Showing posts with label 7th edition. Show all posts
Showing posts with label 7th edition. Show all posts

Monday, October 6, 2014

Campagining in 40K Part 3- Some Rules

Hey there friends and fellow fanatics. Old Man Chaos is back with another update. I'm working on a bunch of stuff currently (some Chaos, some Dark Eldar). I did pick up the book and I'm itching to give them a spin. The codex took some cool things away, but added others, so I really want to see how they do- hence I dusted off some DE stuff I haven't touched and I'm back at it. I will have to get the new models- they all look fabulous. If you give the Archon a more dynamic pose he'd be perfect (and you can, as he can be converted with ease). I'll show you new stuff as I get it done.

Back in the day, whenever my DE tried to run, they would roll 1s or 2s, thus earning them the "Lazy" insult.
 Meanwhile, I'm back with another part in my ongoing series regarding the new 40K Campaign I developed- The Judgement of Trovana Prime. Last time, I showed the storyline for the campaign, which allows for several factions (Chaos, Space Marines, Imperial Guard, Traitor Guard, Grey Knights). Now, I know that lots of people love tournaments and/or one off games (I predominantly play one offs). However, the idea of doing an actual campaign is what I really want to do. A full storyline, filled with action, heroes and villains, with a whole world or system at stake. And the 40K universe is SO big, that you could just make up a system and breathe life into it. I wish I could do more campaigns, but it is tough to get people together regularly to do it. However, this didn't stop me from developing a campaign of my own.

For this "edition" of Chaos Corner, I want to show off a special rule that I developed for this campaign: Plot Threads. Now, an ongoing campaign has a lot of ups and downs, reversals and utter defeats. However, battle after battle might become a little stale. So, I added an element that each battle COULD mean more than just planting a flag on a map. So, here it is, presented for your approval, straight from the campaign pack I made:


“Plot Threads”



To ensure that each battle of the campaign has weight and “means” something, the following “plot threads” are in place to raise the stakes of the game for your faction as well as contribute to the overall narrative.



Lords of War



The Lords of War are the greatest engines of destruction, literally looked upon as gods of the battlefield. Such is their terrible might and awe inspiring power, that whole campaigns are waged with the Lords of War being the hammer and anvil of a warlord’s strategy.



However, Lords of War are an uncommon sight- they are difficult to manufacture and therefore rare. To reflect this, each faction has access to only 1 Lord of War. This Lord of War may be used ONCE in any battle PER TURN without any forewarning (see 7th edition army organization). However, if the Lord of War is destroyed, it CANNOT be used in any future battle for the remainder of the campaign. Thus, while a powerful weapon, a Lord of War must be used wisely.



Imperial Guard- 1 Baneblade



Chaos- 1 Lord of Skulls                                    

Space Marines- 1 Imperial Knight





Scorched Earth



War never changes. Lives, cities, civilizations, planets, and even whole solar systems have been utterly destroyed by war. This may be done out of simple blood lust, the desire to “set an example” to enemies, or as a sacrifice to thirsting gods.



However, in a war, there are more practical reasons for setting something to the torch. Resources, factories, and more can be destroyed in the “scorched earth” approach to war. If you have been defeated and you are losing a tile that has a building on it, you can attempt to destroy it. Roll a D6 after the battle. On the roll of a 1, the building is destroyed. On a 2+, it is now in the hands of the enemy. If the building is destroyed, it is removed from the tile and cannot be used again. If it is the tile itself (like the spaceport), simply note it on your faction sheet. Hive Cities cannot be destroyed in this way.



Special Characters



These are the heroes and villains of the 41st millennium; warriors of such strength, cunning, and renown, that simply their presence on the battlefield inspires courage from their allies and total terror in their foes. However, despite their prowess, these heroes are not immortal, and they can only be in one place at any time.



Like Lords of War, each faction can only use the following special characters ONCE in any battle PER TURN. If the character is reduced to 0 wounds. Roll a D6. On a 1-5, the character is “dead” and may not be used for the remainder of the campaign (he died, has withdrawn, suffered great injuries). On a 6, the character retreats from the field, ready to fight another day (he still counts as destroyed for victory points purposes, etc.), thus he can be used again in subsequent turns.

