40k: First Summoning Battle

kingbreakers-iconLast night at Redcap’s Ben threw down his first go at a summoning Chaos Daemons list against my Kingbreakers Marines at 1250 points. I was expecting to play Tom M, who I was guessing (correctly) would bring his Night Lords and I’d be king of psykers with my mighty 6 mastery levels. That’s actually a fair amount for vanilla Space Marines. Then Ben dropped 21… That’s quite a bit when you consider the low point level.

A few more photos are in the Flickr gallery.

7th edition.

7th edition.

Armies

Ben’s army was all Tzeentch, all the time.  Except when it needed to summon Plaguebearers or Bloodletters or Daemonettes or whatever. He started with:

  • Fateweaver (ML4)
  • Flying Daemon Prince (ML3) w/ Grimoire?
  • Herald of Tzeentch (ML3)
  • Herald of Tzeentch (ML3)
  • Herald of Tzeentch (ML3)
  • Pink Horrors (11, for ML2)
  • Pink Horrors (16, for ML3)

Notably, somebody in there was carrying a Portalglyph. I believe the Pink Horrors get one master level for the first ten, and an additional mastery level for each 5 after that in the blob, rounding up.

Kingbreakers brought my current core for 1000 points, swapping the Imperial Bunker and the extra points for Devastators and Psykers:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armour, Storm Shield, Mastery Level 2
  • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multimelta, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Squad McCole—Scouts x5 w/ 5x Camo Cloaks, 4x Sniper Rifles, Missile Launcher
  • Devastators x5 w/ Sgt, Chainsword+Bolt Pistol, Signum, 2x Plasmacannons, 2x Heavy Bolters
  • Ordo Xenos Inquisitor w/ Psyker; Force Sword; Divination, Pyromancy, or Telekinesis Powers; Power Armor
  • Henchman Warband w/ Psyker, 2x Acolytes
  • Henchman Warband w/ Psyker, 2x Acolytes
  • Henchman Warband w/ Psyker, 2x Acolytes

Unfortunately I realized afterward that I screwed up my spreadsheet rushing to get out the door and first time using the Inquisition book. The Acolytes weren’t accounted for, so I’m 24 points over. That said, it didn’t affect the game; Angholan, the Sternguard, and the Tacticals carried the entire affair. The points-burning Inquisitor power armor upgrade alone counts for two Acolytes. On two separate turns out of five I forgot my psyker phase entirely because it just didn’t matter so I fell back into the move->shoot habit. I also didn’t bother trying the Psyker Warband’s Psychic Barrages though in an ideal world they could have been useful in the later turns. All of my Librarian’s successful spells were trivially denied. Basically, the 3 extra charges from the Warbands may as well have not been there compared to the 21 Ben brought. The substantial points spent on psykers were totally useless, particularly after I rolled for no particularly interesting powers on the Libby.

Sarge? I'm having all these confusing feelings...

Sarge? I’m having all these confusing feelings…

Mission

We rolled for Crusade with four objectives. I’m still working on strategy with the new objective placement rules. Ben put one just off table center along the long axis. I put one nearby in a corner. His second went close to the table edge along the short axis centerline. My second went at the far quartile from the first two along the long axis centerline.

Deployment wound up Vanguard and Ben chose zones. That put two objectives literally just outside his deployment, one inside mine, and the fourth just a bit closer to mine than his. I deployed first and wound up choosing to go first. I was torn about that, but Ben deployed his whole army on the table and I wanted to come down and hopefully take away some warp charges before he had a chance to roll any protective blessings or summon more units. It’s worth noting that after deploying first you (seemingly) choose to go first or second after seeing what the other person does in deployment.

The photo is from the bottom of Turn 3, but shows deployment zones and objectives placement.

The photo is from the bottom of Turn 3, but shows deployment zones and objectives placement.

Fight!

