Monday, 14 May 2018

Apocalypse-ish Game

Yesterday, I had a 4000 point game of Warhammer 40K against my friend Chris. We hadn't seen each other for a while, so a game was the perfect opportunity to have a catch-up. We decided on such a large points value so that he could field George, his Warhound Titan dedicated to his Grandfather.



My List

I'll discuss my list in-depth in another post.




  • Autarch
  • Autarch with Swooping Hawk Wings
  • Farseer
  • Spiritseer
  • Spiritseer
  • Avatar
  • Guardians
  • Guardians
  • Guardians
  • Guardians
  • Dire Avengers
  • Dire Avengers
  • Wraithblades
  • Wraithblades
  • Wraithguard
  • Bonesinger
  • Windriders
  • Windriders
  • Windriders
  • Support Weapons
  • Wraithlord
  • Wraithlord
  • Wave Serpent
  • Wave Serpent
  • Crimson Hunter Exarch
  • Hemlock Wraithfighter
  • Wraithknight
All with the Iyanden keyword, essentially a Wraith Host with some Guardian support and a small group of Aspect Warriors lead by the Avatar of Khaine.

Chris' List


 

  • Warhound
  • Imperial Knight
  • Imperial Knight
  • Imperial Knight
  • Captain
  • Sanguinary Priest
  • Scouts
  • Scouts
  • Scouts
  • Baal Predator
The Marines were all Blood Angels.  An intimidating wall of machines.

The Battlefield






We had the benefit of being the only 40K game going on that day, so we had our choice of the available terrain.

The Mission


We used the Open War cards to build the mission. We drew the above deployment card, and I won the roll off. I chose the Player A Deployment Zone, mostly to keep the Titans focused in the middle.

The Objective we drew was Take and Hold, which places one objective in the centre of the battlefield and one in each deployment zone. Controlling an objective at the end of your turn gives you 1 point. If you have controlled it since at least your previous turn, it's 3 points instead. The winner is determined by most points at the end of the fifth battle round.

The Twist we drew was Dead of Night, which limits the range of Shooting and Psychic powers to 12", and then from the second battle round there is a roll each round to try and extend the range.

Finally, as Chris had lower Power Level, we drew a Ruse. This ended up being Inspiring Speech, not ideal for his infantry light army.

The Game

With a much smaller army, Chris was set to go first and I failed to seize. Marines were already holding the centre objective and his backfield one, while I had covered mine with Guardians. Due to the mission and the range limitation from the twist, Chris' plan was move George to hold the centre and throw the Knights at my army. It was a good plan, even with all my Wraith-units it takes a lot of effort to shift a Knight.

It also meant I wouldn't be able to quickly shift his backfield, allowing him to rack up points quickly while I was facing the Titans. End of Round One, the score was 2-1 in his favour. End of Round Two, the score was 8-5 as I had just managed to claim his deployment zone's objective by getting Wraithblades there via a Wave Serpent. His turn 3 ended with him on 11 points, so with a 6 point deficit, I had some work to do.

Meanwhile, my offensive was hit and miss. The encroaching mechs had put me on the back foot. Shout out to Doom and Jinx making 2 of the Knights easier to kill across the first two turns. Shuriken Catapults need 6s to wound a Knight, and Doom gives them re-rolls to wound. When a Shuriken Weapon gets a 6 to wound,  it's save modifier increases to -3. This means the Knight ends up choosing between it's 5+ Ion Shield invulnerable save or it's now modified 5+ armour save. Jinx reduces their saving rolls by 1, making both saves now a 6+. With a lot of shots coming in, the ones that wound normally then get through the armour. Each turn Catapults were responsible for about half the wounds on a Knight. The D-Cannons would then usually finish the Knight off, allowing me to keep my objective.

As I'd put the Wraithblades in Wave Serpents, they and the Windriders made a beeline for his back objective. The shooting removed the Scouts in the first turn but failed to clear the Sanguinary Priest. The Psytronome of Iyanden allowed the Wraithblades with Ghostswords to slaughter the Captain in combat, but the Priest rolled three 6s for the three saves he was required to make that combat. Luckily I outnumbered him to control the objective. He didn't survive the next Fight Phase.

The Dire Avengers got shot to pieces by the Baal Predator, but then took a couple of wounds off it on Overwatch and in the ensuing combat. The moved away to eventually deal with some Scouts, leaving the Avatar to destroy the tank. It's a shame he then failed to charge 6" to reach the nearest Knight, despite his natural re-roll and was gunned down by that Knight in Chris' turn.

