Showing posts with label 40k. Show all posts
Showing posts with label 40k. Show all posts

Tuesday, July 29, 2014

Getting caught up

My last post from some months ago focused on what I had hoped were some new insights into the Tyranid codex.  Naturally, my experience with the list over the last few months has proven me 100% correct.  Please forgive my gloating; I don't get to be this emphatically correct this often.

Strategic redundancy really is the name of the game here.  I played a small, local tournament in April and took first place with a list that focused on this to a tee.  3 one-beast Carnifex Broods supported by 3 one-beast Venomthrope broods; massive Synaptic coverage thanks to the Synaptic Swarm formation, and strategic response in the form of a Devil Flyrant and a Hive Crone.  There was clearly some other stuff in there too, like a couple little broods of objective-grabbing Ants.  

Now I have no idea how this will hold up under the new 40k rules, as I have yet to actually sit down and play a game, but that's going to be corrected on Tuesday.  I'm bringing Daemons, because I want to explode the Malefic Daemonology list and see where the pieces land.

What I've been playing a LOT of lately is Hearthstone.  I've always loved Blizzard's intellectual property.  Blizzard have done a fantastic job of translating their world into a really crunchy bite-sized game.  I'd like to think of myself as a fairly competitive player; one of our local game stores is hosting an invitational championship and I managed to qualify in the second round.  Now really, all this makes me is a big fish in a small pond; in ranked play I really can't seem to break into rank 6.  Given that the Naxxramas expansion has dropped some fresh cards into the pool, the metagame-beast is twisting in evolutionary agony.  

My stated goal with Hearthstone is to climb the ladder clear to Legend rank, which is daunting...  My plan right now is to ladder as effectively as I can for the rest of this season (2-3 days) and then come at it hard with a simple, aggressive Shock Paladin deck.  I've gotten good with that, and it manages to be an effective Zoo-like deck without being completely vulnerable to the anti-Zoo meta.  That's the theory, anyway!

Monday, January 13, 2014

I've got the Tyranid codex figured out!

...or I'm a delusional apologist, who has mastered the art of self-deception....

Whether it was deliberate or not, the design results of this book is to make the Tyranids not particularly stellar at anything, but for them to be very abundant. This thesis hides in plain sight, given how rapid internet analysis seems to myopically focus on individual unit types but failing to see the bigger picture beyond a few unit synergies. The points cost of (almost) everything is discounted, sometimes deeply, and the specialist units are just not as good at what they do as their counterparts are in other armies. It has a lot of players pretty disgusted and frustrated, but it has me intrigued.

I think what Tyranids are going to do especially well is strategic redundancy and contingency plans. Building a lynchpin army around a series of very specialized gimmick units will not work, and that is precisely the way most 40k players think about this game. What will work is a large army full of many models, made up of generalist troop types that can fill each others' roles as casualties mount. Tyranids are not robust, with a deficit of 2+ or Invulnerable units, and an absolute lack of Eternal Warrior. Things are going to die, and that idea is repellent to many players in this age of superhero squads.

Thinking of them as the classic NPC army is not far off the mark. These guys are designed to die, and die a lot, and die some more. Carnifexes are back, 20 points cheaper, but D-cannons and Nemesis weapons abound. They are monsters for the Space Marines to kill, and they are meant to make the other armies look good by comparison.

None of this is to imply that they are incapable of winning games. There is probably as much competitive potential buried in this list as any other, but it is definitely buried in here. Winning with Tyranids is going to mean more than spamming sweetheart units and ignoring others. They have no Heldrake, Riptide, Wraithknight, or Night Scythe. But the implied advantage when you lack the Deathstar is there's no one place for the Rebels to fire their missiles. I'm looking forward to seeing what that means in 40k.

Ultimately, this fits into the current 40k universe by marking the Tyranids out to be a unique and alien species whose combat doctrine flies in the face of the accepted methods of other species.

So that's what it is, and Tyranid players can, as always, adapt or die. :)

Tuesday, July 10, 2012

40k: Death to Game Balance!!