A Kingbreakers patrol finds a small band of Chaos Daemons lead by Fateweaver and a Daemon Prince ravaging an already war torn town. Angholan and Scolirus drop directly into their ranks, burning away a blob of Pink Horrors at the last moment before they break into and infest one of the few remaining undamaged buildings in the area. A small tear erupts in the warp/materium boundary and lesser daemons come on their own to exploit the opening, even as the greater daemons conjure whole gangs of them to aid themselves. Harmon’s Ghosts crash through and destroy another town building, mere collateral damage and well worth destroying to keep out of daemons’ claws. Librarian Rorschach fights a tense mind battle with Fateweaver but a surge in the broiling warp storm blasts him to the ground, shattered. Squad Titus is all but eliminated by waves of Bloodletters falling from the sky and sheets of Flickering Fire but ultimately stands its ground, stemming the Chaos advance.

Outcome

Kingbreakers win: Three objectives, First Blood, and Linebreaker to one objective.

Interestingly, First Blood was actually given up by a Herald that possessed itself into a Lord of Change.  Librarian Rorschach was obliterated by a Wrath of Khorne attack from the Warp Storm table, an S8 AP3 barrage blast that didn’t scatter off him. He wasn’t really doing anything so I took the risk on him taking all the hits, rather than trying to Look Out Sir, and was he insta-killed.

Burn them with fire!

Burn them with fire!

Let's dance!

Let’s dance!

Game Analysis

Ultimately what won the day here was focusing on playing for the objectives, using the Marines’ variety of tools (both shooting and assault) to take out summoned units as soon as possible, and being able to do so at a faster rate than new ones could be summoned. In particular, in the early going Ben wasn’t allocating enough dice to guarantee successful conjurations.

Some other thoughts on this particular game.

Flame On!

Turn 1 Angholan (Vulkan) and a Tactical combat squad dropped and double flamed the big blob of Horrors. That was probably a good call. Ben didn’t expect it, but I think alpha striking is going to be a big part of countering Daemons: Eliminate troops, chip away warp charge, and/or force them to not deploy on the board. I really debated between going for the Horrors or bringing down the Sternguard to put wounds on Fateweaver or the Daemon Prince protecting him. However, I felt the five Sternguard would be unlikely to take out either big guy in one go. Going for the Horrors basically got rid of a troop unit and still cost Ben two warp charges from the start when 15 of the 16 died. I also put a wound on a Herald by coincidentally flaming him alongside the Horrors. Interestingly, the attack would have probably removed the unit and claimed First Blood except the new shooting algorithm and my (ironically) forgetting to shoot with the Librarian’s pistol before the boltguns left a single guy tucked out of sight, wasting the Librarian’s shot. In my defense it’s new for Librarians to be shooting rather than casting.

I have always been a fan of the flamer, even in 5th edition when everybody was meched and they didn’t usually do much. Overwatch in 6e and more troops being out on foot made them a lot more valuable. If the metagame does swing toward Chaos Daemons, in 7e I think flamers are going to be an even bigger deal. If there are tons of summoned daemons deep striking all over, templates and flamers are going to be useful tools to put bunches of wounds on them while they’re blobbed up. In particular, if you’re holding an objective and a blob summons right next to you to contest it, you’re going to really wish you had a flamer handy while they’re standing still and you get one last shot. The daemons are also going to laugh at high strength, low AP single shot weapons like meltaguns. Expect even more flamers to show up in the Kingbreakers army.

Bring it!

Bring it!

Portalglyph

From my perspective, the Portalglyph was almost as much of a pain as the psychic phase summonings. It wound up very close to an objective, and vomited forth 4–6 smaller daemons on a couple of turns to run at that objective. Those guys supported by Flickering Fire actually removed Titus’ combat squad of Troops, clearing the way for Daemonettes summoned in the end game to run onto and claim an objective despite me having units on it. A nearby Objective Secured Rhino to counter was sadly immobilized just short. Unfortunately I did not realize until too late that the Portalglyph is basically a Drop Pod equivalent that I probably would have been able to destroy mid-game somewhat readily.

Flickering Fire

Previously I’d thought of Flickering Fire as mostly kind of a cute spell. Usually I’ve seen it from small to mid-size groups of Horrors, other psykers having bigger things to cast. At warp charge 1 that’s 2D6 shots, not a huge deal. With the way the warp pool works now though, small groups of Horrors are a great vehicle for projecting Flickering Fire. They effectively draw charge from the other guys to pump the spell up to WC3 and make it a 4D6 shot. Sure, casting the WC3 spell they might get some perils, but better on their blob than a Herald or other single expensive character and you can just summon more anyway. Similar goes for other psykers, just less efficiently and more perilously. Unless I’m missing something or had previously been under-rating it, the warp pool boosts the utility of that spell quite a bit. Most of my casualties in this game actually came from Flickering Fire.

