed and close combat.

Orks and White Scars engage in a frenzy of speed and close combat.

Imperial Guard roustabouts take up arms under the banner of psykers and priests.

Imperial Guard roustabouts take up arms under the banner of psykers and priests.

Outcome

Although the individual rounds were closely fought, Order took the day with 179 victory points to 140 largely due to successfully claiming a number of covert missions in the second round. Spoilers advanced their position slightly, maintaining control of the Hab Blocks and gaining the Laboratory. Order meanwhile entrenched their position on each of the other installations. Neither side though claimed their chosen primary objective for the day, leaving Order slightly ahead on campaign points earned, 5 to 4.

Again, more photos are in the gallery, and full results on the event webpage.

Final campaign positioning at the end of the second event.

Final campaign positioning at the end of the second event.

Design Notes

One of the challenges in the campaign structure is that we don’t have a fixed group size or composition. The underlying mechanics seem to support this well, but some narrative sleight-of-hand is required. In this case, a bunch of last month’s Spoilers couldn’t make it but some new Chaos players did. The number of players though came just short of warranting a third faction. Absent that, I erred toward simplicity and narrative continuity and kept the factions as Order and Spoilers.

The highly modified and fairly original Maelstrom mission seemed to work well. I did though notice a preference to use the standard cards to draw and track objective numbers, rather than marking our sheet, then consulting our sheet to read the actual text in play. That’s not a really problem, but clearly people prefer the physicality of cards over checkboxes. There are logistical hassles though to rolling our own cards that I’m not sure how to work around, and I can’t see just switching to using the standard deck (more on that its many flaws in a later post).

A rotted Plague Drone roams the battlefield.

A rotted Plague Drone roams the battlefield.

On a similar logistical note, almost every table played the last round decidedly slow. I would guess some part of it was the extra complexity of the Maelstrom bookkeeping, though everybody I polled seemed to think it was mostly just being tired. In general I continue to think 1850 points is just a touch high for 2.5 hours for a group mostly on the more casual end of the spectrum.

For this event I started introducing a few narrative aspects to the actual gameplay itself. One of the rounds included Apparations, little entities scattering around scaring everybody. I forgot though one of my cardinal rules of game design for 40k: If a narrative mechanic doesn’t clearly benefit somebody or directly determine the game outcome, most people will forget or purposefully ignore it. I do exactly the same thing with Mysterious Objectives, for example. To avoid unbalancing games I gave people the option to simply ignore this—Patrick, with his low-leadership Orks, in particular looked terrified. Several did, but the rest mostly forgot about them anyway. Reinforcing that design lemma though, people continue to be pretty excited about the covert missions giving to the trailing alliance. So, for next month the narrative aspects will be reworked into the covert missions, which will also provide some more inspiration and direction for the latter.

Stormtroopers search the burning crash site of their downed flyer for fellow survivors.

Stormtroopers search the burning crash site of their downed flyer for fellow survivors.

Onward!

Next month is going to be a doubles format, players competing in teams of two with each fielding 1000 points. Doubles are by far the best attended 40k events at Redcap’s, and attendance has been a bit higher for our events recently than the previous trend, so I’m hopeful for really good turnout. Should be a blast!

The Swords of Dorn stand firm at the center of Order's campaign to defend Solypsus 9.

The Swords of Dorn stand firm at the center of Order’s campaign to defend Solypsus 9.

Walking With A Ghost

Sometime recently a new trailer went up for the Space Hulk: Deathwing video game. It’s pretty good:

Some of the guys have been discussing whether or not the unexpected musical selection, Kadebostany’s Walking With A Ghost, works. Juxtaposing action games with slower or offbeat music has definitely been a thing since at least the very successful, memorable, and beautiful “Mad World” trailer for Gears of War:

Given that Space Hulk: Deathwing is a Games Workshop licensee, it’s tempting to quickly dismiss the latest trailer as simple mimicry given GW’s general ineptness and the low quality of many of the offerings from both it and its licensees. However, I think the game studio developers quite possibly put a lot of thought into that selection, and that it comes close to inspired.