Nothing is more exciting to me in the new 40k than the allies matrix.  

I have been collecting miniatures for a long time, and I have a fairly extensive collection.  A big part of the joy of this hobby, for me, is using the game and models to explore the abundance of lore.
 Coming up with background stories for my armies and their various characters has always been fun, and now the possibility to do some really creative and unusual interpretations of the lore has been made part of the basic rules.  Grey Knights and Necrons?  Why not, Trazyn the Infinite has an associate in the Inquisition!  Space Wolves and Dark Eldar?  Imagine the victory celebration!

More to the point, I like the implications that the Allies Matrix has on the intended culture of GW's 40k.  Since the time that I started, at the beginning of 3rd edition, GW has gradually removed more and more from the game, in the name of the elusive, sacred cow of Game Balance.  We gained and lost things like Demon Hunter/Witch Hunter units, Deathwatch Kill Teams, Variant army lists like Craftworld Eldar and Cult-specific Chaos armies, kroot mercenaries, and more over the years.  These characterful inclusions were dropped from 5th edition in favor of creating a tournament-balanced system.  Given the questionable success of that goal, I'm not convinced it was worth the cost.

Can we expect to see that sort of narrative weirdness working its way back in?  Time will tell, but I hope so.  Competitve 40k and game balance have never mattered much to me personally, and if that's the price of admission back to the land of creative army lists and narrative gameplay, sign me up.

40k 6th: Why my Necrons will kill you.

Writing about this massive rules change is something I've been ducking for a couple of days now, but despite the monolithic nature of the task, I'm going in.

I've only had time for one game yet.  Last Saturday I played a 1000 point game, my Necrons versus Scott's Death Guard.  He was riding high on a crushing victory over Gerald's Orks the night before, which he "hadn't fully processed" because frankly, Gerald played his Orks really, really well in 5th edition.

We randomly generated Dawn of War/Big Guns Never Tire, and generated the maximum number of primary objectives.  I have a reputation (however unearned) for the dice loving me, though Scott won the first turn, I stole the initiative right out the gate.  Without turning this into a full battle report, I won, 8 to 6, but casualties were insanely heavy on all sides.  By the end of the game, I had only two squads of Necron Warriors reduced to five guys each, fortuitously both parked on an objective, and he had a half-dead Havoc team, a squad of Plague Marines, and a Vindicator that had been Entropic Strike'd down to Armor 7.

It's hard for me to fully absorb exactly what the change from 5 to 6 means, because it means a lot.  There are a few sweeping changes that I really like, like the inclusion of snap shots, overwatch, thrown grenades, and mysterious objectives.  But I'm starting to grasp what the rules change means for Necrons, and it means really good things.

First of all, the change to glancing hits made Gauss weapons about a million times better.  Simply stripping away a hull point per glancing hit means that massed firepower from warriors is a real threat instead of a shot in the dark.  Coupled with the changes to Rapid Fire, Necron Warriors are back in a big, big way.

Second, Preferred Enemy got a whole lot better.  Destroyers were always one of my favorite units, but there was little incentive to field them in 5e.  Now, they're rerolling their ranged attacks, and failed wound rolls of 1.  Given the strength of their weapons, odds are that fully half their wound rolls are getting rerolled as well.

And the neat little bit that almost ducked me with Preferred Enemy is the fact that only one model in the squad needs to have it, and they ALL benefit.  I ran a Destroyer Lord in a squad of Triarch Praetorians...  fast-moving murder machines. 

Speaking of Destroyer Lords, Warscythes.  Already good, but thanks to the Power Weapon nerf, by comparison so much better.  Armorbane and AP1 pretty much guarantees a dead vehicle, and if Scott's Chaos Lord hadn't issued a challenge when I DisorderedCharged his Vindicator and Plague Marine squad, that Vindicator would not have survived the game.

I want to play around a bit more with some of this stuff, but for now I'm really happy with what I've found.

Wednesday, February 9, 2011

Bridge of the Venerator


Layout for the Venerator scenario listed below.

