Redcap’s 40k 1000pt December Tournament

kingbreakers-iconColin, Jason, Justin, Lovell, and I went out for Redcap’s December monthly tournament yesterday.  Three games, 1000pts, standard missions and force organization.  Final standings:

  • Chaos Marines (Chris)—16
  • Tyranid (Byron)—11
  • Tie: Chaos Marines (Colin) and Chaos Marines (James)—10
  • Space Marines (Joe)—9
  • Eldar (Justin)—8
  • Dark Angels (Jason)—7
  • Tyranid (Lovell)—4

Missions were drawn from the standard rulebook with straightforward bonuses:

  • Big Guns Never Tire/Hammer and Anvil/Bonus: No enemy units in their deployment zone.
  • Crusade/Dawn of War/Bonus: Warlord ends game in enemy deployment zone.
  • Relic/Vanguard Strike/Bonus: Your warlord slays enemy warlord.

These were my first games in 6th edition after a good length hiatus in general.  In addition to the PAGE guys going, this tournament worked out well as a re-introduction.  The low points limit kept out crazy units and complicated rules, as well as giving plenty of time to play.

IMG_5719

Army

I took a pretty simple list, inspired by two criterion:

  • I was willing to bend on this, but I really wanted to take a fully painted force.
  • I wanted to keep everything super simple and familiar to me so I could just focus on the core 6ed rule changes.

I wound up taking 1000pts exactly:

  • Captain Angholan (Vulkan)
  • Sternguard x10 w/ Powersword, 6xCombi-Meltas, Multi-Melta, Drop Pod
  • Tactical x10 w/ Powerfist, Plasmagun, Missile Launcher, Razorback w/ Hunter-Killer
  • Tactical x10 w/ Chainsword, Meltagun, Missile Launcher, Rhino w/ Hunter-Killer

In the end everything was painted except the magnetized hunter-killers and two guys’ bases.

Round 1

First I faced Justin and his Eldar.  All four objectives wound up tightly clustered near the center of the table.  For my part, I’d encouraged this because I figured it would lead to more close combat scraps over objectives, which I figured my stalwart Marines would tend to win.

In the end I claimed a massacre, but it was super bloody.  I only had five guys plus the captain and a Rhino left, facing fifteen or more Eldar.  However, the Eldar had all been pushed away from the objectives and had not claimed any bonuses.  One interesting thing about this was that much of it was done by tank shocking the Eldar away from objectives.  This was done a couple times, but a late game charge by the remaining empty Rhino cleared the Eldar off their last objective, swinging the Kingbreakers from a major victory to a massacre.  Also of note was that my captain’s Warlord Trait made him a scoring unit.  In the end it didn’t matter in some sense as a single tactical Marine was left standing on the central objective with him, but it seemed powerful that the highly robust (2+/3++) Angholan would have been able to hold that objective all by himself.

Usually you should try to *not* be completely surrounded...

Usually you should try to *not* be completely surrounded…

Round 2

Next came Chris, the eventual winner, and his Chaos Marines.  He was able to tightly cluster three objectives in his zone.  I put my two pretty far away, more or less tucked into a relatively remote corner.  The final score on victory points wound up being 10–8, Chaos.

For the most part this was a fairly close game.  Other than three Rhinos, Chris didn’t have a ton of mobility, so I felt fairly safe leaving just a combat squad each to guard my two home objectives, and they indeed wound up unmolested the whole game.  The Sternguard dropped into the heart of the Chaos objective cluster and did a reasonable job of gumming up everything in there.  Between pressure from them and a flanking sweep from the remaining Tac Marines, the Chaos right side was rolling up and at least a third objective definitely achievable, if not a fourth.  As expected though, a pair of Obliterators came down behind that flank and I decided to fight them.  On the one hand, they got pretty lucky and rolled a large number of 5+ saves for several turns, stalling out my entire offensive.  On the other hand, I maybe should have just ignored them; it was probably a mistake to fight them rather than just roll on.  They would have been lethal, but if the push had just kept going it may have been able to gain enough distance to settle on the objective and effectively ignore them.  Contrarily though, they’re not as slow as they used to be with the changes to Slow + Purposeful, so that would not have been as effective a move as in 5e.

Oblits begin to stall out the Kingbreakers' flanking rush.

Oblits begin to stall out the Kingbreakers’ flanking rush.

One other thought about the mission was that allowing the first player to place an uneven number of objectives seems like a significant advantage.  Especially when they’re playing armies that want to get into a close quarters fight, it seems unfortunate for the first player to be given a significant lead from the get-go and be able to play more defensively.