The Warhound, once he got into range, was terrifying. His Dual Turbo-laser Destructor killed my Wraithknight in one salvo, then the following turn shot down the Crimson Hunter Exarch. It was only the Lightning Fast Reflexes Stratagem that forced the Plasma Blast gun to take 2 turns to kill the Wraithguard. However, in the final turn, he fell to massed firepower and the Wraithblades with Axes, backed up by several Smites and casting Jinx on him. Their Spiritseer caused the final wound.

Up until that point, despite 6 vehicles being destroyed, nothing had exploded. So, of course, the Warhound went up. Here are the units that suffered Mortal Wounds in his demise;
  • The Winged Autarch
  • Both units of Wraithblades
  • Both Spiritseers
  • Both Wave Serpents
  • The Hemlock
  • Two units of Windriders
  • The lone survivor of the Wraithguard
  • A Wraithlord
  • The Bonesinger
Everyone took a bunch of Mortal Wounds, and the Spiritseer that killed George was slain in the explosion. Talk about vengeance.

The defeat of the Warhound not only removed Chris' last model from the table (as the lone surviving Dire Avenger Exarch killed the final 4 Scouts) but gave me control of the centre objective, allowing me to rack up 7 points at the end of the turn. Final score 11-12 in my favour. 

It was a fun game, and a great way to spend an afternoon. If you've got a friend you haven't seen in a while that plays 40K, I'd suggest a similar size game as a catch-up.


Wednesday, 9 May 2018

Quick Hits - May 2018 Drukhari

Our second quick hit is the Dark Eldar



Special Rules

Poisoned Weapons
Wounding all non-Vehicles and non-Titanics on a 4+ with the majority of the armies weapons is great.

Power From Pain
The first turn bonus is great, makes the army a little less fragile. And things just get better every turn, though you will likely have fewer units to take advantage.

Combat Drugs
Small bonuses to units. Lots of choices here, though you can't repeat until you use them all unless you choose randomly.

HQ

Archon
Improved from the Index to now buff hit rolls rather than Morale tests. A must-have character in a Kabal.

Drazhar
Wants to lead Incubi but lacks their Lethal Precision rule. Feels like an unusable character.

Lelith Hesperax
I wouldn't swap a Penetrating Blade for an Impaler. A great Character hunter who can also modify her own stats. Also buffs nearby Cult of Strife units like a regular Succubus.

Succubus
Buffs hit rolls in the Fight phase, a must-have character for Wych Cults. May also stop units locked in combat from retreating, though this is dice dependant.

Urien Rakarth
Buffs Strength, Toughness and Leadership for Prophets of Flash and halves all damage he suffers. A really hard to kill, character and a great Warlord.

Haemonculus
Makes your hardy Haemonculus Coven units tougher, a must-have character for them.

Troops

Kabalite Warriors
The basic troops of the Kabals. Poisoned basic weapons, cheap points and decent special and heavy weapon options make this a good core unit.

Wyches
The basic troops of the Wych Cults. 3 Attacks each and an Invulnerable Save that gets better in the Fight Phase, they are a good assault unit.

Wracks
The basic troops of the Covens, their close combat weapons are Poisoned. Their shooting options aren't exciting, as they can only take 1 for every 5 models in the unit, the Liquifier Gun is probably the best choice.

Elites

Lhamaean
This model doesn't do anything, and since she isn't a character can just be shot to death. Avoid.

Medusae
The Eyeburst is an ok weapon, but has is very short ranged. I wouldn't recommend.

Sslyth
Gives the Archon extra wounds and is pretty tough on its own. The Shardcarbine is a good gun too.

Ur-Ghul
Maybe good close combat support for an Archon, but there are much better units for that purpose in the Codex.

Incubi
Good at killing elite units in close combat, the +1 Strength helps here. Inability to gain Obsessions hurts though.

Mandrakes
Great infiltrators, with a good weapon for thinning out screening units. They have a -1 saves mod in close combat too.

Grotesques
Bigger Wracks, with access to more guns. The Monstrous Cleaver seems too good to switch out though.

Beastmaster
Interesting character. Buffs nearby Beast units and has okay weapons. Only as good as the unit they are buffing.

Fast Attack

Clawed Fiends
5 attacks each with their fists doing 2 Damage and an extra attack when they are wounded. Good for tearing up light Vehicles.

Khymerae
Fast and cheap, they make a good unit for soaking up Overwatch.

Razorwing Flocks
Okay for tying shooting units up, Toughness 2 makes then easy to shift though.

Reavers
Fast and hard hitting close combat unit, with the option for a decent gun for every third biker. With Combat Drug options as well, they are a great unit.

Hellions
Hellglaives are Damage 2. This unit is much improved over earlier editions and large units combo well with the Eviscerating Fly-by Stratagem.