For this campaign, the characters are as follows:



Ultramarines:

Marneus Calgar

Tigurius

Inquisitor Corwin (counts as Kasimov)



Imperial Guard:

Lord Governor Porter Vasser (counts as Lord Creed)

Inquisitor Wynter (counts as Inquisitor Coteaz)

General Xan (counts as Commander Pask)



Chaos:

Kharn The Betrayer

Lord Pandemicus (counts as Typhus)

Colonel Strommer, Traitor Guard (counts as Col Straken)


 Well, I hope that you liked this sample of my campaign rules, and that it inspires you to make your own campaign. I have been playing the campaign for weeks off and on, though not quite in the way I intended. In the next edition, I'll inform you as to the progress of the campaign,  which has been interesting, and a little ironic.

Until next time...



Wednesday, October 1, 2014

Campaigning in 40K Part 2- Getting Back On The Horse

Hey there my friendly readers! Welcome to yet another edition of the Chaos Corner. The Dark Eldar are upon us! Very exciting, though the idea that they have no LoW is kind of lame. Seriously? The other 7th edition books all have a LoW- why are we DE players being shafted again? So annoying. At the very least I hope he comes as a Dataslate. I just wish GW would be just a bit more consistent with their books/releases.

At any rate, I am here to talk about my campaign to... do a 40K Campaign. In a previous article, I outlined a campaign my friends and I did, The Gryphone IV- Siege of Kronian campaign (See that article HERE. We were so excited by the campaign, but it fell apart- the rules were too complex, and the map was cumbersome, to say the least.

However, I never gave up on the dream. I would always tinker with rules, trying to develop better campaign rules. Well, this past year I have come up with a much better ruleset, and a storyline to go with it. So, for your approval, I present to you the storyline: The Judgment of Trovana Prime!!!


The Judgment of Trovana Prime

Background of Trovana Prime: In the opening phases of the 13th Black Crusade (999.M41), the entire Imperial war machine slowly grinds in preparation to meet the threat of Abbadon and his forces of traitors and heretics. This will be a war unlike any other, a war that will shake the foundations of the galaxy. Such a titanic confrontation seems quite remote to the people of Trovana Prime however, as they are far from the front lines; yet, little do these Imperial citizens know that a swift fate is hanging over them, and that the flames of Cadia and the gaze of the Eye of Terror may yet reach Trovana.

Trovana Prime is actually the fourth planet of the Trovana system, however it is the largest habitable planet and thus the center of trade and culture in the system. The Trovana system was settled by pioneers from the Five Hundred Worlds, the original seat of the Ultima Segmentum. Trovana, like so much of the Ultima Seqmentum, is ruled over and protected by the Ultramarines.

Trovana, like many of the original Five Hundred Worlds, is a planet of biodiversity, abundant raw materials, and large cities that facilitate the exploitation of Trovana Prime’s resources. Trovana Prime has become a center of trade, industry, and culture in the region. Naturally, Trovana pays its rather large tithes to Maccragge and the Imperium without issue or complaint.

As the war on Cadia begun, Marneus Calgar, master of the Ultramarines, has called upon all worlds in his domain to produce more materials to aid the forces of Cadia and the besiged Imperial defenders. Calgar is also preparing to lead the Ultramarines personally to battle on Cadia against the forces of the archenemy.

Insurrection on Trovana Prime: Just as Calgar was preparing to mass his forces and gear up wartime production on his worlds, the unthinkable occurred- a revolt broke out on Trovana Prime. The insurrection at first seemed to be a spontaneous uprising, with workers dissatisfied with the increase in work hours and tithes demanded. However, as the rebellion spread from the Kroarscia Industrial Complex Forge Center to the City of Hisi to the agri-plains of the Shahar Valley, it became apparent that a more insidious foe was at work. As the rebels began to unfurl their new standards and flags, the strange and blasphemous symbols demonstrated beyond doubt what started this insurrection, the forces of Chaos.

