40k: 1850 versus Grey Knights

kingbreakers-iconRedcap’s was kickin’ it tonight.  There had to be ten guys there for 40k, plus two guys doing Warmachine (with clocks, pretty interesting!).  Add on some kind of Magic draft thing and it was starting to get crowded.  I forgot my camera, so no full report, but some comments.  One side note is that the kid we thought Buford and I had scared away forever before the holidays was there playing one of the guys, and with his dudes all painted up super well to boot!

Battle

Played James against his Grey (Gold) Knights. Tragically we rolled for Annihilation, which is by far the mission both me and Space Marines are weakest at, and this is one of the toughest opponents for them at it. Even just from unit numbers, the 1850 pt list I used is dropping 15 units versus his 7. That’s a tough uphill battle. Ultimately the Kingbreakers went down, 10 to 5. It looked promising at the start as Sternguard took down one of two Dreadknights in the first turn, but that left them out of place on the wrong side of the table to really contribute to the rest of the battle. The other Dreadknight then barely hung on through a lot of sustained fire to start smashing tanks, Interceptors teleported next to and wiped out the backfield, and Terminators glanced Landspeeders to death.

Little man will mess you up, yo!

Little man will mess you up, yo!

Thoughts

Librarian: Useless. Again.

Landspeeders: I should probably go back to grouping these guys up into a squad.  Giving away the 3 individual Kill Points is just too much in a Purge the Alien/Annihilation match.

Aegis Defense Line: For venues that permit Stronghold Assault I think I’m going to drop my ADL in favor of an Imperial Bunker with a Quad-gun upgrade and possibly a Void Shield. Sans Void shield it’d be 5 points more than the ADL, but would offer the same cover save to the unit on the battlement and an AV14 wrapper for the unit inside the bunker. It has a special rule such that 8 guys could shoot out from inside, which is fine, but the downside would be that they’d be constrained to only shooting in the front arc; there are no side firing ports, just doors. As a side note, you should be able to use doors as firing ports… I’d probably put the gun on the battlement, which would also let it shoot automatically if not manned, though it could conceivably go elsewhere nearby. With the Void Shield, all of that would be under an AV12 wrapper. The bonus for me is having the guys inside not able to be assaulted under the bunker’s popped, but they themselves could run out and assault if that was useful. The ADL also offers somewhat more length than I need and can actually kind of get in the way trying to castle up tightly.

One interesting note though is that GW, as per its usual, just copy and pasted the barricade and ADL rules from the BRB to Stronghold Assault, and did not use the errata from the BRB FAQ. So I argue that the FAQ wording doesn’t apply, and you could place the ADL segments in multiple disjointed locations; all it says is that one piece has to touch one other, not that they all need to be in a continuous line. The datasheet photo for the Wall of Martyrs Defence Line has the exact same wording and actually does exactly that, creates two separate lines of them. For that one, the way the segments in the kit are, you actually could not physically connect them all up properly in a single line (it has 2 trench corridors and 4 endcaps).

Somewhat worth noting, I did actually pick up an Imperial Bunker, I just wasn’t able to get it before the recent Apoc game due to the snowstorm. It is quite a bit smaller than the homemade bunker I used for that, but slightly taller. It’s actually a pretty neat looking little model. As usual, I have misgivings about buying terrain since you can scratchbuild good terrain fairly easily. But there’s no denying GW’s stuff does look great, and I wanted this piece in particular to forsake all arguments about the fortification at tournaments.

Some other dude's GW Imperial Bunker.

Some other dude’s GW Imperial Bunker.

40k: Kill Team Review

killteamsRight at the end of 2013 Games Workshop released a new official Kill Team rules booklet. As a devoted fan of smaller, skirmish level games, I am all about Kill Team’s lightweight take on tiny 40k battles. These are some thoughts reading through the new mini-supplement.

Access

This was my first attempt trying to buy a GW digital product… And it was a huge disaster.

No surprise to anyone, GW’s website and online systems are not very good, and the Digital Editions really highlight that. Even though a ton of focus is going to them now, it’s still just a tiny little text link hidden up above the headliner box on the main GW page. But even that doesn’t actually go to the store! You have to click through another page for the actual stores, but the big obvious buttons there to do so aren’t actually links—you have to click on the little text links below them… Finally you’re shown actual products and click to buy. But nothing happened? And again? Hmm. Oh wait, the purchase was silently added to your cart, and now you have two of them in there. Fine, let’s remove one and checkout. Ok, I have to login. Wait, I just keep going to the account login landing? Oh, I have to change my secret question, but it never said that. Maybe now finally I can buy this? Oh, no, logging in for some reason changed my currency to UK pounds and I’m no longer in the right region to buy this product. Let’s correct that and try to purchase again. Ok, so far so good, let’s verify my Visa card and confirm this order! Wait… GW? Come back GW? Where is the order confirmation button, GW???  Why are you just showing me a white screen, GW?