Also, between all the Traits, Boons, and Demon Weapons, even fairly standard Chaos Lords seem to be able to throw down an astounding number of close combat attacks now.

Chaos hunkers down around the local watering hole...

Chaos hunkers down around the local watering hole…

Round 3

After that slight loss I went against Byron and his Tyranid.  To some extent I was starting to fade here.  Between getting up super early to cram for a few hours on the new rules and already playing for 4 hours, it was a fair bit of 40k from a cold start.  Compounding that, I don’t have a ton of experience against the latest Tyranid codex.  It seems like it has fared well with the new rulebook.  I thought it also well suited for the Relic mission.  A Tervigon with Iron Arm cast on it is a pretty imposing scoring unit for carrying the relic around…

Oh yeah, you bad!  (this Tervigon's actually in Lovell's army)

Oh yeah, you bad! (this Tervigon’s actually in Lovell’s army)

I think my biggest problem though was not having any psychic protection.  It’s tough to fit two Marine HQs into 1000pts and Vulkan’s so useful that I’m not sure I’d have taken a librarian even if I hadn’t consciously set him aside as I wouldn’t have been really up on the new rules for using him.  However, a hood or something would be really useful.  Most of the Tyranid spent the game walking around covered by a Telekine Dome, both making them extraordinarily harder to kill than they usually are, and hurting my own guys as shots bounced back.  If I’d been able to counter that at least once in a while things could have turned out much differently from the massacre it wound up.

Generally, this kind of scene won't end well for humanity...

Generally, this kind of scene won’t end well for humanity…

General Analysis

I knew this going on and ignored it in favor of a simple and familiar army, but my list had really a lot of points spent on Sternguard for this size game.  There generally aren’t enough juicy units lying around for them to recoup points in the alpha-strike fashion I tend to play them.  They did ok, but for this size battle there just aren’t big enough targets for them to be really effective in that way.

As noted, I’ll probably have to reevaluate my tradeoffs on different HQs at different point levels.  Vulkan was definitely very useful throughout the day, as usual.  But a librarian would have dramatically altered the final round.  I haven’t fully digested the new rules and tables, but I could believe 6ed will accelerate the already strong resurgence of psychers as something you need to be able to at least counter.

The new missions also place even more emphasis on scoring units.  Even setting aside inevitable casualties, if you don’t have the ability to credibly hold at least three objectives, you’re probably not going to be competitive.  It would be good for me to work in one or two cheap rearguard scoring units, potentially Guard or Tau allies.

In general I’ll have to really study the missions.  For example, in the Relic mission, it almost seems not worth really worrying about the Relic and instead focusing on taking and denying the bonuses as together they’re worth just as much.  I’ll also have to think about the tournament format Redcap’s has converged on.  Being able to take that single tournament bonus point in just a mission or two could really make the difference.

6th Edition

Overall I’m super happy with sixth edition 40k as I learn more about it.  Continuing the vast improvements made in 5th, the rulebook seems even better written and less ambiguous.

I’m very excited about the changes to vehicles, I think they got cut down quite a bit but without clearly going too far.  Even if nothing else, it’s great to have a much more predictable idea of when a vehicle will go down, based on chipping away at hull points.

I’m also pretty excited about Allies.  I think it can lead to a bit of gameyness and some hard-to-justify fluff.  However, it does open up a lot of options for mixing and matching to counter strengths and weaknesses.  It’ll also allow a lot more modeling without the commitment to fielding an entire army.  I’ll never field a full Guard or Tau force anytime soon, but I’m pretty excited to now have a realistic reason to put some together.

Allies = Interdimensional BFFs?

Allies = Interdimensional BFFs?

I have mixed feelings about putting wounds on the closest models.  It’s more intuitive to newcomers than the previous wound pools, but certainly didn’t speed up gameplay—repeatedly rolling individual wounds in cases where it matters can be extremely slow.  In thematic ways it’s unfortunate now that there’s a lot of incentive to not have your sergeants or whatnot leading the group.  It also slows things down as much more care now has to be placed on very precise model placement, where everybody is in the unit.  To me this is unfortunate as I don’t generally find it that interested, and often problematic: There’s only so much precision you can have with these kinds of games, between terrain, eyeballing tape measures, and so on.  That focus on precise placement is a big part of what I really don’t like about Warmachine/Hordes and Battlefleet Gothic, both otherwise excellent games.  On the other hand, it can bring a lot of strategy and narrative to movement.  For example: Do you put Vulkan and his crazy armor up front, shielding the way for a tac squad as they rush headlong into torrents of fire?  That’s a thought provoking tradeoff to have to make, in addition to having a great dramatic component.

All in all though, things seem even more streamlined and yet more strategic, and I was already pretty happy with 5th edition 40k.

