-First game of 8th edition played. Laughs and fun
had.
Introduction
Kevin and I got together for a game Saturday night, pitting
my newly assembled Raptor’s Nth company marine army against his mothballed
Craftworld elder army. Heading to
Kevin’s house, I realise I had played Kevin in a 1 on 1 game, for 7-8 years. The game was great fun and it made me realise
I could not let it go so long again without playing one of the most fun and
most tactically skilled players in D-Company.
Before the game we sat and discussed out reflections on the
game so far. We’re both pretty excited
about the game for the most part. We had
already built our Power level 75 army lists. I had seen most battle reports
were focusing around 50pt and I wanted a game sized more typical of what we
usually play (which would be around 100 power level). Kevin was a voice of
reason and negotiated us down to 75pts.
Given this was our first game and that the crappy PDFs we had in hand
made navigating our lists and rules harder than need be, I was later glad he
had talked us down.
The events below are approximate and might not depict the
exact play (though key items in more thorough detail are likely correct as
those are stronger memories), as it is 2 days later and the game was a lot of
culture shock, learning and a bit exhausting.
You’ll also noticed that while we each had 6 command points,
we never used any. Kevin certainly could have benefitted from rerolling late in
the game, but both of us had forgotten about them until the last turn. We both vowed we would just ignore command
points for this game and mine sat unused as well.
Armies
Raptor Chapter Nth
Company expeditionary force
unit
|
Wargear
|
Power Level
|
Marine Captain
|
Master Crafter Boltgun,
Relic blade
|
5
|
Imperial space marine
|
Combi-distingrator, disintigration pistol
|
3
|
Tactical Squad A(10)
|
Grav Cannon, Grav Gun, Sgt with boltgun and grav pistol
|
9
|
Tactical Squad B(10)
|
Heavy Bolter, Grav Gun, Sgt with boltgun and boltgun and Power
Sword.
|
9
|
Tactical Squad C(10)
|
Heavy Bolter,plasma gun, Sgt with Power Sword and grav pistol
|
9
|
Tactical Squad C(10)
|
GravCannon,plasma gun, Sgt with Combi-Plasma
|
9
|
Scout (5)
|
Camoeline cloaks, 2 sniper rifles, Rocket launcher, Sgt with
Combi plasma
|
6
|
Rhino
|
Storm bolter smoke Launchers
|
4
|
Rhino
|
Storm bolter smoke Launchers
|
4
|
Rhino
|
Storm bolter smoke Launchers
|
4
|
Rhino
|
Storm bolter smoke Launchers
|
4
|
StormHawk Interceptor
|
Icarus StormCannon, Skyhammer missile launcher, 2 assault
cannons, Infernus halo launcher
|
9
|
Total
|
75
|
The return of the Eldar!
unit
|
Wargear
|
Power Level
|
Farseer
|
Doom Guide
|
6
|
Avatar
|
13
|
|
5 eldar rangers
|
sniper long rifles
|
5
|
10 dire avengers
|
Avenger Catapults, exarch with power glaive and shimmer shield
|
6
|
10 dire avengers
|
Avenger Catapults, exarch with power glaive and shimmer shield
|
6
|
Wraithlord
|
Bright lance, 2 flamer, wrath sword
|
7
|
Frie prism
|
prism cannon, shuriken cannon, vectored engines, Crystal
targeting matrix.
|
9
|
10 Striking scorpians
|
10
|
|
5 dark Reapers
|
understrength. Exarch with a better reapear missile launcher
|
9
|
Total
|
71
|
I put together Kevin’s list from memory. It seems like Kevin was down a few power
level points, but it’s possible I forgot a unit or missed something else.
We both had adhered to the
Mission
We played the Retrieval mission I think using a standard
long edge deployment. 4 objectives were
placed on the board and worth 3pts at the end of the game. Slay the warlord,
first blood, and line breaker were also in effect.