After five attempts across three days, two web browsers, and probably an hour total, I have been completely unable to give GW my money and acquire a basic digital product in a very simple transaction that even 1-man shops have had figured out for two decades now. In contrast, it took literally a minute at most to find and download this puppy from BitTorrent. GW has to learn a lesson the music industry never did until Apple, Amazon, and others had already taken a huge slice of its pie: Piracy isn’t just about money. It’s also a lot about convenience and access to goods. I would have been—and am—pretty ok with throwing dollars at GW for their efforts here, even though I think the booklet is overpriced. But their poor implementation has made it literally impossible for me to do so, let alone a huge hassle.

Presentation

The cover is really good. That sounds like it might be a silly thing to say except I’m still traumatized by some of the really hideous, poorly executed covers of the past, like the 5th edition Blood Angels codex. With this Kill Team cover, the yellow Imperial Fist on the black background is just very appealing, and I’m a big fan of this particular painterly style of GW artwork.

Mothers, don't let yer babies grow up to look like this disaster of a book cover...

Mothers, don’t let yer babies grow up to look like this disaster of a book cover…

After that the presentation’s a mess. Kill Team has the usual cool little marginalia doodads, another painterly piece, and a couple good photos, but it looks worse than a large number of fan-made efforts out there. The older Warhammer World Kill Team Rules Pack looked way better and more professionally done. If I didn’t know otherwise I’d chalk it up as some nobody’s lame effort in a Word document, not a serious effort from any book publisher, let alone one of the biggest gaming companies in the world.

Part of that is the media.  eBooks just aren’t made for this kind of document. They’re great for novels, consisting solely of pages of text paragraphs, and little else. The formats provide absolutely no control over pagination, and little over the layout and flow of the text. Documents with a lot of lists, tables, and short paragraphs or sentences and a lot of mixed in graphics thus look bad and are hard to read, and this is no exception. The opening fluff story even looks super bad on a laptop screen, a stream of small single sentences centered on the page, almost looks like they tried to present it as a poem but didn’t quite make it.

Eventually if you screw around with the font sizes and such you can make the pages layout ok, but it’s not particularly impressive looking as a document. These issues are a huge problem I have with all eBooks that aren’t just straight paragraphs, like novels or basic non-fiction text, and the type of artsy looking efforts GW’s books should be really suffer in the medium.

On the we have a free PDF download that somebody probably made in their spare time.  On the right we have the latest and greatest in GW's publishing, sold for a full $12.

On the left we have a PDF that somebody at GW probably made basically in their spare time, available as a free download. On the right we have the latest and greatest in GW’s publishing, sold for a full $12…

References

After making a strong push in 5th and early 6th edition to correct the problem, lately GW has been getting back to one of its worst textual tendencies: Copy-pasting rules instead of referencing them. There’s some of that going on in the recent Stronghold Assault, and a lot of it here. About a third of the Kill Team content is Specialist abilities that get applied to your models. Every single one is just pasted from the main rulebook instead of simply referencing the USRs there. So when the new 6.1/7th edition rulebook comes out this summer, or one of those rules gets otherwise errata’d, these lists will be out of date.

I’d accuse GW of doing this specifically to pad out an otherwise already very short product, but they would never do that, right?

Conceptually, sure, there’s a small argument to be made that it could make some sense to copy rules precisely so that they don’t change with time. But that’s rarely justifiable in 40k, and historically has almost never worked out well. Recent editions and codexes made big improvements in simply pointing to a single source for a variety of common rules and gear, so it’s a significant step backwards that GW seems to be moving the other way again.

Similar goes for usual repetition of the same mission maps and boilerplate text 6 times, but that’s a smaller issue and more defensible.

Rules

Compared to the most recent semi-official Kill Team setup, the 2013 Warhammer World Rules Pack, the changes are modest. Nothing ground breaking, either positively or negatively, but a few interesting things and largely for the better. It is certainly ridiculously better than the last “for-sale” Kill Team, the 1 page junk rules in the quickly forgotten Battle Missions supplement.

