Friday, January 2, 2015

Bwahahahaha Sanguinites!

   The long awaited release of the 6th/7th edition Blood Angels codex finally happened and it brought a huge amount of despair-filled cries.  Admittedly, I took joy in all of it.  You see, I am a son of Sanguinius in a special way, and it's not the "My army sucks now!" kind of way.

  For more than half my career in the Emprah's service, I was a "Blood Angel", eventually becoming an 'Assault Marine' (the old guys know what I'm talking about).  The first army that I saw was from a friend in middle school bringing his Blood Angels to class and me being way too curious.  The first army I saw when I walked into a GW was my old boss's Blood Angels, sitting in the figure cabinet in the front window.  I helped to paint the Blood Angel chapter that the US presented in Gamesday a few years back.  I painted a few more Blood Angels for a number of shops.  I chose to play Ultramarines in my youth because everyone played Blood Angels, and I avoided ever having an army of them because they were downright 'cheezy' for most of their years.  But my exit from the company saw me spending some of my severance on a new Blood Angel army and painting that reward in record time (many posts to the left).

  So why am I so happy and laughing now that I'm a Blood Angel player and the new codex was released?  Well, the most common complaint I've heard to date is that GW moved everything out of the Troops slot and put them in their 'codex' slot.  Assault Marines are now Fast Attack while Death Company and Dreadnoughts are Elites.  Sanguinary Priests and Psyker-naughts are HQs while Baal Predators moved to Heavy and Vanguards moved to Elites.  You know what that leaves?

Tactical Marines as Troops!

  I was the only Blood Angel player on Earth, it seemed, that chose to use Tactical Marines.  While everyone else was playing the ridiculous "Razor-spam" armies, I was using bolters and putting jump packs BACK on my Assault Marines.  I chose not to use Razorbacks or MSU style and instead stuck to the codex- exactly as the chapter is described!  Now I understand that I'm probably going to get flamed again, but I believe that the armies should represent what the story represents!  It's the fluff-bunny in me...

  That being said, I did suffer a bit.  I had built a Destructor, Vindicator, and Stormraven to be my Heavies, while I also built two Flamestorms and a Vanguard squad as Fast Attack (remember that I like to fill FOCs with my armies).  I also used two Assault Squads WITH JUMP PACKS as Troops, to back up the two Tactical Squads in Rhinos.  Two Death Company squads were supposed to round out that department.  In addition, I built multiple Chaplains and Sanguinary Priests for obvious use.  Unfortunately, I now have faaaaaar to many of everything except Troops.  I'm now forced to buy a new BA Tactical squad.  Which, by the way, I will be using 25mm bases for...

  Well played, GW, well played...



  One last parting shot- I thought I was the only person to build my Stormraven with the Plasma Cannons on top and the Cyclone Launcher in front, then included the Hurricane Bolters.  Remember this, my often-criticized flyer-in-red?
 Turn to the back cover of your Blood Angel codex...  YEAH!!!

  Let me know how you feel about the new Blood Angels...

Wednesday, December 31, 2014

Last Battle of 2014

  You can't stop the Waaaaagh!  Everyone knows that!  That's why the galactic map in that codex is GREEN!  And once that waaagh is called...
  My Warboss decided to take his boyz for a spin and found some Slaaneshi Marines to battle.  My Warboss was itchin' for a fight, so he quickly mustered his small force and saturated the ruins that the spikey-beakies were hiding in.  Here's the list:

HQ- Warboss on Warbike with Cybork Body, Power Klaw, and Bosspole 
HQ- Painboy and Grot Orderly
Troop- 20 Slugga Boyz with 2 Big Shootas, led by a Nob with a Bosspole
Troop- 21 Slugga Boyz with 2 Big Shootas, led by a Nob with a Bosspole
Fast Attack- 4 Warbikes led by a Warbiker Nob with a Power Klaw and a Bosspole
Fast Attack- 5 Deffkoptas with twin Rokkit Launcher
Heavy Support- 8 Lootas led by 2 Meks with Custom-mega-blastas

Heavy Support- Deff Dread with Scorcha and Custom-mega-blasta
It all added up to 993 points and a helluva good time!
  