There are a few more photos from the day in my Flickr gallery.

Not typically what you want to see over the castle walls, no...

Not typically what you want to see over the castle walls, no…

 

Panorama

Just a sample picture I made for a class project at one point:

They’re all around you!!!

It was made by taking a bunch of static images at regular angles around from the center of the table.  Those were then automatically stitching them together into a panorama via some camera calibration, image alignment, and cylindrical distortion code I wrote that was the focus of the project.

40k 1850pts: Chaos Marines vs Kingbreakers

kingbreakers-iconSteve and I got in a tight game of 40k atPAGE the other night, pitting his Emperor’s Children against my Kingbreakers.

Lists

I fielded something pretty close to my usual setup, but mixed in some Devastators instead of Predators in expanding from 1750 to 1850 points:

  • Capt Angholan (as Vulkan)
  • Librarian Rorschach w/ Vortex of Doom, Null Zone
  • Sternguard x8 w/ 5xCombi-Meltas, Drop Pod
  • Dreadnought w/ Assault Cannon, Close Combat Weapon, Heavy Flamer, Drop Pod
  • Dreadnought w/ Multi-Melta, Close Combat Weapon, Heavy Flamer, Drop Pod
  • Tactical Squad w/ Powerfist, Flamer, Lascannon, Razorback w/ Heavy Bolters
  • Tactical Squad w/ Meltagun, Missile Launcher, Rhino
  • Tactical Squad w/ Flamer, Lascannon
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Landspeeder w/ Multi-Melta, Heavy Flamer
  • Devastator Squad x8 w/ 2xHeavy Bolter, 2xPlasma Cannon
Steve brought something like:
  • Sorcerer w/ Lash
  • Sorcerer w/ Lash
  • Noise Marines x5 w/ Champion, Rhino w/ Havoc Launcher
  • Noise Marines x7 w/ Champion, Rhino w/ Combi-Melta
  • Noise Marines x7 w/ Champion, Rhino w/ Combi-Melta
  • Daemonettes x10
  • Obliterators x3
  • Obliterators x3
  • Terminators x5
  • Defiler
I thought Steve did a nice job with a cohesive, effective but thematic Slaneesh themed force, complementing his extremely well modeled and painted army.

Emperor's Children spoiling for a fight!
Emperor’s Children spoiling for a fight!

Battle

The game wound up being Capture and Control in a Spearhead deployment, with Steve going first. In a defensive position around his objective Steve put down a set of Oblits, the Defiler, and a Rhino of Noise Marines. The other Noise Marines he placed somewhat farther forward, looking to flank along his long edge toward my objective on the extreme opposite short edge. My forces spread out a bit. A Combat Squad with a Lascannon camped out on my objective, with Angholan and the rest of Tactical 1 in the Razorback nearby, supported by a Rhino with Tactical 2. Both were ready to either move forward and block an advance, or hang back and camp on the home objective. The Devastators and Librarian Rorschach took up a position on rocks in the opposite corner of my deployment zone, offered fire lanes on most of the table. Tactical 3 strung out between those two encampments. My Landspeeders went into Reserve with the Drop Pods, but I elected to have them fly on directly rather than Deep Strike.
Quick notes on the rest of the game:
  • Turn 1 featured some heavy losses to marquee units, with Steve shredding my Devastators and my Sternguard dropping onto and eliminating the Defiler.
    Sternguard fight the Emperor's Children home guard.
    Sternguard fight the Emperor’s Children home guard as they work to reclaim an abandoned Kingbreakers’ outpost.
  • Worried about the remaining Devastator Plasma Cannons, Steve’s other Oblits came down on top of them, eventually tying both units up in close combat for the bulk of the game.
    Oblits drop on top of the Devastators.
    Oblits drop on top of the Devastators.
  • Steve’s advancing Noise Marines were slowed considerably by my Lascannons and the Multi-Melta Dreadnought, eventually having to get out and advance on foot, significantly diluting their forward thrust.
  • The Sternguard held their own, taking on the nearby Noise Marines and Oblits, but were eventually wiped out. The Assault Cannon Dreadnought dropped directly onto Steve’s objective though to mop up his remaining Oblits and Noise Marines, completely clearing him off his base with nothing in position to reclaim it.
  • Steve’s Terminators dropped very close to my home objective, but concentrated fire from all my nearby units and an assault from Angholan took care of them pretty quickly.
    Once great warriors of the Emperor descend in all their twisted, mutated horror.
    Once great warriors of the Emperor descend in all their twisted, mutated horror.
  • One of Steve’s Sorcerers managed to decisively Lash my objective camping Combat Squad irretrievably out of position before being taken down by Tactical 3’s Lascannon.
    One of the Emperor's many sorcerous foes!
    One of the Emperor’s many sorcerous foes!
  • Tactical 2, having jumped out of its Rhino to pour fire onto the Terminators, was lashed into an assault with a group of Noise Marines and was eventually eliminated.
    Kingbreakers and Emperor's Children brawl in the dead woods.
    Kingbreakers and Emperor’s Children brawl in the dead woods.
  • Spawning near my home objective, the Daemonettes got tied up by Angholan for several turns, though their numbers eventually overcame him.
    Daemonettes surround Captain Angholan!
    Daemonettes surround Captain Angholan!
  • Tactical 3 was able to jump into Rhino emptied by Tactical 2 and move onto my objective, tank shocking the remaining Daemonettes off the objective and then eliminating them with support from the remaining Landspeeder.
    Tactical 3 drives their mobile bunker directly on top of the home objective, resecuring it for the glory of the chapter.
    Tactical 3 drives their mobile bunker directly on top of the home objective, resecuring it for the glory of the chapter.
With few options remaining for peeling Tactical 3 out of its Rhino, the game ended with the Kingbreakers safely holding their home objective and the Emperor’s Children cleared off their own.

