Friday, July 28, 2017

First 8th Battle: Part II


Sorry for the delay, but I had some...issues with Blogger. Now where was I?
Oh yes, Shooting Phase! The shooty-ist phase in the game.

Shooting is flat out better. Whole squads don't have to all shoot at the same target anymore (again). This is a huge win for the flexible squad, like Imperial Guard or Space Marines. My Dreadnought had a great time; Assault Cannon at the Genestealers, Heavy Flamer the Lictor, and charge the Carnifex, all in the same turn.  All tank-like vehicles benefit hugely as well. Oddly less gamey and more fluffy.

Hit modifiers now apply, but not very many. You want to move and fire a heavy weapon? That will be -1. Shooting at somebody in cover? -1. All quick, easy, and makes sense.

The new "To Wound" table is also a very nice change. Everything can (potentially) wound anything else is fun and good for balance. Vehicles having Toughness instead of Armor value works far better than I thought it would.

One small change I didn't notice until their first time shooting, is Storm Bolters are now Rapid Fire (2) instead of assault, which makes for 4 shots at 12" or closer. Very nice.
Charge Phase is short and sweet, and not much different from before. Overwatch got a minor tweak, as a unit can fire multiple times as long as no enemy is within 1", and all units get overwatch now.

The within 1" of an enemy rule is a nice constant throughout the ruleset. A good example of the little things that make this a much cleaner version of 40K.

The Fight Phase I actually had a small bit of trouble adjusting to. We were so used to a rather complex hand to hand sequence (Initiative sub-phasing, how many melee weapons, etc.) that it took a few tries to see the new flow correctly. It is much faster, with less fiddly modifiers. Being able to leave close combat at the cost of shooting is a nice touch.  



Morale Phase. Face it, most of us either forgot, ignored, or had lots of troops that were immune to Morale Tests. Not anymore! Taking one test for any unit that took losses is fun, easy, and can make a huge impact on the battle. You do have to track casualties, but that is easily achieved by leaving the dead guys knocked over on the table.


Conclusion: Obviously I really like this New 40K. It plays faster and easier. Overall it feels more like what 40k units are supposed to do. I'll yap about Command Points, Army Building, and other usch stuff soon.

The Emperor Protects
But Sometimes Warp Storms Affect Blogs Too



Saturday, July 1, 2017

This Just In...

I received two new Imperial Armour books this morning, Astra Militarum and Xenos. Slim softcovers that have Datasheets for all of the Forge World fun for 8th. Aside from the Guard, there is Death Korps, Elysian Drop troopers, Knight and Renegades. Oh, and Titans.
70. Wounds. The Warlord Titan has 70. Toughness 16 with a 2+ save. Void Shields now work as a straight up invulnerable save (that also block Mortal Wounds), that gets worse as the God machine takes damage. The big Guns do a bit of damage as well. 200 Power Level or just 4,000 points.

The Warhound is still a beast, but can just about be reasonably used in a game. A mere 35 wounds at Toughness 9 with a a 3+ save. For only 75 PL or 1,500 points. I'm going to repaint mine real soon.

The Valkyrie Vendetta Gunship is now even more dangerous with its six Lascannons plus the door gunners can shoot at separate targets. The transport ability has gone back to 12 troops again. Death from above indeed.

Now I will go and have a look at the Eldar and Tyranid toys...

Death Comes in Many Forms
But Resin is Very Deadly


Friday, June 30, 2017

First 8th Battle: Pt. I

It is kind of hard to believe, but there was a time (long ago) when I only had two 40K armies. A compact Dark Angels force, and a brand new Tyranid Swarm. It seems only fitting to bring an updated approximation of those armies for our first 8th Edition Battle report. Including a few hold-outs from that era, including my first space marine, the veteran with the powerfist and cape.
Rather than a blow-by-blow battle report, these posts will be just about our observations of the changes to 8th, and how the game plays overall.

We played at 100 Power Level, battle forged. The new 'Power Level' (PL) way is appealing, it significantly speeds up choosing your force. While it is a bit limiting on unit sizes (5 or 10 Tactical marines for example) you do get any options that unit can take as part of the PL cost, which if fun and for me more flavorful in the fluff context. You got a full Tac squad, why wouldn't they bring their full kit?
Of course detailed points list building is still available, if that is your kinda thing.

One of the big welcome changes was to the Battle Forged Force Organization Chart (FOC), to be specific, the addition of a wide range of detachment types. This makes for massive flexibility in army creation.

Battle Forged armies are important for two reasons: It makes armies that feel right in composition, and you get to use Command Points, more on that in a bit.

The missions have changed very little, a few new set-ups and some minor tweaks, which is fine with me. I'm glad they kept the Tactical Objective missions. What did change was the return of alternating deployment of units. A little slower, but removed the big advantage of deploying second.
Movement Phase has a few changes: Advancing (used to be called Running) is now done in movement not shooting. This speeds things up a little since now you roll to Advance before you move your mini. Just add the D6 score to you Movment stat and off you go.

The big change in the Movement Phase is the addition of Fall Back. If you are within 1" of a enemy model you can disengage and move the hell away, you just don't get to Advance, shoot or charge this turn. The trick is all the models in the unit have to end their movement further than 1" away from a enemy. This means surrounded models cannot fall back, something to keep in mind during the pile-in and consolidation parts of the Fight Phase.

Reserves happen at the end of movement. How this occurs varies by mission and sometime unit type. Some missions still use the 3+ to show up, others you pick who shows up and when. Deep Striking units get to choose when and where as long as it is more than 9" from any enemy models. They may shoot and charge as normal.

Ah, Psychic Phase. The continuously shifting Psychic Phase. There has been at least three major different versions of this phase through the years, I've lost count. As someone who disliked the 6th/7th edition versions, I am glad to say I like this cleaner system (one of the many things lifted from Age of Sigmar). It is straightforward but still is able to have the full range of powers, and a simple way to try and nullify those powers.

I'll cover the last three phases next time. Shooting, Fight, and Morale.  


Heresy Grows From Idleness
So Get Out There and Roll Some Dice!


Thursday, June 22, 2017

8th Out of the Box

Xenos Inquisitor Jonesy approves.
So, one week into the release of New 40K and what do I think? It is glorious. I'll be yapping about it for the next few posts. Today, let's have a quick look into the Dark Imperium Boxed Set. Peter was kind enough to bring his over while I await mine in the mail.

Nice big box with a big price point. You really do get get a great value for your gaming bucks:
Of course, if Nurgle or the fancy new Primaris Marines don't tweak your twinkie, then the box is not for you, just get the Rulebook...

The first surprise is the box is not a box! More of a box in a tray with a slipcover. And in that box are the minis. Lots (54) of brand new really detailed figures.


The purity seal was a nice touch. I'll assemble my figs this weekend.

In the lower tray are the Hardcover Rulebook (more about that next post) the Mini-Codices, decals, bases, assembly guide, some nice red dice, and a fold out of the core rules.
A cool thing about the two forces included in this box set is that they are two small armies ready to go. Thanks to Peter for running the numbers, They both come in at around 50 PL (Power Level) or 900-ish points, with the Marines having a bit more. I'm confident that the Primaris Marines and the Death Guard will be some of the first new releases; it will be easy to expand this basic force.

I'm pleased with the Dark Imperium set, and hope to get a game in this weekend.


The Emperor Protects
In New and Exciting Ways