 The battlefield was a simple 4'x4' tablewith some ruins and an unclaimed (dilapidated) bunker.  The mission was the third Maelstrom of War scenario with the escalating Tactical Objectives each turn.  With no 'night fight' in action and very little true cover, I deployed with no other reason than to rush forward.  I appreciate the 'mindless' army once in a while.


  The image above shows the end of my first turn, with the Greenskins rushing at the rebels at break-neck speed.  I'm not a Evil Sunz guy (all Bad Moonz all day!), but I do appreciate running and running some more.  My opponent and our audience were both significantly worried about this as they saw the flood flowing from one side of the battle to the other.  I rather enjoyed the shakey boots...

  There were some awesome moments right from the beginning.  With some well-placed shooting with my Orks, the entire army managed to knock a single HP off the Vindator.  The entire army included a ton of Rokkits and gobs of Loota shells.  Typical Ork shooting.  That Vindicator then one-shotted my Deffkoptas, leaving one to survive and flee from the table post-haste.  Typical Ork Resilience.  

  There was a point early in the game where a Lucius-led mob of fanatics suffered the first wave of Ork assault.  Not feeling terribly confident myself, I watched as my Nob and two more Boyz were easily dispatched by the ancient duellist.  Then, sure enough, the rest of the Boyz begin swinging their Choppas and the frenzy saw the entire unit wiped out and wounds overflowing onto the surviving Warlord.  His Armor of Shrieking Souls is still trying to figure out which Choppa got him, which arm held it, and which soul to steal- days later!  The very next turn, the victorious Ork mob was gunned down mercilessly by some Noise Marines.  Oh, the 'glass cannon' that is Orks...  But it was nice to see a challenge end positively for me (I'm usually the boyz in blue, and we don't do so hot in the 'ol slapfight).

  The defining moment of the game came with the glorious death of that stupid Vindie tank.  While his Sorcerer Lord gave the tank Shrouded and it was half concealed from the Lootas behind the bunker, it appeared that the tank was invincible, even at side armor.  Sure enough, the Lootas score two hits, enough to finish the war machine off.  With a 2+ cover save, there's no way that tank is going down.  My buddy, having siphoned some of my fantastic luck over the months, decided to roll this:   


  Tank dead!!!  The worst part of that whole situation was that we were so confident that the tank wouldn't die that I exclaimed (apparently invoking my black-shirt power) "You won't roll snake-eyes!" in that reverse psychology kind of way.  After seeing the dice fall and my victory lap around the house, er, workshop, we all just laughed and laughed.  Game over, man, game over.

  The rest of the battle saw him mow down Orks with whizzing bullets ignoring crucial cover, and my Warboss surviving the annihilation of the rest of his army just charging everything.  I had a few Boyz cowering in some ruins and claiming an objective, the Lootas still hidden deep in the back corner (trying to find Joseph and Bob, the only two casualties from turn 1), and just smoke and craters besides.  Although the game should have ended in turn 3 with the tabling of my Ork force, there was some ridiculous whiffing and funny luck all over the place.

  And my reliance on Maelstrom missions to win paid off yet again.  For some strange reason, the cards seem to generally fall my direction.  This makes the ninth win in that format, and really just because I could score a dozen or more points while my opponent scored few in each of the games.  The first match for the Greenskins is a win!!!

Now he wants more...

  Let me know how your last game of the year went and whether you can feel the Waaaaagh!  Happy New Year everyone and may 15.M2 be waaaaaaghsome!


Monday, December 29, 2014

Waaaaagh!