Scourges
It's weird that the Drukhari equivalent of Devastators is a Fast Attack unit. Dark Lances inhibit their mobility, so if you want to kill Vehicles, I would suggest Blasters. They can also equip Splinter Cannons if you prefer Infantry killing.

Heavy Support

Talos
Like Dreadnoughts, but you can take them in units and buff them with Haemonculi. A unit of these should form the core of any Coven.

Cronos
A surprising support unit, giving nearby Drukhari re-roll 1s in the Fight phase. Relatively tough too.

Ravager
Its weapons are Assault, making it the most mobile Battle Tank in the game. It even has a built-in Invulnerable Save.

Dedicated Transports

Raider
A good Transport with an Invulnerable Save and choice of gun. The passengers can also shoot while embarked.

Venom
Carries fewer models than the Raider, and gains a -1 to hit it. Swaps the cannon option for Splinter weapons and still lets the passengers shoot.

Flyer

Razorwing Jetfighter
The missiles are versatile, and so are its gun load-outs. A multi-target fighter jet.

Voidraven Bomber
The Void Mine is fantastic so I would upgrade the Void Lances to Dark Scythes to make it a dedicated Infantry hunter.

Raiding Force

A nice idea for adding a small set of Patrol detachments to your army, but the Command Point bonuses have been outshone by the changes to the Brigade and Battalion in the FAQ.

Obsessions

These are all solid and encourage detachments that are mono-Kabal/Cult/Coven.

Stratagems

Stand-out Stratagems
  • Alliance of Agony
  • Lightning-fast Reactions
  • Eviscerating Fly-by
  • Cruel Deception
  • Hunt from the Shadows
  • Crucible of Malediction
  • Agents of Vect
Warlord Traits

A lot of options here, allowing you to tailor your Warlord to their required job. Build an army containing an Archon, a Succubus and a Haemonculus across 3 detachments and you can use Alliance of Agony to give them all a Warlord Trait.

Artefacts of Cruelty

Stand-out Relics
  • The Helm of Spite
  • The Triptych Whip
  • Writ of the Living Muse
  • The Armour of Misery
  • The Obsidian Veil
  • Traitor's Embrace
 

Monday, 7 May 2018

Quick Hits - May 2018 Craftworlds

It's best to start the Quick Hits with the Asuryani, as you can compare the format to my big review. I can also outline how the changes from the Big Spring FAQ have affected them since the Codex came out.


Special Rules

Ancient Doom
How prevalent is Slaanesh for you as an opponent? When you face them, this puts in work. The downside is marginal, but something to be aware of.

Battle Focus
This is really good for mobility without losing firepower, especially as Shuriken Catapults are short ranged.

Path of Command
Combining a re-roll aura and the ability to regain Command Points, there is little reason for your Warlord to not be an Autarch.

HQ

Eldrad Ulthran
A compelling reason to build Ulthwe, few Psykers in the game are as good as him. Knowing and Casting 3 powers from Runes of Fate is phenomenal, especially when each one after the first gets +1, and Runes for a built-in re-roll.

Farseer
Access to the best psychic tree in the game and reasonable stats. You will always want at least one.

Farseer Skyrunner
As above, but on a bike. Worth the extra points if you want the added mobility.

Warlock Conclave
Requires a lot of models and points to be effective. Would not recommend.

Warlock Skyrunner Conclave
Costs more points to make a not good unit mobile. Would avoid even more.

Warlock
The cheapest option for the Path of Battle, but far too fragile for the cost.

Warlock Skyrunner
 I feel that the price increases benefit this unit, as you gain a mobility that the Spiritseer lacks. Possibly the only viable Warlock.

Prince Yriel
Not much better than the regular Autarch for more points. Even as an Iyanden player, I can't bring myself to use him.

Autarch
Cheapest access to Path of Command. A solid HQ for the cost.

Autarch with Swooping Hawk Wings
Pay for mobility and the ability to start in Reserve, just bear in mind you can't regain Command Points while your Warlord is off the table.

Autarch Skyrunner
Mobile and looking for assault. A great unit to lead the charge.

Avatar of Khaine
A literal monster, but expensive. The buffs are respectable in the right build though.

Asurmen
A must include if you are heavy on the Aspect Warriors to give them an Invul.

Baharroth
Great when paired with his Aspect as an extra Autarch. His grenade pack is ok, but I wouldn't rely on it.

Fuegan
Great with Fire Dragons, marginal without.

Jain Zar
A great melee assassin.

Karandras
Another great assassin, this one aimed at back-field artillery units.

Maugan Ra
Great at clearing out screen units before you open up with better firepower or charge.

