Redcap’s 2000pt Tournament

kingbreakers-iconRedcap’s June tournament was the first for 7th edition. Unfortunately it was very lightly attended, probably mostly due to the start of summer. In particular the two adjacent colleges, Drexel and UPenn, just went on summer break. Pat and John volunteered to team up to make an even four contestants and enable a round robin tournament. We bumped the points up from the planned 1850 to 2000 to make list rebuilding easier for them.

Otherwise this was a straight 7th edition tournament. Benn and Jake made up some new bonus battle point conditions and elaborated new details on the more exotic terrain pieces (Radiation! Tesla Towers!) but the missions followed Redcap’s existing format based on the 5e/6e/7e core missions. Notably, this already includes a simple alternate scoring scheme. For objective control missions you can optionally score one victory point each cumulatively at the start of your turn rather than three VPs each at game end. In annihilation you can opt to score a victory point for every 200pts killed rather than one per unit. No limitation was placed on detachments, unbound armies, allies, or anything else. Unfortunately no one showed up with anything super crazy, despite our hopes.

More photos are available in the Flickr gallery.

Stay on target!

Stay on target!

Army

The least traditional army composition actually wound up being mine, which featured a big stack of five source books: Space Marines, Astra Militarum, Inquisition, Stronghold Assault, Imperial Knights:

  • Combined Arms Detachment: Space Marines (Salamanders)
    • Captain Angholan—Vulkan
    • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
    • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multi-Melta, Drop Pod
    • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Drop Pod
    • Scouts x5 w/ 5x Camo Cloaks, 5x Sniper Rifles
    • Squad Harbinger—Devastators x5 w/ Chainsword+Bolt Pistol+Signum, 2x Plasmacannons, 2x Heavy Bolters
    • Akil—Predator w/ Autocannon
    • Justus—Predator w/ Autocannon
    • Imperial Bunker w/ 2x Void Shields
  • Combined Arms Detachment: Astra Militarum
    • Commander Higgenbotham—Company Command Squad w/ Plasmapistol, Flamer
    • Veterans w/ Flamer
    • Veterans w/ Flamer
    • Armoured Sentinel w/ Plasmacannon
  • Inquisitorial Detachment
    • Inquisitor Coteaz
  • Imperial Knight Detachment
    • Knight Errant

The Predators were last second additions to bump to 2000 pts. Given more time to prep I would probably have kitted up another Drop Pod of Tacticals for more deep striking objective grabbing and camping.

One reason for that particular Guard structure is to have two Combined Arms detachments and together with Coteaz have three options for my warlord:

  • Vulkan if a bonus point condition warranted it;
  • Coteaz if I faced daemons;
  • The Company Commander otherwise.

I wound up using the Company Commander each time to get access to the BRB traits but they did not matter.

In each battle I took all of Coteaz’s powers from Divination as I really only cared about Prescience. Despite this list being a bit all over the place, I’m a big fan of keeping things simple, particularly new elements. I wasn’t planning on spending brain cycles debating between multiple powers. In addition, with two mastery levels I generally wouldn’t have enough warp charge to cast multiple powers.

This was the first time in quite some while that my army wasn’t pretty much entirely painted. That was a bummer, but I decided it was worth it in the spirit of trying new stuff for 7th edition. Unfortunately much of that army I had essentially no experience with. Coteaz I’ve used once before. Guardsmen I used in our January Apocalypse battle but they just sat around in a bunker. The Knight I just assembled this week; I actually had to buy the codex while signing up for the tournament yesterday.

All that said, despite its many parts and source books, for a 2000pt battle that doesn’t seem like an obnoxious list to me and is actually pretty balanced and fluffy. Unfortunately it seems like it would be banned under the restrictions some of the major tournaments are gravitating toward. More on that in a future post.

Let's do this thing!

Let’s do this thing!

Round 1

First up: Carl and his Tau, featuring a Commander, some Broadsides and Marker Drones, a Skyray, 2 Riptides and 18 Crisis Suits. The mission was Crusade (4 objectives), long axis deployment. We both picked alternate scoring. I deployed first and went first.

Fight!

On the drop I wasn’t able to land my Sternguard out of line of sight and they got hammered by Riptides on the intercept, yielding First Blood, a 2 VP swing as it also denied me First Blood on the Skyray. Tacticals though came down to contest Carl’s home objective. With all his Crisis Suits reserved and the army preferring not to move out aggressively, that left Carl scoring little in the early going. In contrast the Kingbreakers spread out all over the board and ran up an early lead.