Lord Governor Porter Vasser the third immediately rallied loyalist forces and set to work in cutting out this foul cancer from Trovana. Vasser and his right hand, General Xan took the fight to the rebel stronghold in Kroarscia, but they continue to resist in all quarters of the globe. Making matters worse, some elements of Vasser’s forces have turned traitor, led by the treasonous Colonel Strommer. Vasser has put a brave face on the conflict, swearing to put down the rebellion at all costs. Vasser did petition the Ultramarines for aid, and Calagar has sworn aid to the loyal forces of Trovana

Chess Pieces: As the rebellion continued, a strange visitor made his way to see Governor Vasser- an old man named Lenard Wynter. Through trickery and deceit, Wynter came before the Governor and revealed that he was an Inquisitor- Wynter the Forgiver of the Ordos Malleus. With such authority, the Inquisitor quickly took much of the power from Vasser and has become the de-facto leader of the Imperial forces of Trovana Prime.

In the midst of these developments, Calgar was about to split his forces- the bulk were to be dispatched to Cadia, with a smaller force sent to Trovana to put down the rebellion. At this moment, Calgar received a communication from Jarred Corwin, lord Inquisitor of the Ordos Hereticus. Corwin petitioned that Calgar himself go to Trovana at once, informing the lord of Ultramar that a renegade, heretical Inquisitor was on planet, weakening the loyalists from within, and Governor Vasser didn’t know it. Gritting his teeth, Calgar acquiesced to the Inquistor’s command and prepared at once to go to Trovana.

The Die Is Cast: As Lord Governor Vasser and Inquisitor Wynter prepared to renew assaults on rebel strongholds, the unthinkable occurred. Chaos Battleships broke from the warp and entered orbit, vanquished the Trovana space defenses, and began to make planetfall. Thus, the truth was revealed- the Traitor Legions were behind the bloodshed. Incredibly, the Plague Marines of the war-band Krankhiet and the Khorne Bezerkers of the Scions of Gorechild have formed an uneasy alliance, putting aside their mutual animosity in order to slaughter those loyal to the Emperor. From orbit, Death Guard battle barges launched chemical and nuclear warheads against loyalist strongholds, rendering the city of H'Chusni and the Highlands of Tulkas into contaminated wastelands, while the Bezerkers, led by Kharn himself, tore a bloody swath through the defenders. Vasser feared for his world and his soul, but Wynter reassured him that the Emperor protects.

As if in answer to a prayer, Calgar and his Ultramarines arrived in-system, and prepared to take the fight to the enemy, both in the void and on the war-torn planet. Calgar swore that this blasphemy would be avenged, for no planet of the Five Hundred would ever fall to Chaos. He swore an oath, on the honor of Guilliman, that justice would be done for Trovana Prime.

From the planet surface, Inquisitor Wynter could feel it with his psychic senses. Corwin was indeed with the Ultramarines- Corwin had his tainted claws in everything, didn’t he? Wynter, sighed, knowing he may have to fight the Ultramarines now as well. Taking up his weapons, he simply said “For the Emperor”…


What is the true purpose of the Chaos invasion of Trovana?
What spurred the unholy alliance between two traitorous legions?
Can Calgar save Trovana and then make all speed for Cadia?
How will Lord Governor Vasser save his world?
And… which Inquisitor is the real traitor?

The War for Trovana has truly begun…

 
Well, that's the story set for the epic campaign. I'll post again with some of the rules that I made, and a progress report on the campaign itself. 

Until next time...

Thursday, June 19, 2014

The Warhammer 40K Social Contract in Action

Hey there Chaos Cultists, great and small! Summer is upon us, which means I'm going to try to get in a ton of Warhammer 40K stuff done- models painted, games played, and even, yes... a campaign. I'll blog about that at another point, but it looks like that I'll be having a campaign with my friend and my brother... a nice 3 force campaign of my own devising. Like I said, I'll get into that in the next posting or two...

The Lord of Skulls prepares for battle

At any rate, I played a game last week at my local store. My opponent was a younger person (younger than me, at any rate). I have played him before at the store- fun opponent, serious player but willing to laugh off mistakes. He is also a good modeller and painter, in my opinion.

This thing is huge! It is inevitable that GW will make plastic Titans sooner or later...
Well, we had decided the week before that we would fight, and yes, we would go with a Lord of War. I was very excited, as I have never gotten to use my Lord of Skulls before. The day of the battle, the guy tells me that he has a Leviathan brand "Knight" (and damn it, that it is a huge model- very nice, although it lacks the finer details of a GW model). I was fine with this (I don't care if it isn't GW). However, he had a special request- could it instead count as a Lord of Skulls as well?