I chose table edge and opted for the only obvious piece of
cover(a ruined Chimera and bunker). (we
later determined that other pieces of terrain would count as woods, so that
Kevin would have some cover too. I
forget the important step of discussing the game board before the start of
game.
Kevin had first turn and I was unable to seize the
initiative.
Deployment was pretty unpotable, both of use line up along
our edges. The elder had focused their forced on the side with my ruined
Chimera.(which a battle squad fire base
containing a grav cannon and plasma gun resided in).
I had 2 rhinos and my Stormhawk interceptor on the opposite
flank. So it was clear how the manure game would play. The scorpions waited in reserve so they could
later spring at me using their dreaded shadow deployment.
Turn 1.
The dire avengers, Avatar, and wraithlord moved forward
while heavy weapons and snipers of the Eldar laid back and laid down deadly
support fire. The A made all Eldar within 12” immune to morale checks, so he was positioned to give most of his
infantry the bravery of the eldritch!
His first shooting phase was brutal. A dire avenger loosed a storm of catapult
fire into the entrencthed combat squad and quickly I found 3 of the marines lie
dead. The sergent shout to his Grav
Cannon gunner to hold the line.
Massed fire from the dark reapers and some other fire pelted
a rhino on the same flank. It burst into
flames and 4 of the 6 models inside (5 boltgun combat squad led by the IMPERIAL
SPACE MARINE!). The surprise volley was
brutal and unexpected to the rhino driver and the vehicle burst into flames, 4
of the marines succumbing to mortal wounds!. The Imperial marine knew dratic
action need ot be taken and strode ahead
of the smoking wreck( which melted away into the ground in video
fashion.) the lone trooper sat out in the open a few paces behind him.
A rhino on the the opposite flank took hits, and was
crippled, but sputtered onward. I had
lost approximately 25% of my army before I had even moved.
In my turn, My strong flank rhinos moved forward towards the
advancing wraithlord. The Stormhawk interceptor
flew overhead (I did not realize how important this one unit would be in my
army, as I had not unit that have true firepower wallop it had. Except for this flyer, my fire power all lay
in the traditional fire power for of Marine Tactical squads.(which is certainly
good, but FEELS inadequate after you received a strong volley of heavy weapons
and reaper missiles the first turn!)
The Firebase squad opened up on the Avatar, as did the
Imeprial space marine, causing significant damage. The Avatar is an terrifying angry god and was
not slowed at all at the carnage inflicted.
The scouts split their fire at the avatar but had little effect. The Stormhawk was an Aircraft killing
monstrosity with 14 nasty shots per turn (half of its weapons gaining a +2 to
hit a model with the FLY keyword). The
Fire Prism has the FLY Keyword, so I took my opportunity to hit on 2+ and I
quickly crippled the eldar hover tank with missiles and Stormcannon rounds
(Note: I did forget to take the -1 penalty to hit with moving heavy weapons,
but the only weapons effected were the duo assault cannon which only did a
single point of damage.
At the end of the turn, I had lost 25% of my models.
Kevin had only lost 1 or 2 dire avengers but his tank and avatar had
both been severely hurt. It was probably
even, but I silently felt this was going badly for me.
Turn 2.
The eldar continued their assault, the assaulting units
moved into close on my army.
What’s worse, The Scorpians faded into view in the middle
rear of my deployment zone. 10 elite Close combat troops were had caught my
fire base by suprise!. The eldar on the
far flank shot and assault the beleaguered combat squad. The Avatar and a fresh Die avenger squad
moved forwards, launching a great attacks, supported by eldar ranger fire ALL
at the brash little Imperial Space Marine.
He was no slouch and was a hero of the line. We went to ground in a
small patch of cover, and shrugged this off with only a single wound taken (he
has 4!)