Our house, in the middle of the street, our house...

Our house, in the middle of the street, our house…

FMCs

The flying monstrous creatures I thought were really taken out of the game by not being able to assault after switching modes. I was expecting to play Tom’s Night Lords so I eagerly dropped the quadgun, only to wish I had it to at least ground an FMC. As it was though I put them at the bottom of my shooting priorities. I couldn’t hurt them, they couldn’t assault me, their direct spell attacks hurt a couple times but were weatherable, and I was doing much better clearing out their summoned troops than I was going after them. That said, not being able to do anything about them almost cost me dearly in the endgame.

People have been talking a lot about summoning overwhelming numbers of troops. But I think the thing to really watch out for might actually be troops summoned directly onto objectives to claim or contest in the closing or even last turn. That’s especially true if Cursed Earth is in play, or some other mechanism such that they don’t scatter. Swooping FMCs seem like they might work great as delivery systems to move very quickly and get in range to conjure up some troops at the last minute in all the right places. Here I had fortunately whittled Ben’s warp charge down enough by the end that he didn’t have a ton of capacity to summon a whole bunch of units. I also had holding squads spread out reasonably well so the one summoned unit that did land close to target mishapped. The other scattered well out of running distance. I was worried though once I finally saw this coming, and that sort of thing is going to be a serious threat to be prepared for going into the endgame. Part of that is going to be having walls of defense around objectives, and part of it eliminating the mobile psykers that might swoop into range.

General Thoughts

Just a couple more general thoughts.

Objectives

In placing objectives second, caveat other strategy I’m thinking you should perhaps just apply a tit-for-tat strategy: If your opponent places an objective in the middle, you put one in the middle; if your opponent puts an objective in a corner quadrant, you put one in the diagonally opposite corner quadrant; and so on. One twist on that is that if you’re playing an assault or deep striking army and your opponent puts an objective in a corner quadrant, you put one in the closest corner quadrant.

Summoning & Psykers

Obviously the big question here is whether or not summoning daemons are overpowered. I hesitate to draw too many conclusions from this game, particularly given that it was Ben’s first play with that kind of list. But, obviously they’re not an auto-win in the truest sense that simply bringing a bunch of warp charge and summoning is going to win the game regardless of what you do. Whether or not a list and its use can be optimized to produce some unstoppable play still isn’t clear to me. Currently I would guess the powers are right on the line between tough but fair and brokenly overpowered, probably still erring toward the latter. It’s worth noting again the triple threat: Not just summoning overwhelming numbers of dudes and a continually growing warp pool, but summoning troops at literally the last moment to win no matter how diminished and beaten the daemons are.

You guys think you're so awesome, but how are you gonna feel when I spit a whole squad onto that objective right now, huh? Huh?

You guys think you’re so awesome, but how are you gonna feel when I spit a whole squad onto that objective right now, huh? Huh?

That said, some thoughts for Daemons and other psyker-heavy armies:

  • If you’re playing the summoning game, make sure to at least periodically summon more Horrors or other psykers to keep your warp pool up, even as psykers are eliminated, or possibly even growing.
  • In general, don’t be greedy and try to cast a ton of spells with minimal dice. You need to throw a bunch of dice at the spells you really want to go off.
  • Don’t be too scared of the perils table; ultimately much of it’s not a huge deal for most casters in one way (lots of wounds) or another (expendable and/or re-summonable unit).
  • As best as possible, cast possessions from wounded psykers (minimize lost wounds) & other spells from non-wounded psykers (minimize risk to warp pool).
  • Be in position in the end game to summon units directly onto objectives, hopefully at least within running range.
  • Make sure you’re doing your bookkeeping! You really need to be faithful in tracking which psykers know and have used what powers when you have a ton of them as it does have significant affects, like where on the board conjured units can come in. If you’re summoning more psykers, be prepared to quickly roll for their powers so you don’t slow the game.
  • If you’re summoning, you’re going to need a ton of models of each variety.