Illic Nightspear
You probably don't need to snipe the targets he's good at killing when you can either remove them via assault or remove the units they are buffing.

Spiritseer
A better unit than the Warlock for not many more points, unless you want the mobility of the Skyrunner. More survivable and has full Smite. Don't forget the buff for Spirit Host units.

Troops

Guardian Defenders
Mass Shuriken Catapult fire is so nasty, especially when combined with Doom. Cheap access to your heavy weapons too.


Storm Guardians
Surprisingly effective in large numbers, use the Black Guardians Stratagem to make them nasty (Ulthwe only, terms and conditions may apply).

Dire Avengers
Crowded out by Guardian Defenders. Great on defence though with their better save and enhanced Overwatch.

Rangers
A good source of Sniper weapons, while also Infiltrating. Great to help control the board.

Elites

Bonesinger
A very niche unit, good with Vehicles and Wraiths to heal. Not essential to those armies though.

Howling Banshees
Terrible at actually killing things, but great at tying up opposing units. Awesome against gunline armies.

Striking Scorpions
Aimed at taking out Infantry, leave them in Reserve until the opportune moment.

Fire Dragons
Is there a better unit in the game at killing Vehicles and Monsters?

Wraithblades
Hurt a little by the datasheet limits, as the Ghostsword and Ghostaxe units are the same datasheets. Expensive and probably not worth the points when there are other units to do their job.

Wraithguard
Really hurt by the datasheet limit, due to really being two units. The Wraithcannon is almost as good against Vehicles and Monsters as Fire Dragons, but with the ability to still shoot when you fall back from combat. D-scythes give some help against really heavy infantry. Wraithguard are also hard to kill (for Aeldari) and strong in combat too. Very expensive though.

Fast Attack

Windriders
Mobile firepower, especially for Saim-Hann.

Vypers
More mobile firepower. I'm not convinced by squadrons though, as each individual one has a chance of exploding when it dies, further weakening the survivors.

Swooping Hawks
Great at clearing out the weak units used for screening, and with a 24" range they aren't as hampered by having to drop into their own deployment zone if they arrive turn one.

Warp Spiders
This is the one unit hurt by the change to Tactical Reserves. I like them turning up on the opponent's flank or back line in the first turn and being a pain to deal with. With Strength 6 on their guns, you can't ignore them either. I suppose the Warp Jump Generator can still allow this unit to be a flanker.

Shining Spears
Good for hunting and killing Monsters and Vehicles via assault. Remember they can assault Fliers too.

Heavy Support

War Walkers
Much like the Vypers, I'm not a fan of putting these in squadrons. They are great weapon platforms though and can come on from any board edge after the first turn.


Wraithlord
Toughness 8 is still a lot. Keep the heavier weapons away from these guys and your opponent will struggle to deal with them. Versatile in how you kit them out too.

Support Weapons
Three odd weapons, probably best treated as a very light tank. Only getting -1 to hit when you move can catch some people out with an otherwise static unit.

Dark Reapers
Raised in points slightly in the FAQ, and they deserved it. Always hit on 3s except during Overwatch and 2 good firing modes. Not a must take, but they sometimes feel like it.

Falcon
Still in an odd place. Not a battle tank, nor a transport but some weird attempt at a hybrid. Needs something to make it stand out.

Night Spinner
Anti-infantry and light vehicle tank. Hampered a little by random shots and random chance of having a save modifier.

Fire Prism
The main Battle Tank of the Asuryani. The cannon has three great firing modes and can fire twice a turn. There is even a Stratagem that makes taking 3 of them better.

Dedicated Transports

Wave Serpent
Carries 12, protects them, has decent weapons and a really good speed. One of the best Dedicated Transports in the game.

Flyer

Crimson Hunter
The Anti-Flyer Flyer, it's loadout is decent, but it requires 4+ to hit them. There is also a better choice in the army list.

Crimson Hunter Exarch
And here it is. Re-rolling 1s to hit helps a lot for not many more points. It also has the option of swapping out the Bright Lances for Starcannons. I wouldn't recommend doing this.

Hemlock Wraithfighter
Possibly too good. Auto-hitting excellent weapons, built in Spirit Stones, leadership debuff and a Psyker to boot. It feels like you need a good reason to not take at least one.

Lord of War

Wraithknight
Still feels too expensive for what it does. This may be due to synergies with the Asuryani Psychic powers. Other armies have better options for this battlefield role though, leaving it feeling outclassed.

Craftworld Attributes

All of these are good. It really feels like you can choose the one that suits your playstyle/army build best.