The fire prism and dark reapers, loose great volleys at the
StormHawk intercepter, crippling it down to 4 wounds left. The wraithlord shot at and assaulted one of
the rhino of my strong flank, reducing it to a single wound, but leaving the
troops inside untouched. The long Grav
Cannon gunner survived both shuriken fire and an assault and fell back to the
top of the terrain piece where he would make a last stand for 2 fight phases before he would eventually fall to
numbers
In my portion of the turn, I quickly began disembarking the
marines on my strong flank. I needed to bring every gun I had to bear on the wraith
lord and the supporting hover tank.
The Stormkhawk veered towards the middle of the board
because flyers have compulsory movement still.
In old editions, this compulsory movement strongly limits where and how
you can deploy firepower from fighter craft. In 8th edition, my forward
mounted guns still were allowed to fire at the fire prism (now at the flyer’s 7
O’clock position), and loosed its
crippled fire power into the fire prism, knocking it down to 3 wounds (making
the hover tank VERY CRIPPLED). The
disembarked tactical and combat squad fired onto the wraithlord (with at least
one krek grenade thrown in for measure), augmented by the scouts sniper rifles
and krak missiles. I’m not sure if the
wraith lord die this turn or in the next, but this mass of fire power was able
to feel this wraith bone monstrosity in 1-2 shooting phases, with the boltguns
playing a healthy role in it.(rolling 5’s to wound make massed boltgun fire
scary against all but the toughest foes). A full Tactical squad in the middle
disembarked and had a mass of Grav weapns that would fire at the Avatar, while
the boltguns began putting fire on the Striking scorpions.
The Imperial space marine held his own and shot is
distingrator into the Avatar. ( I think
this brought him down to a single wound, but it might have been something
else. STILL, the Avatar fought like it
was unscathed. It’s a monster! Tactical
fire from one full and one combat squad cut the scopians numbers in half.
Turn 3.
The Eldar were
relentless in their advance. I could not put any significant fire on their read
echelon units (aside from the fire prism, so Kevin had a potent fire base in
the rear the entire game and Dar k reapers are nothing to scoff at.)
The Avenger shuriken volleys were as scary as my boltgun
volleys(but even worse since they counts as -3 AP on To wound rolls of 6)
. they will scare Land raiders in their
tracks as any shiruken weapons that wounds will pierce land raider armor on a
6+!!. They also counts as hitting on 5+ in overwatch, so any thoughts I had to
ever assault these troops were thwarted if I couldn’t bring massive numbers to
bear (which my army could not as I had built it). I would play a classic game of fight and
displace. The Mantra of My tau army? Hmm… is it possible that these Time
Travelling Space marines MAYBE work with my Tau Secret subsect who also TRAVEL
THROUGH TIME?!
Turn 1 had been slightly unlucky for me, but from turn 3 on,
it seemed like I had bribed Kevin’s dice. Kevin had launched 4-5 assaults with superior troops and numbers. Only the Single wound Avatar had a decent
turn, annilating one of the full tactical squads (7 died to shooting and melee,
and the remaning died in morale even with ATSKNF.) the single Grav Cannon gunner fended the
undamged Dire Avengers yet another turn and the Imperial space marine absorbed
everything the other Dire Avenger could dish out (taking 1 wound, but losing 2
ancient eldar in the process!). Even the
mighty Stricking scropians bounced off of their combat squad target, reduced
to wounded exarch while 3 space marines
still stood.
The crippled storm hawk continued flying lengthwise down the
field, all the while putting his guns on the fire prism in his rear view
mirror. Finally, the great eldar hover
tank grew silent
I found pistols
interesting. Twice I used pistol in the shooting phase in place of falling back
to finsh off crippled units. This
results in a dead scropian exarch from a sergeants unassuming grav pistol! ( I
think I tried this on the avatar later with a different sergent, but if I
recall correctly, I missed and that sergeant briefly stared up at the looming
eldritch god and gulped.
Turn 4-5.
The Eldar offensive was stalled in failed melees. The giants of the eldar army mangled or
destroyed. All the while, half of my army was gone. It was still a close
game. Each play had decent hold of 2
objectives, Kevin had claimed first blood.