This was an odd combination, and it didn't work that well.
Now, he has Black Templars and Dark Angels. There should be no way that they can have a Lord of Skulls without it being "Come the Apocalypse". AT LEAST. Plus, the model is radically different from a Lord of Skulls. The Leviathan model could pass as a Knight (A big one, to be sure), but I don't know about a Lord of Skulls... However, thinking that I have played this guy before, and the fact that he was very excited about it (he even had a backstory for it)... how could I say no? So I agreed. Then, he asked if we could go up to 3K points. Now, I only brought a few extra things with me... so I ended up with a squad of Spawn, a Dark Apostle, and a Bloodthirster. Again, not what I planned, but hey, its all in fun.

Kill! Maim! Burn! Indeed

Right there is what I think GW is getting at with 7th (unbounded and the like). We talked about it beforehand, and came to an agreement. Plus, he even had a storyline in mind. This is the type of thing that a Tournament would go beszerk over, but in a friendly game, why not? Besides, now we would be evenly matched- no way to complain that taking a LoW was unfair or anything. I now envisioned that this game would be brutal, and it would be anybodies game. I won for placement, and put my LoS on the far side of the board with a Maulerfiend and a Warpsmith in Rhino for support. My opponent placed his LoS opposite mine- he said that he was dying to see them fight, and that the Emperor was blessing him... The guy wanted to play straight up kill points, and that's all, again I agreed. Ultimately, our lists were almost 3K points

Well painted, with subtle conversions and nice winter basing.
The game, as it turns out, did not go as either of us predicted. In my first turn, my LoS did some damage to the nearby Centurions (those are tough bastards). My Helbrute destroyed his pesky thunderfire cannon quickly. I then advanced my rhino and Maulerfiend on with the LoS. On the other side, I drove up my other rhino (containing Kharn) and a squad of Spawn with a Dark Apostle.

The Black Templar Lord of War has its sights set on single combat.
Then, my opponent went. The first thing he did was advance his LoS so that it was literally face to face with mine. He really wanted this up close. So, he charged. When he rolled with his destroyer weapon, he rolled poorly, rolling mostly ones and a 4. I lost 3 hull points. He was not happy. Then I rolled. I rolled a couple of ones myself, but also a 6. Then, on the D table, I rolled a 6 again. I killed his LoS outright. One blow. Gone. Even his cataclysmic explosion did little, though it took a HP from my Maulerfiend. I laughed and said how crazy that was...

I rolled well on the Destroyer table- praise Khorne and the Skull Throne!
Sadly, the guy was upset. Angry. Mad that he lost his LoS so early- and it was on his charge besides. Because he was so pissed, the rest of the game wasn't as fun. I  and some other guys tried to tell him to buck up, as the dice could have easily gone the other way, but it was no use. He was mad and that was that.

The forces of Khorne advance!


The rest of the game was interesting, though not surprising. His Chapter Master and squad tore through the Spawns. My Maulerfiend finished off the Centurions up close. And my LoS began to take out chunks of his army as he moved toward the center of the field.

And they both bite the dust!

That Contemptor is awesome, even if it cleaved me in twain.
Then, his Chapter Master gets to Kharn, and they duel. Interestingly, both died simultaneously- the legend of my Kharn continues, as this is how he has met his end in several games recently. His  Contemptor Dred tore my Helbrute apart in spectacular fashion. Then, my 2 Heldrakes came on the board, and began to incinerate things (I only take 2 Heldrakes IF I know my opponent is fielding lots of flyers or if it is well over 2K points), and the Templar/Bezerker battle ended with but a handful of Templars left. The Maulerfiend was destroyed by shots from his Devastator squad.