Force Organization is the same: 0–2 Troops, 0–1 Elites, 0–1 Fast. Pretty awesomely, the Space Marine Kill Team in the photo with Mission 3 isn’t actually a valid Kill Team: The Librarian at stage center is an HQ. To that point, I actually think HQs should be allowed. A small support HQ like a Librarian or Commissar produces a pretty cool, fairly fluffy squad, just like in the photo. Beefy over-the-top HQs would be prohibited without the explicit FOC restriction just by the point limit, requirement to have 4+ models, and the fact that spending half your points or more on a single model would cripple your ability to claim objectives.

**ERROR**  Does not compute!  *ERROR*

**ERROR** Does not compute! *ERROR*

One notable change is that the Wounds limit per model was bumped from 2 to 3. Given that HQs like Space Marine Captains are out because of the FOC, off the cuff I think this mostly lets in some of the fluffy mid-sized Tyranids that were previously excluded by that restriction. I support this modification, it was weird previously that some of them weren’t allowed.

Another small but eye catching change is that there are more specialists powers, but they’ve been divided into categories that can’t be repeated. So you have more options, but at the same time are forced to not concentrate on one area. I’m more or less neutral on this one, though it doesn’t seem like a problem to let someone focus their team on close combat, or shooting, or whatever.

The biggest change though is Break Tests. Previously, once a team had fallen below half strength, the Leader would have to take a Leadership Test at the start of every turn. If they failed the team would flee, ending the battle immediately and losing the game. In the new rules, once a team falls below half strength every model starts taking a Leadership Test every turn and flees individually if they fail. The Leader model provides a cool bonus such that if they pass the test, every friendly model within 6″ of them automatically passes the test.

Overall I like that modified Break Test. The Leader command radius mechanic is really appealing, giving a fluffy incentive to bring your troops toward your leader as you start to lose models. One change I would consider is having models Fall Back if they fail, rather than just being removed immediately. That would give the other player more time to kill them, which yields a point in several missions while them breaking doesn’t. Models with Fearless automatically pass the test and those with And They Shall Know No Fear reroll, so those would work out pretty similarly falling back. My one concern with this change is having to chase down that one last model way off in the corner, or playing out the turns with no one moving on top of the objectives.

Somewhat interestingly, the old style break rules aren’t that ridiculous when loosely compared to real life battles. I don’t think most game players realize actual military units are generally considered broken once they go above something like 10% casualties, and decimated above 25%. That said, if Kill Team is supposed to capture a very small, close quarters & short firefight, then it makes sense that it’s every man, to the death, more similar to the new rules.

Let's get 'em, boys!

Let’s get ’em, boys!

For a final rules note, one bugaboo that stood out to me is that the first mission has an odd number of objectives, with the first player placing the extra. That’d be understandable if it was a thematic mission with a specific attacker/defender or something, but that’s not the case. Placing more or more valuable objectives is a significant advantage that GW should really get a clue about and stop doing. Objectives should be even, or the odd one out centrally placed.  In general though the six included missions actually seem fairly good.  Nothing crazy original, but there’s some interesting bits here and there.

Summary

Overall Kill Team is solid, though probably overpriced. The length of eBooks is really hard to gauge due to the pagination and presentation, but this is probably about 12 pages if formatted to standard GW design, maybe more with all the copy-pasted USRs. More importantly, the existing free Warhammer World rules are basically just as functional, let alone more substantial fan efforts like Galaxy in Flames’ Killzone. As a free download it’d be great—though the presentation issues would still be inexcusable—and at $4 it’d be a good bargain that I’d happily encourage people paying to support the effort. At $12 though it’s hard to gauge.  On the upside, at a minimum that means it’s not ridiculous.  In stark contrast, I felt clearly burned and extorted by the very slim $33 Stronghold Assault, which in some sense has a fair bit more content than this, but much of which is just copy-pasted from the main rules and Apocalypse 2.0 book. In that light this looks comparatively reasonably priced, though it takes a ding for being very weakly presented.

So I have to say that I’m happy with the content here and the forward progress in the evolution of Kill Team rules. However, I wouldn’t particularly push anybody to discontinue playing from any of the existing free sources and plunk down for this; they all basically get the same job done. Kill Team tournaments are going to be particularly tricky in this regard, i.e., whether or not they just roll their own rules, the basics being well established at this point, or make everyone pick up this release.