Stratagems

Stand-out Stratagems
  • Celestial Shield
  • Forewarned
  • Feigned Retreat
  • Linked Fire
  • Lightning-Fast Reactions
  • Fire and Fade
  • Runes of Witnessing
  • Guided Wraithsight
  • Warriors of the Raging Winds
  • Discipline of the Black Guardians
Warlord Traits

The best of these is Fate Reader, but that requires an Ulthwe Warlord. Other than that, the rest are ok choices but nothing that makes the Warlord amazing.

Remnants of Glory


Stand-out Relics
  • Faolchu's Wing
  • The Spirit Stone of Anath'lan
  • Psytronome of Iyanden
  • Shimmerplume of Achillrial
Psychic Powers

Runes of Battle
Two abilities per power doubling the choices. Great support and debuff abilities are here.

Runes of Fate
Some of the best powers in the game. Only one bad power, Will of Asuryan, and it's cheap to cast.

Monday, 30 April 2018

Quick Hits - A New Post Type

Last year I did my huge review of the Craftworlds Codex. They have long been my favourite army and I felt they deserved the work. However, between the rapid pace of Codex releases, the cost of buying Codexes for armies I don't own and the changes the FAQs/Chapter Approved can bring,  I can't cover the other armies in the same detail.  I do get asked my opinion of Codexes and units though, so I need some way of meeting in the middle.

Enter "Quick Hits".

A series of posts that should allow me to give you my thoughts on a wider range of armies. It should also prove quicker to right than a full review, allowing me to borrow books for the armies I don't play. It should also allow me more scope to keep up with the pace of releases from Games Workshop while making time to write about other games too.

Tuesday, 17 April 2018

The Big 2018 Warhammer 40K FAQ - My Thoughts

Games Workshop just dropped their first BIG FAQ for Warhammer 40,000. Meant as an interim measure between editions of Chapter Approved, it's meant to bring "balance" to the game. It was so heavily anticipated, that traffic crashed the site. It's also caused quite a stir on Social Media, so here are my thoughts on the changes, the effects they will have and the reactions I've seen thus far.

https://www.warhammer-community.com/2018/04/16/warhammer-40000-big-faq-1-the-low-downgw-homepage-post-1fw-homepage-post-2/


The FAQs are due for release in March and September. They delayed this one so that they could use AdeptiCon as a data point before making some final decisions. On the one hand, this is a wise idea. Big events like that make great sources of data on the competitive scene. On the other hand, they probably should have taken that into account when they announced the FAQ dates. Hopefully, they will evaluate this process and make changes for next year.

Beta Status Removed

Two rules had been introduced as Beta rules, to be tested and then implemented fully in the future.


Armies were taking multiples of their cheapest Psykers, and casting Smite as much as possible to cause Mortal Wounds, bypassing high Toughness and decent Saves. This made expensive models that rely on those things for survivability easy to kill.

The Beta rule attempted to mitigate this by increasing the difficulty of each successive Smite. This hampered Thousand Sons and Grey Knights, who already had rules modifying their damage potential with Smite. The finalised rule removes the problem for them.

Everyone had pretty much adopted this rule when it was in Beta, and they were happy with it. This change allays some of the problems, but still leaves Horrors in an awkward spot, especially as they only cast on one die. That may cause this rule to be modified again in the future, but equally, Horrors are pretty good anyway, with their Splitting ability.

I'd been enforcing this rule since it was in Beta, and liked it. Too much access to Mortal Wounds stops the tough, survivable units from actually being tough and survivable. While Mortal Wounds appear to be a counter to them, too much in the meta removes them entirely. And it's not like massed Mortal Wounds are terrible against Infantry either.


A lot of people I've spoken to since 8th Edition came out have been confused by the Targeting Character rule. Especially when the Beta version of this rule clarified the intent. They question why a shooting unit would be distracted from a Character by a unit they cannot see or otherwise interact with.

This is one of those Game Balance versus Reality Simulation things. While it may not seem realistic,  it's a rule that exists to protect those characters. Especially since many of the ones it protects would otherwise easily fall to basic infantry guns. Warlocks, for instance (and foreshadowing) have so few wounds, low toughness and okayish save that statistically, 8 Guardsmen in Rapid Fire range can easily kill one. So this rule exists to make those characters playable.

This rule is more of a clarification than a change. I like it because it gives Characters the protection they used to get from joining units, without having to tie them to the unit. Which is key in an edition full of characters with area effect buffs.

Welcome to the new Beta

The above has been replaced by two new Beta rules. Expect everywhere to use them because Beta status doesn't matter, and then they will become full rules in the next big FAQ.


This change is to address the deep striking alpha strike armies. It's actually doing a lot for "one" rule.