Synchronization

First, note how the whole video is well keyed to the music. That’s not coincidental, and took more than just slapping the song over the video. As a counter-example, note how easy it would have been to just throw Mad World over the Gears trailer. Although I don’t actually believe little effort went into tailoring that video to that music, it could have. That song doesn’t have a ton of really distinctive audio shifts, peaks, or valleys, and the action on the video is pretty subdued. They would basically work together no matter what, with no effort to sync them up. It takes a fair bit of close watching to actually pick up a few subtle touch points:

  • When the lyrics go “Worn out places, worn out faces” as the clip pans from the rubble to the face of first the demolished angel statue and then has its first closeup of the face of the soldier (starting at ~9s);
  • The lyrics go “No tomorrow, no tomorrow” as the soldier runs into the dying light, the video fades out, and then comes back in on yet more endless rubble and running (starting at ~22s).
  • Of course the closing, with the “Mad world” chorus as the hero leaps from a minor potential confrontation with a vaguely humanoid enemy into a hopeless situation in a demonically lit setting against truly otherworldly aliens (~40s).

In contrast, Walking With A Ghost has a couple pace changes and definite valleys, all of which the Space Hulk trailer video is keyed to. Several are pretty overt:

  • ~40 seconds in when the music picks up and the video goes from a setting pan and ultra slow motion to live combat;
  • ~70 seconds in, the music slows down again as the video slows to show the Tyranids bringing in reinforcements;
  • ~75 seconds in, the music picks back up into a more flowing style with horns giving a feeling of a Spanish bullfight or Mexican swashbuckling scene while the action picks back up, having switched to swirling swords and close combat until seguing to end with a last stand on steps vaguely reminiscent of a cathedral.

All in all, the video seems to have been certainly choreographed to the music and at a minimum the latter not just cynically slapped on in a cheap ploy to stand out or evoke some gravitas and intellectual veneer.

Lyrics

A few connections though are more subtle and tied to the lyrics, e.g.:

  • ~55 seconds in, “Round and round and round” as flames and the camera swirl around a Terminator;
  • ~64 seconds in, “I’m not creatin’ my flow with my ego” as the camera pans over a pretty solid symbol of ego, a powersword inscribed with “I am wrath. I am steel. I am the mercy of angels.”

With that, it’s worth looking at the full lyrics of the song:

I’m just walking with a ghost
And he’s walking by my side
My soul is dancing on my cheek
I don’t know where the exit is

Every day is still the same
And I don’t know what to do
I’m carrying my tears in a plastic bag
And it’s the only thing I got from you

I have short hair
And I’m faced with a few complications
So, so if you care
Try to analyse the situation
You know, man
As the leaves fall on the ground
My soul is goin’
Round and round and round

So please, do it well
Just break the spell
Why don’t you do it right?
I don’t want another fight
I’m not creatin’
My flow with my ego
I’m taking off my hood
And I’m entering deeply in the wood
You know, man

Bugs are my only food
And it puts me in a strange mood
I ain’t giving you my heart
On a silver plate
Why couldn’t we be just mates?
Oh no, never come back to me
Oh no, never come back to me

I wish i could be a child, write me another dance, another chance, another romance
we could just be friends

I wish i could be a child, write me another dance, another chance, another romance
it could be the end

Accepting a fair dose of lyricism, that actually captures and references an awful lot about a Space Marine’s life, especially those fighting in a space hulk.

It starts with the opening lines:

I’m just walking with a ghost
And he’s walking by my side

What does a Space Marine do but trudge along with the Emperor’s will aiding his every move and his spirit foremost in the Marine’s mind?