PAGE Apocalypse 2014: The Defense of Kimball Prime

kingbreakers-icon

With the fall of Caldor IV and Rittenhouse Hive, yet another of Abaddon’s years-long black crusades continues to build momentum.  Gazing deep into sector holomaps, Kingbreakers’ leadership decides to make a stand on Kimball Prime.  Great works begin as the planet is made into a fortress world, with bunkers, shield generators, and innumerable weapons batteries built from the ice wastes of the poles to the sweltering jungles of the equator.  Here the traitor’s tide of war will be blunted, or the incursion will rage through the sector unstoppable.

Despite a snowstorm shortly before and a variety of other hiccups, most of the PAGE crew got together for its much planned 2014 New Year’s Apocalypse this weekend, to smashing success.  Brett, Colin, Lovell, Steve, Tom, and Warren joined armies to form the Forces of Discord.  Akil, Jason, Justin, Owen, and myself made up the Forces of Order.

Lots more photos are in the Flickr gallery.

The battle underway!

The battle underway!

Listen, we could spend all day rollin' butt loads of dice, or you and me could just Rochambeau right now and get a beer?

Listen, we could spend all day rollin’ butt loads of dice, or you and me could just Rochambeau right now and get a beer?

Armies

After extensive ad hoc rebalancing for missing players—presumably caught in the Warp—the two teams came out to about 20,400 points each, from an originally planned 24,000, including all Titans, superheavies, and gargantuan creatures.  The armies of Discord brought a variety of Chaos Marines, Daemons, Cultists, Traitor Guard, and Necrons, supported by a Reaver, Warhound, a Baneblade chassis, Greater Bloodthirster of Khorne, Great Brass Scorpion, all lead by Abaddon.  The Forces of Order brought together many allies, including Space Marines, Space Wolves, Dark Angels, Tau, and Imperial Guard, supported by a Reaver, Warhound, and three Baneblade chassis, lead by Librarian Rorschach.

The planet writhes in flames as the war grinds on to near stalemate.  Finally all the hosts come to a head in a single line of battle stretching across half the planet.  Desperate times at hand, the great heroes Grimnar, Belial, and Creed together with legendary commander Farsight hurl themselves into combat at the head of great columns of men and vehicles.  Awaiting them lies a brutal gallows roll of all the mightiest foes of the Imperium, from blackest Abaddon himself to the greatest daemons of the Warp, with even the machined strategist Imhotekh and all his advisors rising from a newly awoken Tomb Citadel to throw in his lot with the bid to take down an Imperial sector.  The last push begun, Captain Angholan clasps gauntlets with his battle brother Rorschach and embarks to the front, leaving the latter and his Council of Librarians to divine the Emperor’s light and guide the forces of order.

This planet is ours now.

This planet is ours now.

Party's on the other side of the table, boys!

Party’s on the other side of the table, boys!

Scenario

The board was 6′ x 17’4″, with teams each taking a 2ft long-edge deployment zone.  Chaos won zone selection in a roll-off, and then took first turn as well after bidding 5 minutes’ deployment.  The Imperium, expecting such a low bid from the heretics and having significant foot and vehicular forces to field, bid for a full 30 minutes of setup.  Discord placed a dual set of Void Shield Generators and Vengeance Battery fortifications, with a Necron Tomb Citadel nearby.  Loyalist fortifications included multiple Imperial Bunkers, Vengeance Batteries, and a Void Shield Generator creating a 12″ protective bubble over their central position.

Heretics placed one home objective in the Citadel, another safely ensconced within the overlapping Shield Generators, and targeted an immensely important fir tree among the ice caves on the Imperial flank for their opposed objective.  Kingbreakers declared their central command buildings as tightly clustered home objectives, while the Dark Angels and Tau targeted a critical defensive wall in the jungle temple on Discord’s far right flank as the breach point through which to break the crusade.

Table setup and deployment; click for larger view.

Table setup and deployment; click for larger view.

We followed standard 6th edition Apocalypse scoring for the match: Killing superheavies, gargantuans, and the designated supreme Warmaster are each worth a point; objectives are scored at multiple times and progressively increase in value, in this case after Turns 2, 4, and 5 (game end), and for 1, 2, and 3 points per objective each time.

Let's do this thing!  Steve's scratchbuilt Warhound Titan.

Let’s do this thing! Steve’s scratchbuilt Warhound Titan.