  I dun did it!  After far too much stress and way too many variables that messed with things, I quit my job and dedicated myself to home and hobby again.  I literally had no time to do anything other than sleep for two hours a night and sit in front of a computer anytime I wasn't driving.  Many a model and battle were left unattended over the last year.  But I did it.

  And, like any good cathartic event, some retail reward or therapy was needed.  When I left the service of the Emprah, I purchased an entire Blood Angel army.  Now that I've become a full-time student and dad, I decided to add to my list of xenos and pick up the Orks.
  The starter kit, Stormclaw, had some really beautiful models in it, and the campaign books look really cool.  Plus, I happen to have two sets of Black Reach Orks from a couple of buddies, so I decided to waste some of my holiday budget on that.  Now, I have a fourth 'bad guy' army and a third xenos race to help balance the homo-centric world I live in.  And let's be real, it's just freakin' fun to play the greenskins!

My Ultramarines have become too 'easy' to use, mostly because I own everything there is to own for that army (well, almost).  Any list I write up can be specialized and overly effective, so the army becomes an observation in dice-rolling and basic maneuvres.  My other armies are either too deeply buried or just downright boring to use, so I didn't really have a good force to play with.  And Orks, well, you don't have to think like that.  All you need to do is enjoy rolling dice and pushing little dudes around the table.  

  I've realized that I've been scared of the greenskins for some time for no real reason.  The Lootas are the most utilized unit in that entire codex, which meant that I had to face 30 or more of them often (remember, it used to be my job to sell these things!), which can be terribly effective and demoralizing to some armies.  Nob Warbikers are the next unit that I fear and that's just because bikes are ridiculous to begin with.  Beyond that, nothing else really meant too much and I found myself actually underwhelmed with the codex.  And happily so...

  You see, Orks are opposite of my favored Astartes in almost every way.  They're not fearless or ATSKNF, and their Ld is not high enough to keep them in the fight like other armies.  They wear no armour, and they don't carry special weapons and heavy gear into battle.  A couple might grap a .50 or RPG, but it's all about the shirts, the choppas, and whatever has a trigger nearby.  They aren't few, and they don't come expensive.  Orks can be expensive, but that's only if you choose to play Ghazkull's Meganob formation.  Otherwise, filling the FOC out isn't as hard as you might expect.  

  Better, the clans are perfectly aligned to me.  Much like I love the 'warband' idea of the CSM (let the flaming start... now), the Orks also embody that whole "mix it up" idea to allow me to play anything I want.  I personally enjoy the Bad Moonz (those who know me know why), but I can't bring myself to painting the choppa-boyz with yellow gubbinz when they are asking for dags and checks!  And I do love me Warbikes in red and Meks in yellow and Deffdreads in black, so this is perfect!   Orks allow me to use the whole range of colours and actually make an attractive army.  Of course, that would mean that I'm painting something anything soon, and we know that's not happening yet...

  I've built a 1,000 point force to be used in a small campaign with a couple of buddies.  One of them is a constant Chaos Marine player (he's my typical opponent), and the other has decided to start the Space Puppies from the starter.  I've built a couple of campaign maps and might even try to get another buddy, starting Blood Angels for some strange reason, in on a campaign of conquest!  I own faaaaaar more than that, but I want to paint this army and I don't think that putting 200 plastic dudes in front of me will be very motivating.  But I sure do want to to get to choppin', so the models are built and challenges have been bellowed.  

  This is also the start of a return to my blog.  I miss doing this, but not hobbying and gaming and no time meant that I had to be patient.  Nothing can stop a Waaaagh once it gets started, and I'm bring the Waaagh back!  It always starts small...


Saturday, May 24, 2014

Wait, another edition?!


Well, I said that I would reserve judgement about the new edition until the new book was officially in my hand.  All of my buddies asked relentlessly what I thought and all I could do was relay the same rumours we all know and express how cool or uncool they would be.  What were some of the rumours I was looking forward to?

Ballistic skill -2 for Overwatch.  That would make my Eldar and Space Marines especially happy.