The Last Flight of the Venerator

This was written as a four-player scenario for Warhammer 40k, with two teams: Space Wolves and Imperial Guard vs. Chaos Marines and Orks.  My primary intent in writing this was to create a game with strong narrative and cinematic elements, and of course to create an enjoyable gaming experience.  A referee or game master is not needed, as this scenario more or less adjudicates itself.  We haven't played it yet, as of time of this writing, so any game balance issues are as yet undiscovered.  Fortunately I'm blessed with a gaming group that really doesn't worry too much about such things; we're looking for a fun game rather than an intense competitive experience.  As a scenario, it's pretty heavy on special rules and random elements, and I expect it will take a long time to fully play out.  I have high hopes for this one.



The Last Flight of the Venerator
A 4-player scenario for Warhammer 40,000

“Get your men into the fight now, Colonel! The heretics' ritual site has got to be down there somewhere. We'll fire on your mark. Let us know what you find in that mess... sorry Colonel, stand by, it sounds like there's something on the ship's hull....”

-Inquisitor Damiana Lin, Ordo Malleus
Transmitting from the bridge of the commandeered Planetary Defense ship Venerator (final transmission)

Overview:

War has gripped the planet of Garryx for generations. Situated rimward of the Eye of Terror, Garryx has endured longer than anyone in the Administratum expected. It is now the final days of Garryx's struggle, and decades of strife are culminating in a last-ditch effort on both sides to achieve total planetary dominance.
Having expended the lives of millions of fanatic cultists, the forces of Chaos have no other choice than to take to the field of war themselves. They have secured the ruins of the great Basilica Imperialis in the heart of the burned-out capital city. Tonight, they are performing a vile ceremony in the Basilica, using the collected spiritual essence of ten thousand ritual victims sacrificed worldwide. If they are successful, they will open a warp-rift directly to the Eye of Terror, ensuring that Garryx becomes a beach head for the Ruinous Powers. They have contracted the services of ork mercenaries, paying them in food, fuel, and most importantly, weapons.
Ever-vigilant for signs of growing corruption in their sector, the Adepts of Cadia have deployed a contingent of guardsmen to attempt to crush the heretics and abort their ceremony. The guard is supported by a small but elite Inquisitorial kill team from the Ordo Malleus, and a force of Space Wolves from nearby Fenris. The success of their venture will hinge entirely on whether or not the Imperial loyalists can prevent the heretics from completing their ritual.


Forces:

Each player will build their army to 2000 points, using the standard force organization chart.

Deployment:

The board will be 4' by 8'. Terrain will be assembled in a mutually agreeable manner. Roll off; the winning team chooses who goes first. The team that goes first then chooses which long table edge will be their deployment area. They will then deploy their entire army, except for any units in reserve, up to 12” from the long middle line of the table. Then the second team deploys likewise, and may attempt to steal the initiative as normal. Note that the Chaos player must place a suitable piece of terrain representing the Basilica Imperialis deployed in the middle of their deployment zone, and must place one of their HQ units within, representing the ritual casters.



Special Rules:

The Venerator: In close orbit above the battlefield is the Planetary Defense ship Venerator. In these final days, it is one of the last still functioning, and it has been commandeered by Inquisitor Damiana Lin. She is using it as her remote command center, and will use its orbital weaponry to aid the Imperials if she can. The Venerator is represented by its own board, assembled from Space Hulk tiles, with a smaller game run simultaneously. The complete rules for this sub-game are listed below.
Orbital Lance: During their shooting phase, the Imperial Force can fire the Orbital Lance. It is a S10, AP1, Large Blast weapon. Due to inexact targeting methods, it does not correct for firer's Ballistic Skill when it is fired. If the Orks gain control of the Venerator, obviously the Imperials lose this asset.
Guidance Systems: The Imperial forces may benefit from the targeting assets hardwired onboard the ship. Each turn they may either reroll a scatter die from a weapon fired (including the Orbital Lance), or force one enemy unit to reroll their successful cover saves.
At the end of each game turn, immediately play two turns on the Venerator board, according to the rules listed for that peripheral scenario. Then return to the main board for another turn, alternating back and forth.