Result

Kingbreakers win, one objective to none.

Notes

Steve focused a lot on my Devastators, crippling them early on. In part this was fueled by serious damage they did to his home Oblits despite serious losses in the first turn. I had returned to the Devastators because of trouble I had with Jason’s Terminators a few weeks ago, and was more or less pleased at the effect their Plasma Cannons had. Icontinue to stand by the idea that the unit is maybe a little overpriced, but definitely viable and often very effective. In this case they nearly recouped their cost in points directly, and definitely did so in locking up the second set of Oblits for much of the game.
I gained a pretty significant psychological boost, let alone the tactical benefit, when my Sternguard were able to take out the Defiler in Turn 1. This was a predictable result, made in trade for a significant points commitment to throwing the Sternguard in harm’s way. It was probably worth it though as they definitely did their part in clearing Steve’s home objective; wrecking the Defiler alone was probably worth it. It would have been perhaps useful though to have a full squad and a few more Combi-Meltas so that they could split up, one Combat Squad taking the Defiler and the other the nearby bunker Rhino. On the other hand, that would have perhaps made them even more vulnerable to the follow up assault.
In Turn 5 I had a choice: Run Tactical 3 over to my objective and hope the game would end then, or jump them into the empty Rhino and hope it went one more turn. In the former case, I would most likely lose or at best draw if the game went another turn as Steve would be able to Lash them off and bring on his Daemonettes, which I may or may not have been able to clear at that point. In the latter case, the game would be a draw if it ended on Turn 5 but a near definite win otherwise as my Rhino was looking pretty secure. I decided to play for the win rather than the draw, taking in account the odds of going another turn, and it worked out for the best.
Despite being a pretty heavy points cost, Vulkan remains an excellent unit. Beyond leveraging the Meltas I have, I find he makes Flamers much more useful against armored opponents. This increases their value and utility a good bit, as previously I’d felt they were important to have for countering hordes, but were suboptimal against MEQs. With the re-roll, that tradeoff is greatly alleviated.
Really I think the two biggest mistakes were made in deployment. If Steve had placed his Defiler farther away from his home objective, I would have faced a tougher decision about what Drop Pods to bring down and where. As it was, that juicy target, the Sternguard well equipped to take it out, and worthwhile follow up targets immediately nearby made it a no-brainer. Conversely, if it was farther away the Sternguard would have been stranded and vulnerable to much shooting with little effective actions after taking out the Defiler. Similarly, without the Sternguard going after the Defiler, it could have otherwise likely stood on its own for a good while and done a lot of damage—they’ve got solid armor, and pretty fearsome shooting capabilities. Normally I’m all about castling up and having multiple units in nearby support, but in this case I think it backfired. Something to think about in countering similar Deep Striking alpha strikers, setting up targets so that the attacking units are subject to their biggest weakness: Subsequent limited mobility.
On my end, I put my Librarian out of place. In putting him with the Devastators I was hoping to put his Psychic Hood bubble over a good portion of the table and protect the center of the table. What I really needed to protect though was my home objective, particularly as the Combat Squad hanging out there on foot was completely vulnerable to being Lashed out of place. This was a large mistake, and it’s only by bringing about significant other forces around the objective that I was able to cover for it.
Sgt Jericho keeps the plasma firing until the bitter end.
Sgt Jericho keeps the plasma firing until the bitter end.
All in all, another great and close game against a worthy opponent. A few more pics are available in thegallery.