For Space Marines and similar armies:

  • Forget about it. I guess it could make sense to take some very cheap psykers to provide the occasional buff, particularly against armies who similarly have no or little psychic power (here’s looking at you, Necrons!). Inquisitors are looking plausible for that role given the cost and Prescience. But generally I think you need to go all out or hardly at all in the psyker phase. Against any army like this of Ben’s the Marines just can’t compete in the warp battle.
  • Mirroring the point above about greedy offense, on defense don’t spread your denials around. You need to anticipate the one spell you need to block and throw all your dice at it. The denial still won’t work, but at least you tried.

Long story short, evaluating the strength of the conjurations is going to take more plays but it’s definitely worth playing against to figure that out. Certainly as much as I am generally against outright comp and similar bans, I particularly don’t think that’s the correct approach here. It’s definitely a fun and fluffy army style so if anything it needs to be tweaked, not banned like some are advocating.

There Is Only War

Right now, my take on 40k 7th edition is that for casual play it’s definitely the best yet. Almost as streamlined as 5th, almost as balanced as early-edition 5th and more balanced than late edition 5th and all of 6th, and pretty flavorful and flexible. There’s still too much randomness (Warlord Traits and Psychic Powers) and too many skill equalizations (Snap Shots on 6s rather than -2 BS), but it’s good. For tournament play I’m still up in the air on where precisely it lands. The core is good. Whether or not summoning, invisibility, and army construction need to be reined in seems entirely plausible but not definitively true to me yet.

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

Rar rar, raaarrr!

Rar rar, raaarrr! He’s so cute! The true 7e metaphor???

40k: 1000pts of 7th Edition

kingbreakers-iconColin and I unexpectedly got in a quick game of 40k yesterday. And by “quick” I mean we  spent 5 or 6 hours playing a 1000 point game… But we did talk about a lot of strategy and rules changes with the new edition.

A few more photos are in the Flickr gallery.

Whatever comes, may the Emperor protect.

Whatever comes, may the Emperor protect.

Armies

Colin changed things up and brought his Iron Warriors out of storage. I believe he had something like:

  • Warpsmith
  • Chosen x8 w/ Marks of Khorne, 2x Meltaguns, Rhino
  • Chosen x5 w/ 2x Plasmaguns, Rhino
  • Chosen x5 w/ Autocannon, Rhino
  • Chosen x5 w/ Autocannon, Rhino
  • Predator w/ Autocannon, Lascannon sponsons

He’s using Black Legion here, so all those Chosen are troops and that is a combined arms detachment for a battle forged army.

I brought my exact same list as last month’s Redcap’s tournament:

  • Capt Angholan—Vulkan
  • Ghost Squad Harmon—Sternguard x5 w/ 3x Combi-Meltas, Poweraxe, Drop Pod
  • Squad Scolirus—Tacticals x10 w/ Vet Sgt, Powerfist+Boltgun, Flamer, Multimelta, Drop Pod
  • Squad Titus—Tacticals x10 w/ Vet Sgt, Chainsword+Bolt Pistol, Meltagun, Missile Launcher, Rhino
  • Scouts x5 w/ Camo Cloaks, Sniper Rifles
  • Imperial Bunker w/ Quadgun

The quadgun I knew is less valuable in 7th, particularly against Colin with no flyers, but I partly didn’t make time to create a new list, partly wanted to see just how useless the quadgun would be. The answer is: Very.

One small note about that composition, because Colin asked, is why are the Tacticals jumbled up, why not the multimelta with the meltagun and missile launcher with the flamer? Partly it’s historical, fluffy, and aesthetically picky: Tactical 2 (Titus) got a missile launcher when it was painted because they were free for Tacticals at the time, and the squad’s either moving in the Rhino, so the heavies couldn’t shoot at all at that time, or it combat squads and the heavy half sits in the back, where I’ve generally found multimeltas to not have enough range. My squads do have different rim colors (to differentiate them in combats/mass advances) and in some cases slightly different base terrain, so they stand out from each other a bit when mixed & matched. Plus, that’s what Squad Titus has always been, so I generally just keep rolling them that way. Previously Tactical 1 (Scolirus) also had a missile launcher for the same reasons, but lately I’ve been experimenting with the multimelta; Tactical 1 actually now has a bunch of weapons options painted & based the same way. As my guys shift back out of Rhinos and return to Drop Pods, the multimelta might have more utility for creating a midfield melta bubble. Beyond all that though, lately all my Tacticals have basically always been breaking up into combat squads, and I expect that trend to definitely continue in 7th, so it doesn’t really matter which heavy weapon is with who.