We couldn’t tell who would edge out the other’s army, but it was going
to be close either way!
Kevin’s firebase
could not finish off the stormhawk despite Farseer powers aiding the
dsheer fire power of these eldar elite heavy weapons. They would spend the rest
of the game inflicting little to no damage on the crippled interceptor. The laughing god seemed to be laughing at his
children. The flanking dire avengers moved
into my deployment zone to secure a line breaker. And the avatr followed. This seems to be the decisive mistake in the
game, as it made it nearly impossible to claim one of the middle objectives
Kevin required to stay in good standing. I think the game went from Kevin
slightly winning to Kevin slightly losing.
I shored up a marine squad on an objective in Kevin’s
deployment zone, shield by 2 rhinos (one only having a single wound). I moved a combat squad and the scouts up into
the open to lock in another objective (kevin’s snipers dropped my scouts to 2
models.
Turn 6 and
(theoretically 7).
Random game length had the game go past turn 5. Very little changed at this point as few
units were left and those
Conclusion
We didn’t do strong math, (we skipped learning whether
Linebreaker was a per unit or once per objective, and neither of us cared at
the time. I think the results was both
had line breaker, no commanders were killed (I think the farseer war the warlord). I had 2 objectives to kevin’s 1. Which left
an end score of 6 to 4. I know this is
probably called a win, but I consider this a draw or indecisive victory. It
seems like the points can sway greatly with just a bit of luck or one bad
decision, just like it always can in the grim darkness of the 41st
millenea.
These were general feelings I came away from the game
with. It was mostly positive
experience. It should be. It’s a game I love and a hobby I have adored
longer than some D-Company member have been alive. 1987 has me at 30 years…) It
was very unlikely this beloved hobby would have me cursing and hating it. The game was also not without faults and some
feel significantly worse to me. Some of these rule changes I’m unlikely enjoy
as much as I liked it’s previous edition as counterpart. How things.
Some of these are rehashed from a facebook post I posted on
D-Company.
1). Using Leaked PDF
files: the game is not meant to be
played using 2 small photo captured leaked PDF files for your introductory game
(LOTS of time spent slowly scrolling through pages) having books (or official
ebooks) should make this much more tolerable.
2). Some new Good
things: There were some neat new
things that came up and things I liked (or needed) in the game. My Best fire power in the game was my flyer
Interceptor which had plenty of big guns. In previous flyer rules, I would not
have been able to keep it’s fire focus on Kevin’s Fire Prism because of fire
arcs and its long compulsory moves. I NEEDED to do (he had too many big gun
I like the Save Modifier system and the weapons used so far
seem interesting and balanced within that system. I had somewhat expected the ASMs to look more
similar to 2nd edition or Necromunda (where Boltguns and lasguns had an ASM of
-1). These weapon profiles seems more scaled back. The fact that most Basic
arms have no Save Mod make initial armor value relevant (power armors make 3+
saves against basic arms and weapons like the Heavy bolter only put a small
nick in your saving roll.
I liked pointing the army via Power level as I thought I
would (Lazy). I do think that the power
gaminess might worse than expected though as there seem to be more common army
building sceanrios that affect unit potency without affecting power level of a
unit. Vehicle upgrades are a very interesting case. These is no reason not to
take ALL Vehicle equipment upgrades provided to a unit which are not
incorporated into the power level value. There is not reason not to have a HK
missile on your Rhino (other than you don’t have it modeled and the knowledge
that historically few rhinos take them).
These might be protected by WISIWIG requirements. There are other
vehicle kit that have no commonly modeled equivallant (Eldar and Tau Vehicle
gear fall heavily into this camp) where wargear historically is Commonly used
and have no WISIWYG basis. Kevin used
haf vehicle optinos he was allotted and I had no issues with this as Fire
prisms typically had Holofields, spirit stones, and some other kit that was
always taken. This is a case where I
have no issue, but MIGHT if I see some player suddenly modelling new fleets (or
worse new whole fleets of units that have no modellig needs) with MAX wargear. It will always be based on
what I think the oponent’s intent is and how much I feel they are gaming the
system. This is admittedly a very subjective judgment I make on someone and the
more familiar I am with them helps govern how I feel about this. Game play
wise, the other guy will be able to do whatever, but it may affect how I
perceive you if I don’t play against you often or know you well.