The Basilica Imperialis: The Chaos forces are channeling massive amounts of psychic energy through this ruined structure. The Chaos HQ unit deployed in here (referred to as the Channeller) may not voluntarily leave this piece of scenery, though they may shoot, assault, and otherwise use any abilities they possess as long as they do not leave. Thanks to the gathering daemonic powers, the entire unit claims a 4+ Invulnerable save (Improved to 2+ against anything with an unlimited range, such as the Orbital Lance, etc.) and gains the Eternal Warrior special rule. Any other unit entering the basilica is unaffected by this, and treats the building as conventional cover. The Imperial forces claim victory if they can kill the Channeller or cause it to fall back from the basilica.

Gathering Warpforce: At the beginning of each of the Chaos Marine player's turns, roll a d3 on the following table to represent the effects of the ritual. As the game progresses the ritual effect strengthens, so add the number of the current game turn to the roll. Effects are cumulative.


2- No effect.
3- No effect.
4- Gathering Darkness- Any unit targeting the Channeler with a shooting attack must roll to see them, exactly as per the rules for Night Fighting. If this result is already in effect, the entire scenario gains the Night Fighting rule.
5- The Haunting- Warp-spawned whispers and visions of horror flutter through the minds of nearby conscious creatures, making them jump at shadows. Any units that currently claim a cover save must make an immediate pinning test. If this result is rolled a second time, any units failing the pinning test must remove d3 models as their compatriots succumb to terrified insanity.
6- Blood Madness- The Basilica exudes an aura of murderous rage. All units within 6” of the Basilica gain the Furious Charge rule. If this result is already in effect, then all units within 6” also gain Preferred Enemy against all enemies.
7- Warpstorm- Bolts of fell energy crackle from the growing warp rift. Randomly determine a unit within 12” of the basilica (other than the Channeler). That unit sustains d6 S6 AP3 hits that ignore cover saves. If this result is rolled a second time, increase the range to 18”; and choose two random targets (which may be the same unit twice).
8- Pulse of Mutation- As the fabric of space-time begins to shred, a burst of pure chaos seethes out of the rift. Every unit within 6” of the Basilica (including the Channeler) must make a Leadership test. They suffer 1 wound for each point that they fail the test by. These wounds ignore armor and cover saves, but invulnerable saves may be taken as normal. If this result is rolled a second time, resolve it as above, except that the leadership test must be taken at a -2 modifier.
9- The Gate Opens- The ritual reaches its culmination, and the Warpgate to the Eye Of Terror opens, vomiting all manner of horrors into reality. The game ends in victory for the forces of Chaos and their allies.

Fighta-Bombaz: The ork mercenaries have dominated the skies of Garryx during these last few months. At the beginning of each Ork player turn, the Ork player may choose to order his air assets to attack either the Venerator or the Imperial forces on the ground. Ork logistics being an imprecise art at best, the ork player then rolls on the appropriate table below:

Attacking the Venerator: (d6)
1- Blow 'em Open! The Orks manage to blast open the service hatch, enabling a third access point for their boarding teams. Treat further results of 1 as Get 'em Ladz!
2- Get 'em Ladz! The orks manage to land extra boarding teams on the hull. Immediately place an ork slugga boy at each access point, or as close to the access point as you can.
3- Targeting Array Damaged! Did they deliberately try to take out the comm systems? Unlikely. Regardless, the Imperials no longer benefit from the Venerator's Guidance Systems. If this result already applies, reroll.
4- Damaged the Main Gun. Careful ladz, the boss probably wants that thing intact. The first time this result is rolled, the Orbital Lance will now scatter d6” even if a Hit is rolled. The second time, it becomes S8, AP2, Large Blast. The third time, it ceases working entirely. Results are cumulative.
5- Direct Hit! The ship lurches dramatically as a Fighta-Bomba crashes on the hull. Every model on the ship takes a S3 hit.
6- Firestorm! An ork missile punches through the hull and explodes, devastating the ship's interior. Every model on the ship takes a S5 hit.