Bouncing around a bit, there’s a middle stanza about the Marines’ monastic lifestyle and how their dedication to the Emperor and setting aside of themselves is what gives them their strength as they wade into combat against tremendous odds in dark, unknown enemy territory:

I’m not creatin’
My flow with my ego
I’m taking off my hood
And I’m entering deeply in the wood

Toward the end, it turns out we’re specifically hearing from a Space Marine fighting, probably until he dies, with Tyranids—the bugs of this particular franchise:

Bugs are my only food
And it puts me in a strange mood
I ain’t giving you my heart
On a silver plate
Why couldn’t we be just mates?
Oh no, never come back to me
Oh no, never come back to me

Most dramatically though, most of the song captures what I take as an overarching theme of the Space Marines:

I don’t know where the exit is

Every day is still the same
And I don’t know what to do

My soul is goin’
Round and round and round

So please, do it well
Just break the spell
Why don’t you do it right?
I don’t want another fight

I wish i could be a child, write me another dance, another chance, another romance
we could just be friends

These lines are all about one of the central pathos of the Space Marines. They’re in many ways the pinnacle of humanity. It’s not generally readily apparent from the actual games, but these guys are all ostensibly artists and scholars without par. They’re brilliant, talented, dedicated, create great works while traveling between battles, and have built and maintain the greatest, most human, most advanced worlds and societies remaining in the Imperium of Man. But by and large, they spend all their time locked in a deathgrip with the universe, dying easily and frequently in endless combat in order to defend humanity, often times from itself.

That’s a key part of the appeal of the faction to me: Those Marines that haven’t become completely inured and numbed to that role must realize the deep tragedy of their lives. The brightest and most foresighted must futilely long for a way out of all the fighting, an impossible cessation of endless, all-consuming war. Though their personal specifics are lost to them through their conditioning (presumably—the fluff’s a bit contradictory), some of them must yearn to go back before they were inducted, when they were still children leading simple lives, unconcerned about the fate of humanity and not facing constant pain and death.

So, I would argue that even besides the choreography, the lyrics of the song actually make it an appropriate choice as well.

Conclusion

I figure there’s half a chance the producers of the trailer really did just throw on a cool song they heard that would maybe help their trailer stand out. That said, there’s little denying the whole video has been crafted around that selection. The choreography is too tightly synced, to music that decidedly requires it. At a minimum they weren’t just crassly thrown together with no effort.

At a maximum, the piece was actually chosen with some thought as to the lyrics and what’s going on in this fictional universe. Obviously all of the textual reading above is bullshit and nonsense. But it’s at least as valid as any literary interpretation out there, and I could believe it occurred to a developer if they happened to be actual fans and devotees of the 40k universe.

40k 1750pts Kingbreakers vs Grey Knights

Redcap’s was bumpin’ last night, with 15 people there for Thursday night 40k.

20150205_185957

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Byron and I got in a 1750 point game, him practicing a bit for a tournament he’s playing on Saturday.

Armies

kingbreakers-iconI just dropped the Thunderfire Cannon from my latest 1850 point Kingbreakers list, giving me:

  • Captain Angholan (Vulkan, warlord)
  • Master Apothecary Sauvon (Harath Shen)
  • Squad Harmon: Sternguard x5 w/ power axe, 3x combi-meltas & Drop Pod
  • Terminators x5 w/ thunderhammers & storm shields
  • Squad Scolirus: Tacticals x5 w/ powerfist, flamer, Drop Pod
  • Squad Harbinger: Tacticals x5 w/ combi-melta, meltagun, Drop Pod
  • Squad Titus: Tacticals x10 w/ meltagun, missile launcher, Rhino
  • Landspeeder w/ multi-melta, heavy flamer
  • Landspeeder w/ multi-melta, heavy flamer
  • Greenheart: Imperial Knight Errant (melta blast)

Byron rolled his Grey Knights + Inquisition, focusing on the Vortex of Doom, which looks something like:

  • Inquisitor (warlord)
  • Coteaz w/ 3 plasmacannons, psyker, & ~10 acolytes
  • Terminator Librarian
  • Terminator Librarian
  • Terminators x5 w/ halberds & hammers
  • Terminators x5 w/ halberds & hammers
  • Terminators x5 w/ halberds & hammers
  • Dreadknight
  • Stormraven
  • Servo skulls x3