As usual with the alpha strike though and particularly against Tau shooting, the momentum slowly turned and the thinly spread Kingbreakers got rolled back across all quadrants. Exacerbating the issue, the Knight was taken down right in the locus of the army, generating a catastrophic titanic explosion that crippled a number of units. Eventually the bunker’s void shields were broken through and the battlements started taking casualties, notably yielding Slay the Warlord when Commander Higgenbotham and his veterans got fragged by a cover-ignoring blast.

Look at me, I'm so awesome!

Look at me, I’m so awesome!

Outcome

Kingbreakers hold out for the win, 9 objective points versus the Tau’s 3 objective points, Slay, and Blood. Tragically the endgame death of my warlord deprived me of a crushing victory by putting Carl just above half my points.

Analysis

I think Carl’s big issue here was that he incorrectly decided very early on that he would have to table me to reclaim victory from my initial points lead, and he focused entirely on that. Among other things, that’s a risky strategy if you’re not totally sure of the clock; between my infantry movement and his extensive shooting + movement—the many assault jumps in his army take quite a bit of time, effectively adding an entire second movement phase to his turn—this game only went 4 turns. Particularly with those assault jumps giving so much mobility, if he hadn’t lost sight of the objectives he would have been easily able to start cranking out objectives points very soon after his Crisis Suits arrived from reserve.

Random meetings in a dark alley in the 41st millenium.

Random meetings in a dark alley in the 41st millenium.

Round 2

Next up: John and Pat with their Clan Raukaan and Imperial Fists team-up, both using their respective codex supplements. Core elements included 3 lascannon Devastator Centurions, 3 grav-amp/hurricane bolter Devastator Centurions, two Librarians with various relics, a Stormtalon flyer, a Thunderfire Cannon, a collection of Drop Pod Tacticals and Sternguard, and of course meltaguns and lascannons everywhere. The mission was Purge the Alien (annihilation), very much a rarity at Redcap’s. Deployment was 12″ long edges. I chose alternate scoring, they went for normal. I deployed first and went first.

Fight!

Ghosts on the drop managed to wound the Raukaan Librarian despite his Centurion bodyguards soaking up wounds. This paved the way for the Librarian to die from Perils of the Warp and yield First Blood and Slay the Warlord. Tactical 1 had little impact on the drop and took heavy casualties but Angholan eliminated the Thunderfire Cannon before expiring to overwatch fire. Most of the Imperial Fists spent the game engaging the Knight Errant en route to their encampment, eventually taking it down as it thrashed through ruins. The Stormtalon buzzed about strafing the bunker’s void shields to hopefully expose it for random lascannon potshots. Everybody else spent the match in a drop pod furball mirror match, with Raukaan and Kingbreakers going blow for blow throughout the trench works and ruins across the board.

Barbarians at the gates!

Barbarians at the gates!

Outcome

Kingbreakers prevail again by a slim margin, 5 kill points plus First Blood, Slay, and Linebreaker versus 6 kill points plus Linebreaker. This was a really great game, with tons of different activity going on all over the board. Not only was it extremely close but it was super hard to quickly gauge the score throughout. Nobody had any real idea who was up or down until the final tally, though I think they thought they were much farther behind than they were.

Thoughts

One notable local meta thing is that Redcap’s reworked their cathedral/dockyard ruins set up quite a bit. It’s now visibly more open, though there’s still a ton of ruins for cover and straight out line of sight blocking. I liked the board a lot before even though its very limited firing lanes hampered me, but the new version is much smoother for 40k play, particularly at the larger end of the points spectrum, and more fair to more armies.

No doubt important in this game was the Sternguard more or less successfully going after the Raukaan Librarian. Him taking a Perils wound was huge, but it was a big deal that the Sternguard got at least one wound on him beforehand. The guy’s tough to kill: Can’t be insta-gibbed by double strength, has a 3+/3++ save, Feel No Pain, and typically hangs around with some 2+ save Centurion bodyguards. Even without the Libby going down though, taking out two grav-amp Centurions in that first turn was a big mental boost. John did come in with Invisibility known to his Librarian, but with two of them down I was much less worried about him being able to shield that unit even before he expired prematurely.

Skeletor says: Protect me, you fools!  With your lives if necessary! And maybe even if not!

Skeletor says: Protect me, you fools! With your lives if necessary! And maybe even if not!