Battle

How quickly shift the tides of war!

Major axes of movement & reserve arrivals; click to enlarge.

Major axes of movement & reserve arrivals; click to enlarge.

Turn 1

Combat began hectically, with the defensive Imperials in particular rushing to activate all of their comparatively numerous models and ultimately skipping a fair bit of shooting when time ran out.  Chaos declared a Trophy Kill objective on Grimnar on the Imperial right flank and began pursuing it with a massive Traitor Guard armoured spearhead combined with Abaddon himself and his Terminator bodyguards.  Innumerable daemons spawned into existence, anchored to the Materium by a host of greater daemons bursting forth from the Warp at each corner of the battle and shrouding the field in their Tetragon of Darkness.  A massive Necron Pylon came into existence in the very center of the combat, while Necron Sentry Pylons also beamed into place around the Discord objectives.  Discord claimed a Baneblade chassis while Imperials killed the Pylon to gain one point each through the course of the first turn.

Necron, Traitor Guard, and Abaddon, what could go wrong?!

Necron, Traitor Guard, and Abaddon, what could go wrong?!

Turn 2

The Emperor’s light shone brightly in the next round as the Great Brass Scorpion approached Imperial lines but fell to massed multi-melta and lascannon fire.  Chaos’ foul Tetragon was also quickly broken, with several greater daemons assassinated at their anchor points.  Imperial shooting also took out a Baneblade chassis, and all this without giving up a kill point themselves.  Further, Discord discarded their previously earned point to enact the Lies of Tzeentch Strategic Resource and temporarily control the opposing Reaver, forcing it to friendly fire and obliterate a number of Dark Angels Terminators.  Fast moving Necron Destroyers rushing from their recently awoken Citadel did manage to contest the Space Wolves’ objective, leaving Order only 2 points on objectives versus the Discord 3, but the Imperials and allies still came out ahead after Turn 2.

Ohmygod, we're so behind schedule; I need to take a break...

Ohmygod, we’re so behind schedule; I need to take a break…

Turn 3

Quickly though the clouds darkened over the Imperium.  Abaddon and friends bested Logan Grimnar in personal combat, achieving a Trophy Kill strategic asset and claiming 3 points.  Simultaneously the traitor Reaver and tank columns took down a loyalist Baneblade chassis for another point, the earth shaking crunch as its flaming pieces hit the ground second only to that of Grimnar.  These combined losses in the polar fighting left the Space Wolves distraught and open to systematic decimation in the coming turns.

Ongoing tremendous amounts of heavy shooting also did little to stop the inexorable flanking march of the Greater Bloodthirster onto the Imperial’s command bunker.  Only sustained sacrificial delaying tactics and careful positioning of many Space Marines, Imperial Guard, and Tau vehicles and infantry continued to keep it from reaching the Kingbreakers’ encampment and cracking open the critical Void Shields.  Ultimately Order gained no points and ceded its lead in the planet-wide battle royale.

For the greater good!  Blood for the Blood God!

For the greater good! Blood for the Blood God!

Turn 4

Approaching the endgame, the match pitched into a grinding battle of quarter inches and small chances.  Discord caused a cataclysmic explosion on the jungle flank by exploding the Imperial Reaver.  More damningly, the raging Bloodthirster, chosen warrior of Khorne, achieved his primary objective and crushed in a single blow the Imperials’ Void Shield Generator, exposing the command bunker and both objectives previously under its aegis.

Recovering from their mounting losses though, Order achieved several critical successes.  Hulking in screaming victory over the savaged ruins of the Shield Generator, the massive Bloodthirster was yet again lit up and wracked by fire from every possible weapon across half the field of battle and finally succumbed, sent back to its blood god at the very door of the Imperial command bunker.  The great warmonger Abaddon was similarly forced to flee the battle in the face of mounting personal injury, yielding Order 2 points for these kills.

Significantly, the Dark Angels’ long battle through the heart of an equatorial jungle temple paid dividends.  With the bulk of the Chaos flank guards tied up by the Unforgiven, the Tau, Imperial Guard, and Kingbreakers were able to sweep the targeted strategic breach point.  At the same time, Kroot reserves and Imperial Guard bombardments arrived to reinforce the Space Wolves struggling under massive combined assault and help prevent further Necron and Traitor Guard incursion.  These actions denied Discord a third objective for the second round of scoring, which awarded two objectives each.

Air cav inbound!