Attacking the Ground Forces:
1-2 Grot Bomb: A grot piloting an explosive missile shrieks out the last and greatest moments of his life. Place the large blast template on any target, and then scatter it as normal (BS of 3). Thanks to the Grot's piloting skills, the scatter dice can be rerolled, though the second result stands. The bomb hits at S8, AP3.
3-4 Strafing Run: Firing twin-linked big shootaz, a speed freek causes death from above. Place two markers (coins are suitable) and scatter each one 2d6 inches (do not scatter results of Hit). Then draw a line between the two markers; every unit that is bisected by the line sustains 2d6 S5 AP- hits. Any units that sustain casualties must test for pinning.
5-6 (Very) Steep Dive: Treat exactly as a Strafing Run, above, but nominate one of the markers to be the fiery terminus of the speed freek's exploits (before rolling the scatter). After the strafing run is resolved, place the large blast template over the terminal marker. Anything hit sustains a S9 AP4 hit. Finally, the spot is marked with a crater or suitable wreckage, and counts as Difficult and Dangerous terrain (due to fires, unexploded munitions, etc).


Peripheral Scenario: The Bridge of the Venerator.


An endless tide of ork boarding teams assault the Venerator in a bid to capture its bridge. Defending it is Inquisitor Damiana Lin, Imperial Guard Sergeant Pollus Tyler, and a small team of conscripted Planetary Defense Force soldiers. If the orks can sieze the helm, they will capture a key asset from the Imperium. The Inquisitorial forces have an ace in the hole, though, in the form of an Eversor Assassin lurking somewhere in the ship.


The Bridge: The bridge is assembled using Space Hulk tiles as showed above (note: this is cut-and-pasted from the scenario pack I initially wrote.  I'll post a photo of the board soon). The game is played similarly to a game of Warhammer 40,000, with a few variations. There are a few locations on the bridge wirth noting:

1- The Helm. Inquisitor Damiana starts on this square. She does not need to remain here.

2- Sealed Hatch. The orks didn't manage to blow open every access hatch, but they still might. This can be used as another invasion point by the orks if they score a Blow 'em open result on an orbital action roll.
3- Invasion Points. These are the hatches that the orks have blown open with crude meltabombs. Swarms of orks jockey for position here, but only a few can fit through at a time. At the start of each ork turn, the ork player places 1d3 ork Slugga Boyz as close to each invasion point square as possible.


Imperial Forces:

Inquisitor Damiana Lin
WS    BS    S    T    W    I    A    Ld    Sv     Gear
4         4      3    3     2     5   2     10     4+     Autopistol, Power Sword
Field Generator (see below)

Inquisitor Damiana carries a sanctified Field Generator, making her 4+ save Invulnerable


Sergeant Pollus Tyler
WS    BS    S    T    W    I    A    Ld    Sv    Gear
3        4       3    4     2    4    2      9      4+     Laspistol, Power Sword
                                                                     Carapace armor

Sergeant Tyler is fanatically dedicated to the Inquisitor. If she is in the same board segment as
sergeant, he may reroll all missed shooting and close combat attacks.


Planetary Defense Troopers
WS    BS    S    T    W    I    A    Ld    Sv    Gear
  3       3      3    3     1     3    1     7      4+    Lasgun, Carapace armor

Eversor Assassin
WS    BS    S    T    W    I    A    Ld    Sv    Gear
5        5       5     5    2     5    3    10    5+     Bolt Pistol, Power Weapon

“He Could Be Anywhere...”- The Assassin is not deployed at the beginning of the game. Rather, the Imperial Player may place him anywhere on the board at the beginning of any turn other than the first. He may act as normal that turn.

Combat Drugs- The Eversor Assassin's brutal combat skills are heightened by the presence of a cocktail of metabolic enhancers, pain supressors, and psychological disinhibitors. During his assault phase, instead of making his conventional three attacks, he may make one attack against each enemy model in his board section.