3).Some Bad new
things. I don’t hate the use of
wounds in place of vehicle armor. It
played well enough, (though the game now feels VERY video game RTS to me
complete with Wall-hacking fire arc on vehicles. I still don’t like it and am unlikely to
think it’s a positive change over the previous system. It is also a less immersive
feeling system of a game where we had wrecked vehicles on the table and had
thematic smoke indicating vehicle damage. Simplification-1, immersion -0
I don’t like the limited effect of terrain on maneuver. It seems
necesary with the shorter game length (5 being the new standard game length it seems),
but I found that it abstracted the mobility of troops too much and that for the
most part, terrain just doesn’t matter.
3). Flyer Rules: Flyers have and always will have a strong place in my heart. I loved them before I even had a flyer. I hated the original FW flyer rules compared to what they evolved into, but after that hiccup, it was a steady change that was easily integrated into the corerules. From what I got to study so far, flyer do not seem over/underbalanced, despite their radical changes. They awesome(frustrating based on your perspective) flyer rule durability is mostly kaput, but they seem to have attributes similar to some ground light vehicles, so this loss of rules is not overtly detrimental. I still don’t like them and don’t see how they will have more than a cosmetic feel on the game.
4). Rule confusion:
Cover. We had an issue with both of us having different understanding of
how cover worked and both had referenced different places in the rules (Cover
in Core Rules vesus in the “advanced” rules.) The fact that the Terrain Advanced
rules were still nothing more than thinned down versions of what had been basic
rules in the previous editions, this points to Simpification for simplification
(not elegance)sake.
5). Basic Weapons pretty usefull: if all you have is boltguns, you can make Boltgun-ade and still do pretty well. I had very few heavy weapons in my army, and I leaned heavily on the boltgun’s ability to wound everything in Kevins army on no worse than a 5+. This added up over time.
6). Morale Phase: I did not dislike the morale system despite my general feel that 40k has a poor battle field psychology system. (it does, but I may just have to come ot grips that the grim darkness of the 41 millennia does not have room for the true horrors of war). This is likely something that I don’t like, but will succumb to not caring about the more I play. I could respect it’s elegance since old psychology rules were always underwhelming to me from a design perspective.
8). I liked the Fight phase. Assaults in our particular game were short single unit engagements, so we didn’t see any of the more complex happenings, though I *THINK* I wil like the system in more complex engagements as well.
10). Luck! It is clear that I owe Kevin’s dice a drink due to their mid game betrayal!
13). Game Size: I expect that a common play value (based on how most games we play in the past would make Power Level 100 seem standard fare. (but not while we all still have our training wheels on.)
Well, that’s what I came away with. My minimum expectation for a game based hobby is
that the game would still be fun. My
expectation from a company building and supporting my (hopefully fun) hobby
should see that as NOTHING LESS that the minimum requirement they are committed
to providing, so I’m not going to pat any GW personel on the back for meeting
what I consider to be the minimum requirement for making a living off of my
dollar playing with their flashy toys.
If I have to put a single rating on the 8th edition game so
far is: It meets minimum requirements and is still fun… but it used to be
better.
I'm glad that its still fun and I am looking forward to our first game of 8th!
ReplyDeleteI know its really early yet but I have been thinking about house rules.
House rules for vehicles (armour facing (Side is -1T and rear is -2T) and firing arcs) and terrain (standardize what gets cover (ie: everything that is in area terrain gets cover and anything that is at least 25% or 33% obscured gets cover) and what that cover is) and also eliminate split firing from units.
Those are just a few ideas I had.
What do you think after playing that game would those ideas make any sense?