Firstly, they change what they meant by half your army setting up on the board. It takes the restriction of half your units and adds half your Power Level as well. It also clarifies that units inside Transports count, which had been questioned by some people. This ensures that Reserves follow the intent of the rule, rather than the previous practice of putting the bare minimum units on the field. This change is good.

Secondly, if you bring your Reserves in during your first turn, they can only arrive in your Deployment zone. After that turn, they can arrive as normal and if they haven't turned up by the end of they 3rd Round they are destroyed as before.

This is an attempt to reign in alpha striking. It's to stop armies leaping straight into your front line on the first turn. It allows you time to prepare for their Reserves if you are going second.

Does it achieve this though? Between armies that are exempt from the first turn restriction (like Genestealer Cult), armies that can deploy closer via scouting (like Raven Guard) and armies that can double move (Tyranids, Harlequins, Chaos, Blood Angels), the armies that really want to get a unit into your lines on their first turn still exist. I guess that this limits them to only making it in with one unit but it still lets them get the jump on you. And that's before we take into account deployment distance, and redeploy abilities (like the Deceiver)

I'm seeing a lot of arguement online that this change hampers assault reserves and doesn't effect shooting reserves. I've long been an advocate for wanting to hold reserves back, as while the alpha strike is the obvious tactic deploying your reserve units when they can have maximum impact seems best to me. It's a tactic that is better for the shooting units, certainly, as assault units may not be able to deploy close enough to their targets. Shooting units tend to not need to be as close as possible for maximum effect.

However, while it allows opponents time to fully organise a screen, it also gives you time to clear out that screen. I believe this does fulfil it's intent of making more interplay between armies. It doesn't impact the exceptions I listed above though, so your mileage may vary.

The other complaint I see is that gunline armies have more time to deal with your army. I guess this will mean you have to rebuild some armies to allow for this. The counterpoint I'm seeing most often is that you have to have enough line of sight blocking terrain to compensate. My counterpoint is that if half your army isn't on the table, the gunlines can't shoot it all. Again, this is going to take some time to adjust to.

It will be interesting to get some play in with this rule from both sides. Can you make a Reserve-based assault army that survives? Can you make a gunline army that completely stops them being viable?

I think that this rule will require the most playtime before a proper judgment can be rendered. I'm optimistic, but I hear the complaints of others. It probably doesn't help my side that my armies aren't Deep Strike Assault armies.


"Soup" is something often complained about online, and it's an issue that puts me in two minds. On the one hand, from a flavour point of view, armies like the Imperium rarely actually field pure forces. While Marine Chapters may prefer to work solo (especially Blood and Dark Angels), the Astra Militarum rarely does. It's often supported by a handful of Marines, Knights, possibly supported by Skitari. Inquisitors grab whatever forces they need from what's available to do the job. Deathwatch and Custodes are elites that join larger armies when their expertise is needed

On the other hand, armies (should be) designed with weaknesses on a Codex level. Astra Militarum have easily killed infantry and next to no close combat ability, much like T'au. Marines lack numbers, Harlequins lack firepower and Sisters of Battle lack plastic models. "Soup" allows you to get around these weaknesses, for the armies that have convienient keywords. Guard give Marines numbers, Marines give Guard close combat capability. Craftworlds give Harlequins range, Daemons give Chaos Marines numbers.

Orks, T'au and Necrons get? Their built-in weaknesses and no support from the other factions. Orks will never have better shooting than Gretchin, T'au will never have better close combat than Kroot and Necrons will never have numbers. So why should some armies get rewarded while these ones suffer?

The part of me that loves the flavour of the 41st Millenium loves that the keyword system allows the "Soup" armies to work. My Imperial and Eldar collections are based on this. I want to be able to play games that put me in mind of Valedor or other conflicts I've read about. The competitive side of me doesn't like that some armies have a mechanical way of eschewing their weaknesses.

However, this rule doesn't solve that. It stops you making a "Soup" Detachment. Saint Celestine can no longer lead a mix of Guard and Marines, supported by Assassins and Greyfax, all in one Detachment. It just means you have to spread those forces out across multiple Detachments instead. Take an Astra Militarum Brigade for bodies and Command Points, take a Blood Angels Vanguard for assault squads and an Imperial Knight for a firebase.

The forces that were abusing this beforehand are the ones without Codexes. Once a force gets it's Codex, Chapter Tactics (or their equvilent) are enough incentive to keep your Detachments pure. It feels like this rule has been brought in too late to punish the armies that don't have a book yet, without actually stopping the "Soup" everyone has been complaining about.