AUGH, I'm so angry at being entrapped inside this metal box! I'm a frickin' daemon! I'm all powerful---outside the box!!!

AUGH, I’m so angry at being entrapped inside this metal box! I’m a frickin’ daemon! I’m all powerful—outside the box!!!

Mission

We rolled for Crusade with 4 objectives and whatever deployment has you playing across the long axis. The main note here is that the new game startup sequence definitely changes things. I’m hoping to have another post on that later, but there’s both new strategic considerations and weird rules stuff. The big one in our match is that in 7th edition, for Crusade, Scouring, and Big Guns, you place objectives before you even know what style deployment you’ll be playing, let alone who has which zone. That makes it really hard to place objectives with any kind of strategy.

One thought about placing objectives though is that if you’re facing a bunch of vehicles and don’t have many of your own, you may want to put them on top of buildings or on the very tops of ruins. You are explicitly allowed to do both now. That way vehicles won’t be able to reach them and claim or contest.

I wound up choosing deployment zones and deploying second but going first, after Colin opted to play second.

Good job guys, keep on lookin' pretty.  Back there... Where no one can see you...

Good job guys, keep on lookin’ pretty. Back there… Where no one can see you…

Fight!

After the Imperial Navy has failed to interdict a small band of traitors landing on an uninhabited winter planet, the Kingbreakers dispatch to secure the area around an Iron Warriors landing party before the latter can truly dig in and construct fortifications. The loyalists take a more defensive stance than usual, approaching the encircled traitor vehicles cautiously. A bunker is airlifted into position over a critical point, while Scouts infiltrate into another. Captain Angholan holds back in reserve with Tacticals to shore up any weak areas, while the main thrust goes after a third objective near the Iron Warriors’ landing point. Sgt Harmon and his Ghosts drop into an overlooking blindspot, hiding among the shipping containers left over from the planet’s most recent failed colonization. Titus and his Tacticals drive forward through the ruins on the flanks, into cover alongside the objective. A multimelta combat squad creeps along the ruin tops to a back position covering the approaches to the endangered objective.

Where'd the objective go? Dude, I think you parked right on top of it...

Where’d the objective go? Dude, I think you parked right on top of it…

Unfortunately detecting the imminent threat to the ground around them, the Iron Warriors begin slowly unfolding their forces. A pair of mechanized Chosen squads head toward the Kingbreakers’ weak flank, while their Warpsmith leader, Predator, and a band of Chosen begin a mini-siege on the loyalists’ advance. The Predator claims first blood by cutting Titus’ Rhino into pieces despite heavy cover, ghoulishly grinning at slaying a fellow vehicle. Ghosts intercept the outflanking Chosen and break one transport, but are in turn caught in an effective pincer directed by the Warpsmith and crippled in plasma/melta crossfire.

The trap is sprung!

The trap is sprung!

Yo dude, we heard you like traps, so we sprung a trap on your trap!

Yo dude, we heard you like traps, so we sprung a trap on your trap!

On the flank, Angholan and Scolirus drop to easily tackle the Chosen that have broken free and charged on the Scouts’ objective. This leaves Angholan and Scolirus out of position to assist the midfield fight however, so they run for better ground. The loyalist captain absent, the Warpsmith haughtily marches his squads forward onto the midground, grinding up the remaining Ghosts, Titus, and Tacticals.

Outcome

Iron Warriors win via first blood, both sides claiming two objectives and linebreaker.