A major moment in the game in  my view...
The Templars did have a Stormtalon, and it zeroed in on one Heldrake. I took Jink, but it wasn't needed as he failed to hit. Yikes- bad rolls. My other Heldrake would later vector strike him and actually destroy it (my rolls were dead on for most of the game when it counted). That meant my Heldrakes were the masters of the sky. My Lord of Skulls was now nearing the center, killing off what was left (including those Devastators). Finally, my Bloodthirster appeared. He shot at him and grounded him, then he had the Contemptor and Terminators charge him. The Contemptor rolled poorly, and again the guy was pissed. My Bloodthirster then killed some terminators.

... since it meant that I could do this in later turns.
At this point, my opponent decided to concede. With the Lord of Skulls dominating, he couldn't win. He killed several of my units, but I had killed more, and that killing would continue unabated, while he had less and less to kill my units. Ultimately, I had 2 Heldrakes, the Lord of Skulls, a Warpsmith and 9 Bezerkers, and a Rhino. He had his Land Raider, and the terminators and conemptor locked with the Bloodthirster. Even IF he had killed the Daemon, the Lord of Skulls was ready to smash that Contemptor to pieces and shoot the terminators.


He made some mistakes. Once his LoS was dead, he decided to pretty much ignore mine. His Centurions were killed before they could act, true, but he had a Landraider, Storm Talon, and Devastators. They should have shot all they had at the thing. But he didn't. Thus, my Lord of Skulls could strike with impunity.

The Heldrake's point of view
His anger had gotten the better of him. Once the game was done he said that Lords of War were stupid and that his army sucks. I told him a single die roll of 6 was what changed everything. I said that I play Khorne Bezerkers- everyone says they suck due to the difficulty of CC armies in 7th- and yet I won. There are many factors, and that next time or the time after he would win. It was to no avail. He was upset and that was it.

Look, it happens sometimes- every player loses their cool at one point or another. In my younger days I would get pissed (Red Terror, Pete?). I understand. But even in my worst moments, I was still sportsmanlike. Shake hands. Have a laugh. Swear revenge.

I felt bad for him, but at the same time... if HE rolled that 6 on the Destroyer table- would he have felt bad for me? And besides, I agreed to every request he made- can it be a Lord of Skulls? Can we just play kill points? Can you increase your list to 3K? As far as I'm concerned, I lived up to my end of the social contract. I hope that he will put this loss in perspective and laugh it off at some point.

Other than that, I have a 2K point game tomorrow against Ultramarines, and I will be looking forward to starting the campaign soon. And I finished some models that I plan on showing soon. And I have mini- movie reviews. And... wow... when did it get so busy here at the Chaos Corner?

Until next time...

Tuesday, June 10, 2014

7th Edition Thoughts and a Short Battle Report

Hey there Chaos fanatics! I know I've been away a bit, but things have really been crazy in my corner of the Eye of Terror. Yet, I know you don't care about any of that hogwash. You just want an update from Old Man Chaos- well, I'm back baby! As the summer begins I'll be posting more regularly once again.


So, 7th edition landed a couple of weeks ago, and I've read through it cover to cover once, and re-read certain sections (like the Psyker phase stuff). Ultimately, I find that the book is more of a 6.5 edition than an outright new edition, but... that's fine by me. There are changes, big and small (look at counterattack for an example of a slight change that could go unnoticed).


Basically, if you liked 6th then you'll pretty much like 7th. Most of the mechanics are the same, and ultimately the changes that were made (save two) don't have an enormous impact. The Psyker phase isn't quite a "game breaker"- the odds against getting off warp charge 3 spells are higher than you think, and Deny The Witch can block any psychic power- well, let's just say that unless you are fielding an all sorcerer army, then the new phase isn't going to drastically alter the game. Even a Daemon summoning Daemons isn't easy. The Maelstrom of War cards/missions are fun, but again don't change everything about 40K.


 There are two changes that are huge though. First is the whole unbounded/battle-forged army list. With ALL units now counting as scoring, this changes the dynamic of the whole thing- I know everyone is rethinking their troop usage and the like. The concept of unbounded armies is an idea fraught with peril, but also filled with promise. On the one hand, you know there's going to be butt-holes (this is a family publication) that are going to field an army of Riptides or Heldrakes. Sadly, there won't be much you can do about them except choose not to play them. However, unbounded also opens up the codexes, allowing for more variety. For example, an Iron Warriors army could field 4 Maulerfiends and a couple of Vindicators and a handful of Warpsmiths. That is a fluffy army and one that ISN'T invincible. That means a Khorne Bezerker army can take Bloodcrushers without the old HQ/2 Troop "Tax". It is endless possibilities, and no two armies need be the same ever again. Again, I just hope players act reasonably with this.