Alternate Scoring

This was the first I’ve seen Redcap’s alternate annihilation scoring, and it might actually have been its first appearance. It was pretty obvious for Pat and John that they should take normal scoring as my list featured a whopping 21 possible kill points, even before any combat squadding. Much of that was also fairly squishy.

On my end, choosing alternate scoring was a mistake that very nearly cost me the round. Glancing at John & Pat’s army they didn’t seem to have a ton of units, certainly an underestimate. None of it seemed super squishy either—not many Rhinos or such, and a bunch of hard targets like Centurions and a flyer. My logic was that alternate scoring would defeat a core strength of Marines: Having a bunch of single dudes or pairs hanging around doing nothing but not yielding up a kill point for wiping their entire unit. This is precisely a big part of how I snuck in the win: By the end I had four near-dead but persistent Space Marine infantry units—3 Tacticals, 2 Tacticals, 1 Sternguard, 1 Scout. Thinking about it more clearly though, 200 pts per Victory Point in alternate versus a straight-up unit per point in normal scoring is too high a tradeoff. For example, you’d have to kill an entire 10 man Tactical (140 pts + upgrades) as well as their transport (35 pts) for that point, versus two under normal scoring, three if they combat squad.

So, under the current Redcap’s rules, my new heuristic is I should all but always choose alternate objective scoring and almost always choose normal annihilation. Alternate annihilation only possibly makes sense if facing an extremely dense Terminator army or such, and even then only if they have large blobs (not the standard 5 man squads) or very expensive kit-outs. I think that logic holds for most armies, so both sets of alternate scoring conditions probably warrant some tweaking, one for being universally better and the other universally worse.

All these void shields and no one brought a fly swatter?!  Damnit!

All these void shields and no one brought a fly swatter?! Damnit!

Round 3

Final match: Colin and his Blood Angels/Dark Angels deep striking bonanza. He brought close to what he announced he would: Belial, 15 Terminators, a Reclusiarch, 2 Furioso Dreadnoughts, a Death Company Dreadnought, Assault Marines, Death Company Tacticals, and Scouts. The mission was Crusade (4 objectives) and table corners deployment. We both went for alternate scoring. I deployed first and went first.

This was probably the most thought I’ve seen put into objective placement under the new 7th edition rules. I placed mine as hard as possible into diagonally opposed corners, hoping to curtail adjacent deep striking surface area. Colin placed both of his near the center, in opposite directions along the long axis.

Deployment.

Deployment.

Fight!

The Inquisition detects a group of Blood Angels Scouts skulking about outside a continental capital and decides to bring them in for questioning about suspected mutations within their geneseed. Captain Angholan takes this charge a bit too zealously and accidentally flames the initiates to a crisp for First Blood. Hearing their dieing calls for help, equally suspicion-clouded Dark Angels in the sector drop in alongside more Blood Angels to avenge their barbecuing. Kingbreakers call in reinforcements, and before long nobody can back down from the fighting throughout the shanty town surrounding the city.

Far from the Kingbreakers outpost, Belial precision deep strikes in tight quarters and wipes out Squad Titus. The Kingbreakers’ Knight ally is mobbed by Furiosos and assault cannon Terminators, with Angholan nearby but unable to break through copious slum detritus in time to assist before it is detonated. Ghosts make a desperate landing into a massive vat of highly corrosive industrial waste, taking heavy casualties as the veterans struggle to not sink under the weight of their power armor. Their sacrifices are awarded however by perfect positioning and the outright kill of a fearsome Death Company Dreadnought before joining the ongoing firefight echoing down the main avenues.

Up and down the alleyways, Devastators and Predators trade fire with Terminators, screaming balls of plasma charges and pounding autocannon thumps rebutted by the continual chittering of assault cannon hits across the scrap metal structures. Heads tucked low, the Forest Guard charge forward in all directions to reclaim ground for their fallen battle brothers but are repulsed by the raging Blood Angels Reclusiarch and caught short working their way through ruined Drop Pods.

Stick 'em up! --- I can't! This is as much flexibility as I have!

Stick ’em up! — I can’t! This is as much flexibility as I have!

Outcome

Dark-Blood Angels win convincingly, 8 objective points and Linebreaker to 1 objective point and First Blood.

Through turn 3 we were tied, neither of us scoring much on objectives as nearly all were contested. After that though Colin had swept my Troops off and gotten more of his on, quickly racking up the points with three objectives scored on each of turns 3 and 4. Nearly all his army consists of troops, including the Dreadnoughts and Drop Pods, and in several cases trumped my Predators and other units to claim objectives out from under them.