Meltdown- When the Eversor Assassin is slain, his body quickly disintegrates into a caustic and toxic sludge. All models in the same board section as the Eversor, friend and foe alike, take 1 wound that ignores armor saves.




Ork Forces:

Freeboota Slugga Boyz
WS    BS    S    T    W    I    A    Ld    Sv    Gear
4         2      3    4     1     2    2     7      6+    Slugga, Choppa

The attacking ork force may lack the training and firepower of the Imperials, but they more than make up for it in terms of sheer numbers, and with the brutal hammerblow attacks of the nearby Freeboota kraft:

Boarding Teams- The orks have an effectively unlimited number of attackers. At the beginning of each of their turns, they may add d3 Slugga Boyz at each invasion point. Each model must be placed as close to the invasion point square as possible, if the square is already occupied.

Burna Boyz- A few more creatively destructive orks brought burnaz with them for the assault. Any time a Boarding Teams roll would deploy 3 orks, the ork player may opt to deploy a single Burna Boy instead. The Burna Boy has the same profile as the Slugga Boyz, but also carries a Burna. The Burna is a single-shot weapon that places a blast marker in any board segment within 12 squares. Any model in that segment immediately takes a S5 hit that ignores armor. Until the blast marker is removed, no model may enter its board segment, and all squares in the segment blocks line of sight. The blast marker persists until the beginning of the ork player's next turn. After the burna boy fires his burna, remove him and replace the model with a slugga boy model. Burnaz may not be placed in Overwatch.



Gameplay: The standard rules for Warhammer 40k apply, except as noted below:

Movement: All models can move up to 6 squares in the movement phase. They may move through squares occupied by friendly models, but may not end their moves in an occupied square. Diagonal movement is allowed, except when turning a corner. Models that are suitably armed may enter Overwatch, as described below, but may not move.

Shooting: All weapons have their range normalized to 12 squares. Pistols and Rapid Fire weapons are capable of entering Overwatch, as described below. Models may shoot any target that they can see within 12 squares. Friendly and enemy models block line of sight. Models may see around corners, but they may also be seen around corners if the model targeting them has clear line of sight to a single adjacent square. A model being targeted around a corner has their armor save improved by +1.

-Overwatch: certain models may go on Overwatch during the movement phase, setting themselves up to take shots at targets of opportunity. Any model armed with a Rapid Fire or Pistol weapon may choose to go on Overwatch during the movement phase. To do so, they must remain stationary and may not strike blows in assault. Models on Overwatch fire twice per turn in the shooting phase, and may fire at two different targets. In addition to this, they may interrupt the enemy's turn in order to shoot at them, attempting to suppress and kill their targets through massed firepower. At any point during the opponent's movement phase, a model in Overwatch may interrupt the movement of a target that they can see and take two free shots at them. Each model may only do this once per enemy turn, and note that these free shots must be fired at the same target.

Assault: There is no assault move. Any model adjacent to an enemy makes its attacks, and divides those attacks any way it sees fit among any eligible targets. Diagonals are considered adjacent. Blows are struck in initiative order. There is no combat resolution or Morale test, and models do not get locked in combat and are free to move away in subsequent turns.


Setup: The Imperial Player deploys Inquisitor Damiana on the Helm square marked 1. Sergeant Tyler is deployed in the same segment as the Inquisitor. The Imperial player may then deploy 6 Planetary Defense troopers anywhere in the ship. The Ork player receives the first turn.

Victory Conditions:

Orks: Clear the bridge of all opposition. The Orks win when there are no Imperial models left on the board. The Orks then gain control of the Venerator, and may use the main gun if it is still functional, exactly as the Imperials use it.  The guidance systems, however, are beyond them.

Imperial: Highly unlikely! They need to hold out as long as they can, providing logistical and fire support for the ground forces, while staving off the orks. In the event of an Imperial victory on the ground, the defenders of the Venerator may consider themselves victorious if any of them are still alive!