The other big change is that indeed, Lords of War ARE part and parcel of the new rule set, meaning you could see super-heavies at any time in any battle. While I don't think this is a "bad thing" per se, I just again hope that players act responsibly, and discuss with their opponents if this is OK or not. I do think TOs can choose to have them or not (indeed, I think GW is being quite open ended, making it easy for TOs to make the tournaments as they wish).


I played my first game of 7th edition last Friday. My brother and my friend Brian teamed up, with Brian as Grey Knights and my brother as Imperial Guard. The total was 3,000 points per side/faction- Brian and Steve had 1500 each then. My bro went unbounded, taking only tanks as his force (since they were together, we decided that their whole army was "unbounded"). I was originally going to do battle-forged, but... the temptation to do unbounded was just too great! For the first time ever, I did a combined Khorne Bezerker / Plague Marine army. I've had combined daemon forces, but never Khorne and Nurgle Chaos Marines. I didn't have to worry about who was troops or elites, as with unbound they are all scoring. I must confess it was quite freeing.


I ended up taking Kharn, a Nurgle Sorcerer, a Warpsmith, 2 squads of Bezerkers, 2 squads of Plague Marines, 2 Heldrakes (I normally don't do that, but at 3,000 I think its acceptable), 3 Maulerfiends, a Land Raider, 2 Dreadnoughts (one with Helcult), 2 squads of cultists, and a Daemon Prince of Nurgle (so that's a mastery 6 total). Taking an army with no limits is great, but I kept thinking "Ohhh... how about I take this? Or how about that...?".


We decided to use the tactical cards, with each side having 3 secret cards (discard, etc allowed). The game started off rough for me, with the Imperial scum going first. Steve's tanks blew chunks out of my army, felling a Maulerfiend turn 1. The only way to win was to get in there and negate his tanks range as much as possible.


The game was a see-saw at first. Ultimately I managed to summon two squads of plaguebearers but- every other thing I tried to summon failed- either denied or I didn't get enough 4s. The Plaguebearers distracted my opponents, and even Touch of Rust-ed a tank, but they were more annoyance than game changing. The Grey Knights proved frustrating with all of their bells and whistles, as usual. Iron Arm was amazing though, allowing my Sorcerer to survive just about anything, and cursed earth is good for daemons, no doubt.


By mid-game, my 2 Maulerfiends began to tear up the tanks, as did my close combat Helbrute. I kept my daemon prince airborne, attempting to use my psychic powers to lash out at the enemy or summon new daemons (which didn't work out so well). My Heldrakes arrived, torching the Grey Knights quite a bit. My brother's Hydra couldn't hit the broad side of a barn.


The cards made things interesting. There was a constant shuffle to try to reach one objective or another. I wouldn't play with the cards EVERY time, but when you get tired of Eternal War missions the Maelstrom ones make for a fresh experience. I approve, and I hope they release other cards (for campaigns or just new missions), as I think there is a lot of potential here.



In the end, adding kill points and objectives gained, it was a score of 11 to 15. My forces were all over the Imperial table edge at the end, and I still had fresh guys in their tanks (you try not to put troops outside of their transports when you are facing several ordinance launching tanks). The game was an absolute blast though, with plenty of back and forth throughout.




It was a fun game, and I am pleased to say that this first test was just fine. The sky isn't falling. The only big concern is how people might abuse the rules as I mentioned above. Barring that, 7th is worthy. At any rate, I'll be playing at my local this week- my opponent and I already talked, and let's just say both of us will be bringing a super-heavy (see? agreed in advance). Should be a blast!

Until next time...

Wednesday, May 7, 2014

So... do we call it 6.5 or 7? Plus, a very brief battle report

Wow. Things are crazy right now, on the work front, the home front and the hobby front. I've just been super busy, though I have found time to model. The busyness though has made me feel painters ADD, and I have been jumping around without finishing anything. However, I've found my focus, as I have been working on daemons. Hoping to have a few of them done soon. I have also gotten in a game or two as well.