Both of us screwed up and forgot to take a moment to punch a building when we had nothing else to do, and thus gave up a cheap bonus battle point. Always stay on top of your bonus points!

Thoughts

Everybody else chose to go second against Colin so the Deathwing and Pods would come down and they’d have a chance to shoot at him on their first turn. I went first so I could claim First Blood against the Scouts and setup my guys on objectives to hopefully claim points on turn 2. I think that was a reasonable decision, though I have to think more about whether it was best. Among the downsides were letting Colin basically optimally target all my dudes rather than forcing him to go after some objectives blind. It put a lot of pressure on me to instantly build up effective defenses around those objectives to score at least once or twice before probably getting wiped. Compounding the basic challenge there is basically everything in his army having Objective Secured. It’d be a lot easier to do when looking at opposing Sternguard or regular Terminators coming down. All in all, not a ridiculously poor strategy, but a tough road.

In practice though I poorly bubble wrapped the far objective with disembarked Tacticals. In my head I was trying to get a couple shots on the opposing Scouts just in case, and to bubble wrap the Drop Pod a bit. The first of course was completely unnecessary, and the second a lesser priority. That line of thought wound up skewing my deployment around the objective and Belial’s squad was able to contest it, preventing me from scoring it on turn 2. In reality with how my Pod came down I should have been able to deploy those guys to force Belial far enough away from the objective to score that critical point at least once.

Mid-game.

Mid-game.

Somewhat similarly, despite me placing my objectives in the corners, I opted to not build my castle there. That left my control over that objective much much more tenuous, and in fact Colin got a lucky break when my combat squad holding it broke from shooting casualties and ran out of place, costing me another point. Otherwise though my whole castle group would have had extremely limited firing options.

Instead I placed the fortification where the Devastators would have somewhat reasonable firing lanes on both the central objectives, and they did wind up doing a lot. The fort was also then positioned for the Guardsmen to run at either my corner objective or the closer of the central markers.

Unfortunately I wound up not actually executing that well and used my Guardsmen poorly. Timing is everything and I misgauged a bit. I also didn’t utilize my orders well, just through inexperience. Moving toward the corner objective, if my Guardsmen had charged Colin’s Assault Marines a turn earlier instead of rapid firing I might have been able to stall the Blood Angels just long enough for my Predator to score it once. Similarly, I started moving my other squad of Guardsmen toward the central objective late, partly out of neglect and partly fear they’d get shot up too early. I then compounded that by not using my orders to have them shoot + run, or even better to run faster, and potentially get onto that objective to score once.

Stop kicking me! Stop kicking me!

Stop kicking me! Stop kicking me!

Outcome

Despite the crushing loss at the end, I still wound up apparently winning the tournament, though I confess I don’t fully understand the rankings. Carl actually wound up with more battle points than me, with John and then Colin in 3rd and 4th. I’m assuming that whatever scoring was used in Torrent of Fire to run the round-robin—not the way most 40k tournaments are usually done—bracketed me ahead for beating Carl and John, Carl beating both John and Colin, and John beating Colin. Carl also won the painting raffle so I think he came out ahead on loot regardless.

Either way and despite the low attendance, I was pleased to continue my streak of not finishing worse than 2nd this year. The loss to Colin was a blow as I had tried to kit out my army specifically to fight his, but I think with just a bit better play I might be able to swing at least a close game.

Army Thoughts

Scouts continue to be particularly useful in 7th to infiltrate onto objectives way out in no-man’s land. That’s going to be increasingly important through the combination of the new objective placement rules with increasing focus on cumulative and other scoring mechanisms not simply applied at game-end.

Even with my inexperience and some misplay, the Guard contingent did a good job. The bubble wrapping was useful and they actually did some damage in shooting. That core of Company Command + a Veteran Squad or two is basically the cheapest setup for an Allied or Combined Arms detachment, respectively. Taking an Infantry Platoon would incur another ~40 points, trading off the Vet Squad surcharge for a required Platoon Command Squad. This scheme also basically matched the models I had on hand, though I still had to build four plain Guardsmen the morning of the tournament as my others all had obvious special weapons and such. I would definitely consider bringing more Guardsmen just to sacrifice for bubble wrapping both the bunker and the Knight.

Two Combined Arms detachments would also enable both a bunker and a Void Shield Generator. That’s definitely something I’m thinking about, caveat that I think castling up is going to be less and less viable with the newly developing objective placement rules and scoring mechanisms.