Colin started out with all his dudes in vehicles parked right by one objective, so I basically gave up on that right away. Ditto him and my Imperial Bunker in the far corner. The Scouts could have been rolled pretty easily by the Chosen, but once Angholan and Tactical 1 landed near them it wasn’t a serious concern. I also took early dibs on the third objective by dropping a Pod directly on top of it and having Tacticals approach on it pretty quickly. Unfortunately, my bunker with a missile launcher and quadgun just didn’t have any kind of useful line of sight on that objective, and ditto on the Scouts. That basically left 10 Tacticals and 5 Sternguard to go up against 18 Chosen, a Warpsmith, and an auto/las Predator, which doesn’t look good for the Imperials. My guys basically cleaned out two full squads, but that still left the ‘Smith and his 8-man coterie so toward the end I was seriously outnumbered and wiped off the objective. Unfortunately I came close but was unable to block Colin’s last forward Rhino from dashing for linebreaker, which would have tied things up for me.

Negative, captain, this objective is not secured!  I repeat, *not* secured!

Negative, captain, this objective is not secured! I repeat, *not* secured!

Thoughts

I have mixed feelings about my more defensive Sternguard play here, though they achieved a fair bit. Not going hard for first blood like I usually would wound up costing me the game in the end. But, the Ghosts did keep Colin to advancing only 5 Chosen onto the Scouts’ objective, forced a demobilized and crippled Chosen squad to run for home, eliminated a second scoring Rhino, helped fight a third squad of Chosen, and generally helped create a bubble around the third objective that kept Colin back for a couple turns.

Wellp, guess we'll do this on foot.

Wellp, guess we’ll do this on foot.

7th edition: Scouts’ time to shine?! On the downside for the Scouts, the new sniper rifle rules mean that they’re completely unable to even glance a Rhino coming at them… But, infiltrating could be much more useful in this edition than previously given that you really have no idea where objectives might be. It was definitely useful here to be able to put Scouts on an objective well outside my deployment zone. That is a particularly critical consideration in going for Redcap’s optional alternate cumulative scoring. On that note, previously I had been thinking you should almost always go for alternate scoring. But the new blind objectives setup might have made choosing between normal and alternate a closer call.

The quadgun emplacement is basically out of my list at this point. It was already tenuous but not overwhelmingly useful. There are some flyers and flying monstrous creatures in our community, but not a ton of them. Further, Redcap’s has so much blocking terrain that it’s actually pretty hard to put it somewhere with a broad firing lane. That’s particularly true if you’re trying to put it by an objective like I do with my bunker. Now that it can’t shoot effectively at ground targets though its utility is even more questionable. On a very small upside though, it’s now efficient to put Scouts, Guardsmen, or other low BS models on a quadgun since it’s always hitting on 6s against ground targets regardless.

Hurhurhur, if your Emperor's so awesome, why can't his quadguns even hit a giant blob of 7 foot tall dudes in massive power armor?  Hurhurhur. Blood for whatever god is most convenient for us this week!

Hurhurhur, if your Emperor’s so awesome, why can’t his quadguns even hit a giant blob of 7 foot tall dudes in massive power armor? Hurhurhur. Blood for whatever god is most convenient for us this week!

Before playing any 7e games, my first thoughts about Objective Secured were that it’s clearly important, but I wasn’t convinced that it’s super critical. After this game and Thursday’s, however, I’m continually increasing my view on how important it is. In this game, my last remaining Sternguard, an Elites selection, were essentially irrelevant because Colin’s Chosen, made troops via Black Legion, trumped them on claiming the objective. My first thoughts were that most objectives are outright claimed or not anyway, so Objective Secured wasn’t a game changer. But it does allow you to basically completely ignore that lingering enemy Drop Pod, Dreadnought, Terminator, etc., in the endgame, which is a big deal.

That said, basically no one should not have Objective Secured on their troops. Despite GW’s pretenses, the distinction between unbound and battle forged armies is essentially a false one. Given how loose the battle forged restrictions actually are, there’s almost no army you can’t construct just by paying some small tax on an HQ+troop for a new detachment. This will undoubtedly change as tournaments lock things down, but for straight by-the-book play, unbound armies may as well not exist for how little is actually prohibited even without it.

Outta Here

Again, a few more photos are in the Flickr gallery. More thoughts on 7th to come.

IMG_7714

Yes, yes, point the flamer over there—no, not at me, over there, over there!

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!