Psychic Phase.  Ah, like I was back in middle school...

Consolidating into combat.  Finally, a way to defeat that pesky overwatch!

And from quite a while ago, Percentage-based FOC.  Seriously, how would we NOT want that?!

But alas, they were not meant to be.  These rumours were too good to be true anyway, and I don't expect GW to have everything I want.  I just play the game with the rules they give me and then reserve the right to complain later on, like any self-respecting gamer...  Yeah, I said it!  What?  What were my thoughts when the book was confirmed to be released?

Like everyone else, I was surprised that it was coming out so soon.  I was also under the impression that it was already 3 years, but my buddy pointed out that it was only 2.  So really, only 2 years?  Really?  I mean, really!?

But hey, if they feel like this was a 'transitionary' edition and they were ready to release the real game, so be it.  It must be a complete rewrite.  A hardcore departure from the last edition the same way that 3rd edition was different from 2nd, and 6th was different than 5th, right?  Well, let's see what they do.

I heard about the neat format of the books- 3 booklets in a hard cover-case.  That was cool!  I love the special-style format that they release stuff in.  I bought the special edition with the ammo can, the Apocalypse one in the ruck-sack, and even the fantasy set with the satchel!  If this is the cool way that this edition was going to be released, I couldn't be unhappy.

So what happened?  Well, the book was coming out regardless of whether I thought it was appropriately timed or not.  Besides, the possibility of a complete paradigm shift in the game was too intriguing to ignore.  But that didn't happen.  There was a prevailing opinion that this was little more than a '6.5', and I now confidently refer to it as '6.15'.  It changed so little that I was rather disappointed.  I was hoping for a rewrite, but that didn't happen.  Jay was sad...


I will get back to the positive very quickly here by noting that the 3-book format was rather good.  It is really cool and means that I can carry a single book to the store with me.  That means I took a codex and another codex-sized book and can call myself equipped with everything.  Here's another thought- GW has set it up that they can sell just the rulebook now.  You see, they could produce, let's say... 2000 of each of the 'Galaxy at War' and 'Dark Millenium' books and sell those each for $30 or something.  But they could produce 20,000 of 'The rules' and sell that at $35 and be able to make a great deal of money.  This is not different than buying the complete DnD set, only cheaper (and two of the books are about the hobby instead of more rules).  I think that it can be a brilliant business move.  I don't expect GW to take advantage of it, but I'm hoping all is not truly lost there.

As far as the rules themselves...

The BIGGEST change to the game is the fact that everything is scoring now.  Unless it's an immobilized non-walker, a swarm, or stated specifically, it can control objectives.  This is a very welcome change to me indeed as it means that competitive games aren't simply 'who kills the enemy's troops first' and becomes more of a decision-making game.  I am now worried that this will mean the disappearance of Troops because Elite and other units are more powerful and can fulfill the same purpose.  A buddy pointed out that Troops in battle-forged armies trump non-Troops in controlling versus contesting.  That matters, but damage output is so much more important than it ever was and Troops typically fall behind in that category.

Related to that is the 'Tactical Objectives'.  Basically, you can play missions where you always lay down 6 objective markers, numbered 1 through 6.  Then, at the beginning of each turn, the players draw cards or roll on a chart to randomly determine new objectives.  You can achieve these objectives and earn the victory points at the end of each turn, and you can discard and ignore objectives that you can't achieve to try and draw new ones.  Most of the time, these objective points are earned by controlling a specific objective marker (numbered 1-6), while it's other conditions at other times.  It adds quite a bit of variety to the game scenarios.  I actually rather like this and could see it mutated into a very effective tournament format.  More importantly, it really adds an element of randomness to the battle that can offset some of that imbalance in armies.  Probably not, though.