No castles, only attack!  Attack!

No castles, only attack! Attack!

The Knight was somewhat disappointing, though not a blowout. It didn’t actually manage to kill hardly anything, but everybody saw it as a huge threat and devoted significant focus toward bringing it down, in and itself a useful thing. I was torn beforehand but currently think the Errant with its melta blast is indeed the better option, compared to the 2x large blast of the Paladin variant. It’s a tough call, but the second blast is probably overkill and the melta bonuses more useful.

With Drop Pods and such increasingly back in vogue the Knight can really stand solid bubble wrapping to stand off melta weapons. It also needs to be kept away from terrain to have maximal impact. Somewhat oddly it moves a very fast 12″ over open ground but apparently—the intent is unclear—moves in terrain like a typical model with Move Through Cover, at most 6″. Note that this is a big debuff for super-heavy walkers versus other super-heavy vehicles, which move 12″ regardless of terrain and can’t immobilize. Given the fire that will concentrate on the Knight, I think you really want it running forward as fast as possible to smash some enemies in assault before it goes down. Just as importantly, that will help ensure the catastrophic super-heavy explosion happens in their lines and not yours.

Seventh

Although a small tournament, this was a great day with a bunch of good players and tight games. It was unfortunate there wasn’t a wider variety of armies to see more of what’s possible under raw 7th edition rules. We also did uncover a whole bunch of things that are either ambiguous or deceptively substantial changes in the rules. But I remain really optimistic about the core of this edition, and am currently as excited about 40k as I was at the start of 5th, which is quite a bit.

Again, more photos are in the Flickr gallery.

You gonna die, boy! --- Aw, leave me alone, you guys don't even score!  Seriously, you're like the only thing in the game that doesn't anymore!  Just let me have this, it's all I do!  Aauuguguh!

You gonna die, boy! — Aw, leave me alone, you guys don’t even score! Seriously, you’re like the only thing in the game that doesn’t anymore! Just let me have this, it’s all I do! Aauuguguh!

40k: Forest Guard Sentinel

Recently I finished up another model/unit for my Imperial Guard Astra Militarum:

Who wants some?!

Who wants some?!

These pictures aren’t perfect, they’re a little dark, but I’m super happy with how this guy turned out. What I’m most pleased with is that the posing is pretty dynamic for a walker. It was a little fiddly to hold everything at the desired angles while also gluing the joints, but the whole leg assembly is really posable and the feet and cab are on ball joints so there was a lot of room to play.

Whoa, buddy, hold 'er steady!

Whoa, buddy, hold ‘er steady!

This was super fast to paint, and it came out simple but effective. I couldn’t come up with a two-tone vehicle scheme to match my Forest Guard infantry pattern that I was happy with, so I went with straight brown. In the end I think it’ll go well with the duders while also standing out from them, is more realistic than a two-tone, isn’t green or gray like GW’s demo models tend toward, and was easy to do. The core process was basically:

  • Primer: Army Painter white spray
  • Body: Steel Legion Drab base coat x2, Vermin Brown drybrush (this color name is no longer produced by GW), Agrax Earthshade wash
  • Metal bits: Leadbelcher base, Mithril silver drybrush highlights, Nuln Oil wash
  • Rubble: Skavenblight Dinge base coat x2, Codex Grey drybrush, Bleached Bone base & Skull White drybrush for the ossuary skeletons and skull, all washed with Nuln Oil
  • Base: Vermin Brown base coat, several coats along the outer rim

The Vermin Brown drybrush all over the body was heavier than I meant it to be and made the model a little lighter in color than I was originally thinking, but introduced some nice subtle colorations, particularly after the wash. On some of the larger panels it has a really neat sun-faded effect (hard to see in the photos).

Unfortunately I must have let too much matte sealer spray coat collect in some places because the colors shifted and muted a bit in places, particularly the metals. Some of the finer details also frosted over a bit. It’s particularly noticeable around the skulls on the weapons. Didn’t affect the cab too much though, and won’t be noticeable at all on the tabletop.

The rubble served two purposes: It let me build up a little height to give the body more of a loping, firing-on-the-move cant, and let me introduce a block of dark grey to subtly further connect the model visually with the Forest Guard infantry two-tone.

To the left!

To the left!

To the right!

To the right!

The weapon side of the cab is magnetized, and I have both a plasmacannon and a lascannon ready to go.

You feelin' lucky, punk?!

You feelin’ lucky, punk?!

A lascannon on a BS3 chassis.  Yep, that'll scare 'em.