The other day the hobby net broke (literally and figuratively) with the news of the upcoming release of the 40K rules. Now, is this 7th edition or rather just a tweaking of the rules (6.5 edition)? Who knows? But, it is very apparent that its coming, and coming fast. Holy cow. 6th edition isn't even 2 years old! That's a fast turn around- maybe a bit too fast?


Look, I am all for having a "living rules-set", one that is flexible and changes as issues and flaws are brought out. But, I think this turnaround is a bit too fast, actually. I mean, we still haven't even all the nuances of 6th yet! I do wish they would have waited just a bit longer for this. Another year maybe?



Now, there's been lots of rumors. However, some have been semi-confirmed by photographic evidence. Big changes to force organization. New missions and "strategic cards", and a new psychic phase. That's just what's been kind confirmed.


I am always happy to see more missions, it adds a lot more flavor than the usual 6. One of the things that the new WD has featured is mission variants and unique scenarios. I really liked the one where the Imperial Guard had to rescue the Inquisitor and get him to the landing pad- while preventing the orks from moving deeper down the table. It was a lot of fun to read, and I did a variant of that mission with my friend. More missions are a good thing, and the rumor of "strategic cards", allowing for more ways to earn victory points sounds interesting, making for more mission variability. I also really don't think that a new Psychic phase is going to make too big a difference- the use of psychic powers needs a little streamlining, and maybe making it a phase will help to do that.


And what of the force organization rumors? This is the one that makes me concerned. Apparently one can still use regular force organization, and get a bonus for doing so. But one can also have an "unbounded" list, allowing you to throw in everything including the kitchen sink. On the one hand, I like the idea that, if I'm using my Khorne Bezerkers, maybe I want 4 Heavy Support choices instead of 3? I love Maulerfiends, and they are very Khorne-y in their quest for blood and close combat. However, 4 Maulerfiends aren't overwhelming, as they can get pinged to death with massed fire (which has happened to me plenty). But, it would be fun to play, and would make for a compelling look on the battlefield. Or maybe I just want tons of Death Guard- footsloggers and NOTHING else. Unbounded sounds like it will give you the opportunity to do just that. However, I am fearful that some poor players will abuse it, like taking a bunch of 5 riptides or 9 Heldrakes or something stupid and WAAC-y (BTW- as a Chaos player, I like my Heldrakes, but I would never want to face (or field, if it comes to that) 9 Heldrakes. The most I have ever used was 2, but once was against someone who also used 2, and the other time was in a bigger 2500 point game). I think giving players more freedom and choices is good, but we have all faced that one player that would abuse it. As for tournaments, they won't be impacted by that- they can just say "Regular Force Organization, NO unbounded, NO Lords of War, etc. Meanwhile, casual players may want to talk first before drawing up their lists- a bit of social contract theory won't hurt games of 40K.


I hope that this new edition goes well. I know lots of people think the sky is falling, but I chose to remain optimistic, as I hope that a streamlining of 6th edition will make for a better game for everyone.

Meanwhile, I played another game with my friend that I am introducing to the hobby. He has taken a liking to it, that's for sure. He's getting quite good with the Ultramarines. I decided to play an all Daemon force (which I haven't done in a while, and I admit I was rusty). We played the Emperor's Will mission, and Brian played the shooting game as my Daemons slowly marched toward them. I had gotten so used to 3+ saves with Marines that I forgot that 5+ saves are hard. I made mistakes, including rolling badly to bring in reserves, and a daemon  prince actually failed a charge roll, thus leaving him vulnerable to shooting (which did him in).


My Bloodthirster and Great Unclean One did well. In particular, my Bloodthirster wiped out a squad of terminators and a librarian very quickly indeed. And my Plaguebearers were on the objective, their shrouded making them nigh on unkillable. But, those wins weren't enough. The game ended 4 -5 for Ultramarines. I had my objective plus slay the warlord. He had his objective plus linebreaker and first blood. It was a close game by the end, but I got wailed on in the first half. With my friend Brian, I may have created a tactical monster...



This weekend I'll get my hot little hands on the WD and see for myself the rumblings for the new edition. Until next time...