Air cav inbound!

Turn 5

In its last moments the epic battle for Kimball Prime reached a fever pitch of critical moves, last-chance shots, and final coups de grâce.  Resurrecting the courage of Russ, Space Wolves squadrons regrouped into secure positions overlooking the bizarrely anonymous Discord objective in their midst.  Charged thrusts from elite soldiers and fast attack vehicles of the Tau, Dark Angels, Imperial Guard, and Kingbreakers also swept away the straggling Chaos Cultists and lesser daemons attempting to resecure the breachpoint, the nearby traitor Warhound stomping in rage at its inability to stop the loyalist troops swarming about its feet.

These are not the droids you're looking for!

These are not the droids you’re looking for!

But even as the Forces of Order prepped for these advances on the flanks, Discord piled all of its remaining heavy shooting onto the Kingbreakers’ command headquarters, the Bloodthirster’s suicidal, singleminded, successful mission to cripple the Shield Generator having rendered it exposed for the first time in the battle.  With the points near tied and Discord’s two home objectives safely held but the third stripped away and Order claiming its own flank objective, everything came down to the two on the bunker complex.

With nearly all other long range shooting eliminated or crippled, the traitor Reaver and Warhound Titans combined fire to strip away the bunker’s internal Void Shields and then pummel it with the most powerful weaponry ever fielded.  They were prevented though from directly targeting the most critical troop units and the bunker itself by a well placed Shield Generator Strategic Asset, carefully saved for exactly a deeply dire moment such as this.  A precious few Forest Guard platoon members survive the incoming blasts, even as nearby Kingbreakers Tactical Squads rush in to shore them up.  The Forces of Order continued to hold their two home objectives.

The last of the flanking Obliterators dead and Skarbrand sent back to the Warp, Captain Angholan pauses to survey the battlefield and catch his breath.  His muscles all clench though and his eyes yield to horror as he turns just in time to watch a final massive overcharged plasma blast from a retreating tainted Reaver slam into the newly unshielded command bunker, instantly obliterating its top ramparts and engulfing an extraordinary area in blazing gouts of flame.  Sprinting into the blinding rockrete dust, he calls on all his decades of steely training to choke back surging memories of the fall of Forestway and his own long entrapment in the collapsed capital building.  Armor servos shriek in protest as he rips apart nanobar and flings away huge chunks of rockrete.  Finally tossing aside an entire interior wall, he falls to his knees.  Ahead of him is a large energy bubble supporting all the tremendous rubble of the upper levels.  Huddled inside are a few all-but-dead yet still living Guardsmen and Space Marines.  At the center is his great, troubled friend Rorschach and the Kingbreakers’ Council of Librarians, eyes closed and faces a rictus of concentration from the inconceivable effort of maintaining the telekinetic shield.  With Angholan frozen in relieved shock, Squad Scolirus finally catches up and slips around their Captain to begin carefully extricating the survivors.  The battle is won.

Kingbreakers dance in the flames!

Kingbreakers dance in the flames!

Results

The Forces of Order break Discord’s Apocalypse winning streak!

Reap the tallyman, Nurgle!

Reap the tallyman, Nurgle!

Order claimed 5 of the 7 possible kill points offered by the Discord forces by tagging the Pylon, Scorpion, Bloodthirster, Baneblade chassis, and the Warmaster (Abaddon), leaving the Warhound and Reaver on the table.  Order also held two objectives after Turns 2 and 4 as well as three after game end, for a total of 20 points.

Discord claimed 3 of the 6 possible bonus points offered by the Order forces by eliminating the Warhound and two Baneblade chassis, leaving the Reaver standing.  It also claimed 3 more in achieving a Trophy Kill on Grimnar, declared as one of their Strategic Asset selections.  However it spent 1 to enact Lies of Tzeentch.  Discord also held three objectives after Turn 2, as well as two after Turn 4 and game end, for a total of 18 points.

Final disposition; click to enlarge.

Final disposition; click to enlarge.

Game Thoughts

In a game like this there’s a thousand big and small things of note that happen.  These are just a couple very top level notable observations.

Range and Formations

It was really helpful to have Owen, a newcomer to our Apoc fights, be able to make the battle.  That made a big difference in equalizing the 6th edition experience levels across the two teams, helping Order play both better and within the time limits.  Tactically speaking, it was particularly helpful that he plays Guard and has played a few large battles before as he thus brought a significant increase in Order’s long range, heavy shooting.  On an 18′ long table even the normally impressive 48″ reach of a lascannon just doesn’t amount to much.  Without that we would have been in real trouble.  I was really counting on some of the missing players’ armies to provide the ability to go out offensively and hit things at distance, but the Guard shooting at range probably present a safer way to do that anyway.