A lascannon on a BS3 chassis. Yep, that’ll scare ’em.

Painting my Guard has been really fun so far, as long as I totally ignore how few points are getting done with each session. I’ve consciously worked to keep the painting process simple and to be a bit faster and less obsessive than I had been on my Kingbreakers. That’s paid dividends as I’ve then let loose a bit on those Marines as well and they are also now getting done faster, with no true consequences on the quality. Having this other small force going also helps a lot with the monotony of doing millions of shoulder pad trims, definitely the part I hate most about Space Marines. Not doing any hard edging or highlights, and having two core colors (brown body + gray armor) rather than four (tan legs, blue torso, green arms, red trim) makes quite a refreshing change in switching to the Guard for a bit. The Forest Guard also look quite different from my Kingbreakers, though they work together pretty well visually.

More to come!

40k: 7th Edition First Play

kingbreakers-iconJason, Lovell, Matt, and I got together to bash heads over the new 40k 7th edition rules. In some ways it was a pretty draining affair as we pored over the rulebook for every little thing. But it was also great to get that crew together—I don’t think Matt and I have played 40k since maybe 2010—especially once the game descended into farce, anarchy, and rampant questions of “Dear god, how can we be playing this so wrong?!?!”

A few more photos than those here are in the Flickr gallery.

Guys, I think we shoulda made a left back by Albuquerque!

Guys, I think we shoulda made a left back by Albuquerque!

Armies & Mission

We played the game as a doubles match:

  • Imperium
    • Joe: 1100 points of Kingbreakers Marines (Salamanders)—Angholan (Vulkan), Rorschach (Termie Libby), Ghosts (Sternguard), various Tacticals, Scouts, Bunker
    • Matt: 750 points of Valhallans—Company Command, Primaris, Platoon, Veterans, Sentinels, Leman Russ
  • Bad Dudes
    • Lovell: 1100 points of Dark Harvest Necrons—Some insane maniac, Immortals, Warriors, Monolith, Bomber
    • Jason: 750 points of Thousand Sons—Ahriman, psychic loonies, Thousand Sons, Obliterators

We didn’t even consider trying the new Maelstrom missions yet and wound up playing Crusade (4 objectives), Vanguard deployment. Imperials chose corners, deployed first, and played first.

Raaaaaaaahhhh!

Raaaaaaaahhhh!

Fight!

Thousand Sons reserved everything except a pair of lonely, wayward Oblits.  Dark Harvest started their troops on the board near objectives. Kingbreakers Ghosts attempted to assassinate the Oblits on the drop but couldn’t quite pull it off. The remaining Obliterator in turn powderpuffed Captain Angholan with a lucky powerfist strike. Lost in a grief of madness at this death, Librarian Rorschach wandered off into the ruins on his own and charged into a unit of Warriors. He was quickly brought to heel with Mind Scarabs and impaled himself on his own sword. Meanwhile, the Valhallans basically huffed around waiting for something to shoot at, and Ahriman went for pizza until his reserves could finally arrive.

Curving around the left flank into the midfield, Kingbreakers troops strategically created a tactical barricade out of their flaming Rhino wreckage (“Just as planned!”) between an objective and a pack of sneaking Immortals. On the Imperial left flank, Scouts running onto an objective in open ground were swept off the board by late arriving, outflanking Thousand Sons. A big fat Monolith then plopped down onto the objective to claim it for evil doers everywhere. Tacticals on the Imperial right were also wiped out by outflanking Thousand Sons finally showing up for the party, who then secured another objective despite the valiant flailings of a wildly confused, winterized Sentinel. Meanwhile, deep in the depths of the regional HQ bunker, the Valhallan Company Commander sipped his tea and admired his lovely objective and all the troops and tanks doing drills around it, wondering how those nice Marines he met the other day were getting on and maybe he should ring them up to see if they needed some artillery support.

Heelllooo! Anybody home?!?!

Heelllooo! Anybody home?!?!

Outcome

Evil prevails! The unholy alliance of Dark Harvest and Thousand Sons wins with 2 objectives and Slay, First Blood, and Linebreaker, versus 2 objectives and Linebreaker for the valiant but nonetheless dead Imperials.

General Thoughts

This was intentionally a goof game to play with the new rules, but even considering that I was way off the ball: Forgot to deploy Scouts, put Angholan and Rorschach in the same Drop Pod accidentally, all sorts of mess. But we did run through a bunch of new or revised mechanics, and there were interesting observations.