Do Games Workshop need to stop "Soup"? From their probable point of view, no. It allows players to build to fit the flavour and also encourages them to buy models they wouldn't otherwise buy. As for the tournament complaints (this will become a post on it's own at some point), the short answer is also no. Tournament players will also look to the most efficient thing, regardless of flavour. Forcing them to go mono-faction will just show you what they believe the strongest faction is, rather than the strongest "Soup".

So, yeah, this rule is fixing a problem that goes away as we move away from Indexes. Not sure it was needed. They have even needed to put in exceptions for Sisters of Silence and Legion of the Damned, while also making yet another change to how Ynnari armies are built.

Tipping the Balance

Some tweaks have been made to rebalance a few things that have been deemed problematic.

 
Battalions and Brigades now give you more Command Points. They have said this will help 'Elite' armies, rewarding them for filling the Detachment minimums. They reportedly struggle to get enough Command Points to use their Stratagems. So this boost helps them out.

While this does help those armies when they take a Battalion, it also really helps Astra Militarum who have no problem taking multiple Brigades in an army. I myself have fielded a 1500 point army across 3 detachments that had 18 Command Points (Brigade, Battalion, Supreme Command and Lord Castellan Creed). With this rule, it now has 23 Command Points (although the Supreme Command of Inquisitors is now nullified because it contained an Assassin).

While this is a positive change for all armies, as they should all be able to easily field a Battalion, it does feel a little bit like the rich get richer. Especially Imperial forces who can squeeze in a cheap Astra Militarum Brigade (609 points) and gain 12 Command Points. Tyranids can also achieve this. Take the Astra Militarum Brigade and a Genestealer Cult Battalion for +17 Command Points and you still have 1135 points for your Tyranid Detachment giving you at least 21 Command Points for all your Stratagems.

Tide of Traitors

This Stratagem has been errated to be once per game. I'm guessing this is too strong with a large unit of Cultists, because Drukhari have a similar Stratagem which does it to Wracks. A squad size of 40 makes this more effective than a squad size of 10.

Word of the Phoenix

This has had it's Warp Charge value raised from 6 to 8. No complaints here, it's a ridiculous Psychic Power.

Ignoring Wounds

From now on, abilities that let you ignore wounds don't stack. This only really effects the first couple of Codexes, as all of the newer ones have had this written into their abilities. If you didn't see this change coming, then you weren't paying attention.

Organized Play

The biggest concern that tournament players have had for a while is "Spam"(why the food obssession?). Players taking the strongest unit they can in an army and fielding as many of that unit as possible.


Now, 'as possible' is 3. This doesn't apply to Troops or Dedicated Transports. This mitigates the "Spam" that tournament players are complaing about. It also only applies to Organised events, same as the Detachement limit, so it doesn't hurt your collection or your casual games at home.

It's a shame that this had to be put in as a rule, but I see it as a positive overall.

Points Review

A handful of units have had their points changed. I will talk about the ones that effect me.

Astra Militarum

Lord Commissars and Commissars have both dropped in points. This is because the changes to their abilities, in previous FAQs, make them less useful than they were. It also makes the Commissar the cheapest Elite choice for filling out a Brigade.

Space Marines

Roboute Guilliman has gone up to 400 points. This is his second points increase. He combines excellent buffs with Primarch level stats. I'm hoping this will be his last increase.

Craftworlds

Farseers, Warlocks and Spiritseers all increased in points. The Asuryani Psychic Powers are fantastic and key to how the army works, so I guess these units need to go up in cost slightly. It sucks for the Warlock, as they are very fragile and now cost more. I can see this starting to push them out of armies.

Dark Reapers have also gone up in points. Their ability to always hit on a 3+, regardless of modifiers, and their weapon options make them a really potent unit. They had also become one of the poster children of "Spam".

I only run one of each of this things, but looks like my army needs to make some changes.

The rest of the points changes affect armies or units I don't have, so I couldn't tell you if there were increases or decreases.

Final Thoughts

I see most of these changes as being positive for the game. The change to "Soup" feels too late and the change to Reserves will require actual play to see the effects. The FAQ does show Games Workshop's committment to improving player's experience, especially at tournaments. We shall see what still sticks around for the second Big FAQ of 2018 and Chapter Approved.






Monday, 16 April 2018

Accidental Month Away From Posting

Well, there goes the "Post a Week" Goal. Even taking it as an average (which is how I do look at it),  I've still only managed 8 posts so far this year, out of the 16 weeks. Looks like I've got some catching up to do.

My last post was March 19th. So, what has kept me so busy since then?