Sometimes you just gotta call in the veterans.

Sometimes you just gotta call in the veterans.

Despite the story text above, my Librarians were yet again a huge, huge disappointment.  At this point I’m pretty used to how limited in appeal they are for normal play.  But I had high hopes for the Apocalypse formation I fielded, basically 5 Librarians potentially tossing out a D weapon large blast every turn.  Literally nothing walked into their line of sight and range though that wasn’t immediately swept away by much less risky shooting.  One consequence of having two redundantly Void Shielded, heavily armed encampments staring at each other across a relatively open expanse was that almost nothing ventured into what became a completely empty dead man’s land across the desert terrain.  I thought about having them disembark the bunker to get better sightlines, but even then not that many targets wandered close enough, and our little Warmaster would be out running around with giant Greater Bloodthirsters and such running amok in close quarters.  I love the models & concept so much, but…

In stark contrast to the Kingbreakers' flaming self-entombment, the Necron basically stand around all day just talkin' about how awesome their fortress is, not even noticing it blasting stuff on its own.

In stark contrast to the Kingbreakers’ flaming self-entombment, the Necron basically stand around all day just talkin’ about how awesome their fortress is, not even noticing it blasting stuff on its own.

The general point there though is that the Apocalypse formations are basically dumb.  They’re either (1) incredibly hard to field, (2) very brittle, or (3) have limited effect.  To (1), of the Space Marine formations, the majority involve fielding a full company of troops or a weird collection of very specific HQs.  On (2), a great many of their effects can be easily defeated, e.g., no one walking within two whole feet of my Librarians, or Brett’s Tetragon of Darkness being popped almost immediately.  For (3), due to the extra points available with the missing players Justin did actually field and use a Space Wolves Great Company.  But despite the large number of models and points that entails, I couldn’t tell you that I noticed the benefits.  Similarly, I actually fielded the requirements for a Space Marine Predator Assassin Squadron.  But I didn’t select the formation because it seemed more limiting than useful.

Hey, hey, buddy, don't start nothin', won't be nothin'!

Hey, hey, buddy, don’t start nothin’, won’t be nothin’!

Balance

Obviously critical to the success of all of our Apocalypse games is the effort put beforehand into balancing the headliner models.  Coincidentally but unfortunately, the Forces of Discord have many more Titans, superheavies, and gargantuans at hand than Order.  Fortunately though they have so many that there’s enough—and they’re more than willing—to share them around and balance things out.

But, to that need to put a lot of effort into balancing things, D weapons are pretty dumb.  Since they’re so strong against everything, they make everything else all uniformly worthless.  With no protection of any kind being allowed against them, there’s no reason to field anything but the cheapest possible options and put all the points toward your own D weapons.  Given that they’re both equally dead if tagged, and equally unable to strike back at the shooter, why field 14 point Marines when a 5 point Guardsman is just as useless?  A ~250 point Landraider versus a 55 point Chimera?  Previously I had mixed feelings about the recent expansion of D weapons into the regular game.  Watching them up close again though has really pushed me to be very concerned.

Yep...  Good luck with that axe, buddy!

Yep… Good luck with that axe, buddy!

Similarly but in the other direction, the new Void Shields fortifications are probably also a problem.  I don’t have as much of an issue with them because ultimately they don’t directly remove models, and they’re somewhat readily countered on their own as well as much more internally balanced—you do what the Bloodthirster did: Walk right in, get protected from remote shooting by the Void Shields themselves, and then smash them.  But they’re almost certainly too cheap though for such a massive buff to a potentially large number of units.

Conclusion

Beyond that, I’m going to save for another post some thoughts on organizing and executing Apocalypse battles.  Ultimately we all collectively put a lot of thought into crafting a good plan and come at the game with the right mindset, and that all paid off in overcoming near disaster with multiple missing players and instead having a truly great day of gaming.

Again, more photos are in the Flickr gallery.  Till next time; the Emperor protects!

Huh... I guess he's really good with that axe?  Sergeant Harmon contests the Discord flank objective!

Huh… I guess he’s really good with that axe? Sergeant Harmon contests the Discord flank objective!