Things That Were Changes… Two Years Ago

I think it’s a fairly common lament about40k that for each new edition, or for old players returning to the game, the learning curve would be steeper but you’d be more likely to play correctly if you actually hadn’t played before. It’s just so easy to forget or entirely miss changes and revert or maintain old habits. There was a lot of that going on here. There wasn’t actually much shooting in this game and almost no mixed-weapons fire so it didn’t matter, but despite talking about it I don’t think we did a single round of shooting following the new grouped algorithm. We just kept falling into the old patterns without even thinking about it.

I also have to confess that I’ve been playing assaults wrong for 2+ years now, but in my defense so have tons of people! Say I’ve got a heroic independent character joined with a unit of some of the mightiest soldiers in the galaxy, and they wind up in combat with some chumps. In 5th edition the chumps would have to allocate attacks between the IC and the soldiers, following base-to-base priorities and so on. In 7th edition the chumps just attack the unit and wounds get allocated starting from the guys in base-to-base. Challenges to some extent replace the ability to target ICs. Of course, that’s also the way it worked in 6th edition! I, and seemingly everybody I’ve played with through that edition, just didn’t notice the change or me not applying it. Oopsies!

Look at those idiots over there! The only thing they're assaulting is any proper understanding of the rules.

Look at those idiots over there! The only thing they’re assaulting is any proper understanding of the rules.

Deployment

One change that may affect many people’s armies quite a bit is that there’s seemingly no longer a restriction that at most 50% of an army can go in reserve, unless we missed it. Opposing that though, there is a large number of abilities in the game at the moment that could make that a risky choice. For example, here Matt rolled the warlord trait that applies a -1 to the opponent’s reserve rolls, crippling Jason as he waited and waited until turn 4 to get his guys into the game.

On a related note, I’m not sure at all what to think about the player deploying first now getting to choose to go first or second. I have to believe that makes that roll off even more important, possibly too important, but I can’t tell by how much.

Doubles

Doubles games/tournaments are going to require some thought around the new psyker phase. We played that the team rolls 2D6 to set the base pool, adds in their combined mastery levels, and creates one big pool the two players share. An alternative would be to have each player create and use their own pool, but then you need to figure out how the opposing players pair up against that, presumably by just letting them choose. It seemed cleaner though to just have one shared pool. That feels like there could be shenanigans, but not more than usual given how loose the army construction rules are now. The critical tweak is to enforce allies matrix restrictions, which would not have mattered here, Jason only used witchfire spells, but we didn’t think about it.

Bunker Up!

Given the new anything-goes scoring and more robust vehicles, I expect to see Monoliths, Land Raiders, and other heavily armored vehicles to return in popularity for camping out on objectives, in addition to lighter vehicles. The Monolith in particular I think is a revitalized threat given its ability to deep strike directly onto or near an objective to potentially claim or contest it itself, effectively ignore most weapons, shoot at different targets with a bunch of weapons, and portal dudes from all over the place to claim the objective if necessary. Maybe the Blood Angels’ deep striking Land Raiders will also have a bit of a resurgence? In general a lot of vehicles will have to be reevaluated given their newfound scoring abilities.

I’d also expect some renewed interest in Bastions, Bunkers, and such given that units embarked inside buildings explicitly now score. Void Shields also got clarified and buffed in the process, now absorbing the entirety of blasts. A notable real world change is that all of the datasheets are now gone from the main rulebook, so you cannot field an Aegis Defense Line or such without buying Stronghold Assault. That’s unfortunate…

Kingbreakers

My very early initial impression is that this could be a good edition for the Kingbreakers. Looking at the things me or my army are weak against, I don’t think any of them got much stronger, and some got weaker: Assault armies are almost certainly still less strong than shooting, flyers are a little detuned, and kill points games are all but certainly still going to be the minority of missions at most venues. On the flip side, a bunch of my standard army elements picked back up, more toward the 5th edition metagame.

Transports and Bunkers

Drop Pods and Drop Pod armies are baller now: Quadguns and other Skyfire-Interceptors are less able to shoot the guys spilling out; vehicles are a fair bit more resilient; and now they can even claim objectives, let alone contest. Keep in mind, Drop Pods delivering Troops will also gain Objective Secured.

Rhinos and Razorbacks got the same deal on scoring, including Objective Secured for Troops transports, and improved vehicle robustness. I’ve got a whole fleet getting washed & waxed in the Kingbreakers’ garage ready to redeploy and bunker down on some objectives. The only minor cost to that improved resilience is that exploded vehicles don’t create craters anymore, which I made use of quite a bit. My read on that is GW caved to people neither buying craters nor making their own.