The Weekend after that was the UK X-Wing System Open. It ended up being a 500 player event, with the accompanying Hyperspace Qualifier reaching nearly that. Almost all the Marauders were in attendance at the Hilton in Birmingham. I guess the pressing question is;  

What did I play and how did I do?


I Judged!

It was a great weekend. I worked with a great team, some of whom I'd worked with before. Don't get me wrong, it was a looooong weekend, but I can't wait to do it all again at Euros and Nationals.

After that, we hit the Bank Holiday weekend. I spent that at Insomnia62. It's a convention for Video Gaming, but I was there demoing games with Asmodee UK. I got to play some games I've played before, plus a couple of new ones. However, I spent the majority of the time putting people through demos of Star Wars Legion.


The game is really good at the moment. The Command system is pretty sweet, adding an element of random to the otherwise back and forth unit activation. There are similarities to X-Wing and the base rules are easy to learn and teach. I can see the game doing well.

I still haven't decided if I'm going to adopt the game though. Although it is reasonably priced, it isn't a cheap game. I've invested in several ongoing games already, so I don't think there is room in my budget for another one. I also have a massive backlog of unpainted 40k miniatures, so I don't really want to add any more to that workload.

Time will tell I guess.



Finally, I turned 36. Being away working back to back weekends meant I needed a break and the Blog missed one more week because of it.

So, what does the future hold?

Hopefully, I can get back to regular posts. Looking at doing more opinion pieces, so will hopefully get some feedback/debate on those. And I@m going to be playing more games and running more events over the summer. Store Championships Season approaches.

Monday, 19 March 2018

My Regionals Experience

A large group of us went to the Regionals at Kirton Games, 15 in total. It was quite a sight seeing us with team polo shirts on amongst a crowd of 102 players. Credit to James Fox and all the Kirton staff for running a smooth event, with plenty of food available and even a Fish and Chips run for everyone.






My List


  • Colonel Vessery, Ruthlessness, TIE/D, Tractor Beam
  • Countess Ryad, Push the Limit, TIE/x7, Twin Ion Engine MK 2
  • Baron of the Empire, Push the Limit, TIE/v1, Autothrusters
Comes in at 100 points. With Pilot Skills of 4,5 and 6; an initiative bid isn't needed. It took me weeks to find a decent wingman for the Defenders, but the Thursday before the event I settled on the Baron of the Empire in the TIE Adv. Prototype. Mobile, and grants a target lock for Vessery, he ended up being a fantastic addition. Playing the key role of blocker often, I was never disappointed with his performance. I just wish he had 3 attack dice.

My Result

I came 70th. Not great, though the result of going 3-3, as I wanted to at least Top 64 to get a Zuckuss. It is better than my warm-up result though, as although I went 50/50 in both events, none of my games were zero point losses this time around.

Round 1

Palp Aces. I approached this wrong and was unable to K-Turn over the shuttle. My opponent burnt Ryad down in the first couple of turns. I made sure I was able to get half points for the shuttle once it was clear I probably couldn't pull the game back.
Loss - consider the initial approach vector carefully next time. Possibly bank the turn before.

Round 2

Decimator and Rexlar Brath. I burnt the Decimator pretty quick and was able to carefully keep Rexlar from Ioning Ryad.
Win - I made a couple of early mistakes with Ryad but managed to recover.

Round 3

Vader, Vynder, Omega Leader. A long game with lots of positional manoeuvring. Two bumps for Vader helped. The key point was the opponent isolating Omega, allowing me to send my squad after him and then being free of the other two for a couple of turns.
Win - long game though. The important kills were in the final round after time had been called.

Round 4

Miranda and Dash. A long game as well. Managed to trap and burn down Miranda, but struggled to catch Dash.
Win - came down to the final shot of the game giving me half points for Dash, and winning by 9 points.

Round 5

Miranda and Dash. A slightly different build, and the winner of the 2016 Dark Star store championships. He kept Miranda out of as many arcs as possible, so Vessery never got a shot off. Unfortunately, in doing so he flew her too close to the edge, allowing me to bump her off the map. That was my only kill.
Loss - I was completely outflown. My green dice were mostly above average though.

Round 6

Hera and Ezra. For some reason, I struggle against Ghost lists. I think it's because they have a variety of builds with different ways of tackling each.
Loss - A key turn of bad dice (with a target lock) meant I killed Ezra later than I wanted. Killing Ezra may not have turned the game into a win, but may have given me time to get half points on Hera.


My biggest failing was finalizing the list at such a late point, which minimized my practice with it. I'm going to keep the list built for a while and continue to practice with it. Not sure when my next event will be, depends if there is any travelling to Store Championships. I'm Judging at the System Open this week, Euros in June and Marshalling the Plymouth Store Championships.