The next biggest change is the reincarnation of the Psychic Phase.  It's a bit different now.  All powers are cast by psykers in this phase (unless stated otherwise until FAQs are released).  The phase starts after the movement phase and takes place before the shooting phase, and doesn't affect any of it.  That means that a psyker can fire a witchfire power and then shoot with his normal weapon and then charge in the assault phase!  That's right, psykers basically gain an extra action in the game.  At the start of the phase, the players roll a d6 and add their Mastery levels to the score- that's how many dice they get.  Much like the White Wolf system, the ability to cast powers is dependent upon rolling a number of 'successes' on a number of dice.  The psyker attempting to cast the power chooses any number of dice and rolls them, looking for a target number of 4 or higher.  If the number of 'successes' equals or exceeds the Warp Charge cost of the power, it is successful.  So 'Smite', a primaris power with a Warp Charge 1, would typically be cast by a psyker using two of the dice from the pool.  As long as one of the dice shows a 4 or higher, the power is successful.
On top of that, Denying the Witch is significantly changed.  The enemy player can choose to Deny the Witch against any power attempt, regardless of whether he's the target or not (that includes Blessings and such!).  They simply choose a number of dice from their pool and roll, looking for 6s as the 'success' dice.  In order to stop a power, the enemy player must equal or beat the successes of the psyker's roll straight out- 3 successes of 4+ will have to be stopped with 3 successes of 6s.  There are ways to modify the Deny the Witch roll, like having a psyker in the unit and them being a higher Mastery level.  The average Space Marine player will have a single level 2 psyker, averaging 5-6 dice a turn, while the Grey Knights and Eldar can really beef those numbers up.
I worry that this will lead to those Psychic armies to really own that phase and cause some serious damage.  I shouldn't be too upset, considering that I own Grey Knights, Eldar, and Blood Angels.  But a buddy has play-tested his Grey Knights already and assures me that it's not nearly as bad as I think.  If it comes to that, I'm prepared.  Let's hope that I'm wrong in this prediction.

Finally, the last effective REAL change was the order of resolution with weapons fire.  A unit with multiple types of weapons has to separate and fire and completely resolve each group.  So a Space Marine Tactical Squad would have to fire the Sergeant's bolt pistol and completely resolve wounding and saving before moving on to the 7 bolters and starting over.  This slows the game down, but no more than the Psychic Phase already did, so nothing really lost here.  What that means is that different ranged weapons need to be fired in order of that range- short range weapons first, then longer, then long-range weapons.  When range is tied, template and blast weapons should be fired first to get more models before they are killed by other weapons.  Oh, something tiny in here- the effective killing range of a shooting weapon is it's max range, regardless of the mode it's firing in.  So a bolter firing in rapid fire mode can wound and kill a model up to 24" away.  Sweet, right?!  This adds a very specific tactical consideration to the shooting phase for those multi-weapon units.

After that, there's some weird changes.  Characters no longer come with Precision Shot and Precision Strike.  I don't know if that's going to be FAQ'd, but I thought that was interesting.  Those rules, and even 'One shot/One use only' were listed in the Special Rules Appendix.  I mean, wow.

Vector Strike is limited to one strike at base strength and AP 2.  We knew this one already.

Difficult terrain is no longer a dice game.  Any unit charging into difficult terrain rolls charge range as normal and subtracts 2 from it.  We knew this one as well, but it bears noting.

Night fight is no longer range specific, only happens in the first turn and only on a roll of 4+.  The effect is that all units on the table have the Stealth special rule for that turn.  Pretty simple.

Flying Monsters changed quite a bit.  First, they got more powerful by now only having to take a 'Grounding' test once a phase, and only if they're wounded.  It's bad to roll 1 or 2.  But it's now not possible to ground FMCs with laser pointers...  Then, they got less powerful as they are no longer allowed to charge in the same turn as switching flight modes from swooping to gliding or vice-versa.  That's right, flapping around the battlefield takes more time, so know what's up right now.