The gimmick is that he’s got a good number of psykers and he’s trying really hard to get Vortex of Doom on a Terminator psyker or two so it can be thrown on the deep strike—it’s a heavy blast, so it’s less useful on a psyker without Relentless. He’s using the servo skulls to help kill the scatter on both his deep striking and those vortex blasts, as well as a formation that lets him deep strike reserves on Turn 1. The formation also lets his guys run & shoot in the same phase, to increase his mobility on the ground. Finally, he’s boosting his odds of getting Turn 1 and dropping those blasts right away by bringing Coteaz to force or take a Seize reroll.

That setup can be pretty devastating if everything goes right. Colin got blown away in the November tournament as Byron got the Vortex, got first turn, dropped near perfectly, threw the blasts ideally, and wiped out a huge chunk of the Iron Warriors’ army in the first turn. The downside is that if the Grey Knights don’t go first and the opponent has a good alpha strike or high mobility, Byron’s basically ceding board control. He also doesn’t have a ton of units to spread around the board if there are a bunch of objectives, or the mobility to shift positions and adapt.

Sauvon and Angholan scout the ruins.

Sauvon and Angholan scout the ruins.

Setup

Vanguard strike deployment, I chose the corner with slightly lower density in the opposite corner so my Knight would have good sight lines but the board was basically symmetrical, with a fair amount of ruins spread around. We played a generic Maelstrom mission, with the standard 6 objective markers on the board:

  • At the start of your turn draw objective cards until you have three cards in hand;
  • Any objective cards that are impossible (e.g., targeting unit roles your opponent doesn’t have) are immediately replaced;
  • Any number of objective cards can be scored in a turn;
  • One objective card may be discarded at the end of the turn;
  • Scoring starts on Turn 1;
  • Objective cards are not secret.

Both of us wound up placing our three objectives evenly spaced about a foot from our respective table edges.

Kingbreakers deployed with at least one unit essentially already on each of my three home objectives. Grey Knights deployed just Coteaz and the Acolyte+Servitor blob on an objective tucked into a corner.

In the land of Terminators, the storm-hammered are king.

In the land of Terminators, the storm-hammered are king.

Battle

I survived the forced reroll to keep first turn. Squad Harbinger dropped on one of the opposing objectives and moved to remove a servo skull and create a bubble wrap pocket for the Knight. The Knight advanced right onto the table center line, backed up against a large line of sight blocker. Terminators, a Landspeeder, and a Rhino filled in the circle around that terrain to create a buffer around the Knight. Angholan + Scolirus tried to drop on Coteaz but played it too safe and scattered well back toward centerfield. Other Tacticals ran around to remove servo skulls and hunker down on objective markers, taking 2 victory points off the bat.

Following that, all the GK but the Stormraven came in. One Librarian threw a Vortex of Doom to blow away a Terminator, and another group with heavy shooting caught Harbinger off guard and wiped out his squad for First Blood. The Marines fought back though, with Terminators krumping one squad of Terminators and the Imperial Knight another. Squads Scolirus and Harmon both tackled the Dreadknight in their midst and brought it down to one wound, but not before it had knocked Captain Angholan out of the fight for Slay the Warlord and then shunted away. Kingbreakers though claimed a substantial 5 victory points while only yielding 1 for the turn.

Although only mid-battle, at that point the momentum was overwhelmingly for the Emperor’s finest—the Kingbreakers. Knight Greenheart demolished the last unit of Terminators and the opposing Inquisitor Warlord, the Coteaz blob was being whittled away and having little impact, the Dreadknight was on its last legs, and the Stormraven was forced to prioritize helping it out. Kingbreakers claimed another 4 victory points to just 1 for the GK, who promptly fled the field of battle for the day.

Multiple squads go at the Dreadknight at the power station.