Already quickly becoming a regular of the Kingbreakers’ army, the Imperial Bunker got dramatically buffed as well: Void Shields now only take one hit from blast weapons so they’re much better, and dudes can claim or contest objectives from inside their AV14, hard to damage, Void Shielded party house! That’s awesome!

Does not compute!

Does not compute!

Objective Grabbing

Sternguard are now more valuable given that they can score. As such though they might be worth playing a touch more protectively to keep alive into the endgame. Their combi-melta access is also even more important in reliably popping vehicles. That said, I’ll have to think about my usual alpha strike patterns. They’re somewhat less likely to destroy a vehicle now, and thus less likely to easily take a vehicle target as well as claim First Blood.

Dreadnoughts might have a resurgence given that they’re stronger and can claim or contest. I’m thinking about mine a bit more, having not played them at all since 5th edition. They did lose the capability to pivot when shooting but can still overwatch, and a full 360 degrees at that, so I don’t think it’s a huge deal.

Landspeeders also got boosted back up a bit: I’ll still miss rerolling their flamers (lazy Salamanders, get back on it!), but since they also can now potentially score, let alone contest, their high mobility is super valuable provided you can keep them alive. No Objective Secured for these guys, but still a notable threat. Also, Landspeeder Storms: Highly mobile, and potentially able to apply Objective Secured to two objectives using the Scouts as well as the Landspeeder itself. That guy’s definitely getting promoted on my to-do list.

Throughout 6th edition I’ve been back and forth on my Predators, but generally not using them as much as I had in 5th. However, I’ll have to serious reconsider the value of a FA13 vehicle camping out or charging forward now that they score and are less explodable.

Very generally, this edition’s continued focus on objectives combined with the even more wide open scoring rules only increases the importance of having a large number of mobile units. Troops themselves are comparatively downplayed a bit since everyone can score, but still important to enable Objective Secured. Marines play that kind of game well, starting from their solid troops choices, boosted by the mission flexibility of all their infantry being able to break up into combat squads before deployment, and aided by their large selection of transports and other vehicles. They actually have even more flexibility and mobility now than previous incarnations, as the latest codex permits combat squads to embark transports together throughout the game, not just deploying out of Drop Pods.

Drop Pods: Deemed too loyal to be included in the heresy!

Drop Pods: Deemed too loyal to be included in the heresy!

Psykers

It’s going to take a while to figure out exactly what’s up with the new psychic phase—early thoughts are that it’s a bit clunky though not particularly slow playing, and psykers’ strength chaotically variable between useless and crippling—but I’m totally down with fielding Librarians, so within the Marines’ relatively limited abilities I can ride that wave whichever way it goes.

Warlords

So far the only big downside specific to my guys is that the Warlord Traits tables seem much much better this edition: More powerful overall and more evenly balanced inside the tables, there are fewer duds. Combine that with rerolling the trait if you have a battle forged army and they’re looking pretty solid. Vulkan, sadly, has a fixed trait that’s useful but not as good as most of those (+1 to combat results). Especially if Librarians make a comeback I could see swinging the warlord role to Rorschach, and would even consider playing Angholan as a generic captain to get access to those tables.

Summation

A number of those changes I’m either ambivalent about or against. For example, I think it’s good for empty transports and other non-walker vehicles to contest objectives, but it’s a little weird to me that they can claim. Despite my reservations though, a bunch of changes do seem to tilt in the Kingbreakers’ favor. Whether or not they tip in other’s favor more remains to be seen, particularly psychic armies.

Parting Shots

All in all I’m basically neutral on this edition so far, same as I was on 6th. In my mind, two more tiny changes of making traits & powers player selections instead of random rolls, and snap shots being -2 BS instead of rolling 6s, would have made this edition really good. GW though clearly doesn’t value strategy and tactics over randomness. The psychic phase mechanics seem funky but not necessarily outright terrible. Combined with extremely loose army construction rules though the phase almost certainly has a ton of problems, but they seem relatively easy to fix in tournament settings. The real question is how much can be preserved within those fixes, e.g., permitting unbound armies, which I have mixed feelings about.

Again, a few more photos are in the Flickr gallery.

Wait, wait, I saw how to deal with this in a movie once! Quick, get some rope!

Wait, wait, I saw how to deal with this in a movie once! Quick, get some rope!