The vehicle damage chart is different and transports actually became a little better (in a very tiny way).  The damage chart is now this:
1-3:  Shaken (vehicle fires only snap shots)
4:  Stunned (vehicle can't move and fires only snap shots)
5:  Weapon destroyed
6:  Immobilized
7:  Explodes
That's right, you need a 7+ to blow up a vehicle now!  If your weapon isn't AP 2 or 1, you're creating another wreck for the battlefield.  That's a nifty little change that makes Land Raiders that much more awesome.
As far as transports- now, if the vehicle suffers any of the non-'Explodes' effects on the chart, the crew simply takes a LD test.  If they fail, they may only fire snap shots round, but passing means everything is normal.  Nowhere did I see anything preventing them disembarking!  Of course, only Assault Vehicles allow a disembarking charge still, so it's not that huge.  But still, a LD test or no effect.  Perfect!

We all know the Allies chart changed.  But the new edition went even further and stated that any number of any kind of detachments can be used as well.  Taking two Macharius detachments and a GK detachment is very tempting with my IG...

Smash has been reduced to a single attack.  No longer to monsters 'halve' their attacks- they just get one super-strike mega-blast uber-punch now.  

Of important note is the absence of 'Area Terrain'.  I personally preferred area terrain as it made it easy to just roll the dice and keep the game moving.  This whole idea of 'model by model' from the perspective of the shooters' can be tedious.  I like it well enough, but I'm a fan of simplicity.  Now, nothing in the game has the rule, and only a few of pieces of terrain listed in the appendix even have the effect (Imperial Copse, Battlescape, and Moonscape).  Woods and Ruins and such no longer grant the generic cover saves anymore, and claiming cover from barrage just become much more difficult.  I don't mid this change too much, but I can certainly see where it removes the gross reliance on cover that certain units had.  So, good job, I guess?

Oh, now any model that can 'Jink' may choose to do so and get a 4+ cover save, but may fire only snap shots next time it shoots.  This applies to bikes and such too.

And now, the most irritating to me- D weapons got nerfed!  I don't understand why.  I NEVER agreed with people who believed that those weapons were too powerful- they're Titan weapons, for Emprah's sake!!!  Now, Abaddon and Marneus, and anyone else with a respectable invulnerable save can ignore my Knights giant-freakin' chainsword!  That change just made my 375 point Knight worse than a 225 point squad of Thunderhammer Terminators.  I call BS.  I am sooooooper upset.  One of buddies understands as he literally bought the rulebook and Knight the same day and had his bubble burst instantly.  Boooooo, GW, booooooo!

As far as aesthetics, I really like the new edition.  As noted above, I love the three book format.  I'm focusing on 'The Rules' because that's what all gamers want to know about.  That book is laid out very efficiently, but may be a bit cramped.  There are tons of black 'sidebars' with special rules in them.  That can be overlooked.  Luckily, it's just a repeat of the appendix.  And that's the coolest part right there- 

The Universal Special Rules are now just in the Appendix.  The weapons listing and stats are now in the Appendix.  The Psychic Powers are still in the Appendix.  In other words, a competent player need only look in the newly-formatted Appendix to find everything they need.  It's awesome.  Great job on this part, GW!

There are other tiny changes in there, but these are the only ones that actually separate the 7th edition from the barely 2-year old 6th edition.  How do I feel about the edition?  Well, I don't really have a feeling right now besides the one I'll mention below.  But, I liked 6th edition, and since this is only '6.15' to me, I can't dislike it.  I think that most of the changes are welcome changes, if not more tactical.  But it's not different enough to really warrant a change of opinion from last edition.

The only thing that I can say is that I'm not sure it is worth the price point.  I don't need the other two books (I am already a ridiculous repository of 'fluff' information and I already paint at a good level), so the fact that the rules aren't that different don't really convince me that I needed to spend the money.  I will say that the format, layout, and appearance are really cool and that makes it worth the price as I said above.  But rules-wise...  Meh?

Let me know what you guys think and make it good.  After all, new editions only come once every...  nevermind.  In the meantime, Happy Gaming!