Multiple squads go at the Dreadknight at the power station.

Outcome

After four turns the Kingbreakers were up 11 to 5, poised to take several more points, and we called it for time.

Analysis

Byron’s army had relatively few options to deal with the Knight. Very few of his models had any weapons that could hurt it, in both shooting and assault. He was really counting on the Vortex of Doom to take it out, but the first turn bubble wrap forced all his units come down far enough away to negate that. I was able to make good use of a large piece of terrain which had no windows, so he couldn’t risk deep striking on it, scattering behind, and getting no shots at all. In the one sector I couldn’t really get much bubble wrap into he fortunately scattered out of. Multiple units of mine were then also well placed and had the tools to decisively counter-attack before his units could do more damage. Assault Terminators are basically designed to fight against this kind of opposing force, and the Knight’s super well equipped to shoot and assault Terminators.

Bubble wrapping the Knight as best I could, actually kind of difficult to do while preserving its rapid movement.

Bubble wrapping the Knight as best I could, actually kind of difficult to do while preserving its rapid movement.

On straight kill points this would have been actually a very close game given how many more units I field. With the Stormraven forced to hover in order to keep shooting at priority targets, it was actually possible in another turn or two the GK would have been tabled. At the end only the Stormraven, Coteaz + handful of Acolyte chumps, and the Dreadknight with 1 wound left remained, for something like 6 KP scored by me. Kingbreakers meanwhile had lost 7 KP.

Objectives were the order of the day though, and the Kingbreakers are all about that game. A super elite, small unit count army like this kind of Grey Knights outfit is always going to have a hard time with 5 or 6 objective markers on the table. Add in that most of it is infantry on foot and it’s going to have limited ability to run around and adapt to the objective cards drawn. That’s particularly true if they’re forced to centralize on one particular target like the Imperial Knight, and hit a couple walls like the Thunderhammer Terminators.

Meanwhile, I’ve got combat squads all over, Drop Pods on objectives, and Landspeeders as well as a Rhino to scoot around. I particularly enjoyed deploying an empty Rhino, which confused Byron but did excellent double duty holding down an objective and blocking for the Knight while its Tacticals combat squadded and deployed to hold two other objectives.

Greenheart goes krumpin'.

Greenheart goes krumpin’.

Maelstrom

I haven’t actually played many Malestrom games, and in part a bunch of us went to play last night specifically to play that and think about using it in upcoming tournaments. The basic ruleset Byron and I used seemed pretty reasonable. In particular, I like it much more than setups were you only have one card at a time, and/or only have a single turn to claim objectives. Holding three cards potentially over multiple turns gives you a lot more ability to actually plan and work toward a strategic goal. That said, it retains one of the problems I see with Maelstrom in that it still emphasises immediate reactions rather than game-long strategy. There’s definitely still overaching strategy, e.g., my efforts to control the entire board raked in victory points here as I kept drawing cards I already met or could easily achieve. However, as a counter-example, I couldn’t decide how hard to press against the Coteaz objective because who knew if I would even draw cards scoring that objective. In a more traditional game I’d be able to evaluate that more precisely and make a more concrete strategic decision.

One change I would also consider to these basic rules is not scoring cards until Turn 2. I’m all about it because it gives Drop Pod and similar alpha strike armies a big opportunity to score quickly. But it really penalizes armies with limited mobility, already arguably an issue with Maelstrom.

Conclusion

In any event, it was a good game and I was pleased to win decisively as I had been concerned about this army after watching it wipe out several good players in our tournaments. Although I’m not convinced how strong it actually is, I am pleased to see Byron build an army around the Vortex of Doom as I am a huge fan of throwing vortexes around the table. Throughout 5th edition that was a big part of my army, but I let it go when psyker powers became randomized. Especially with the Grey Knights though he’s easily able to go the other way, and field enough psykers to both get the power and throw a bunch of dice at it.

Over the next couple days I should have more thoughts up on Maelstrom as I sketch ideas to include it in the February tournament.