Saturday, December 17, 2011

The Non-Powered Armor League is Go!

Actual forces may vary.
An idea long time in the making is finally here. A 40K League without Space Marines.
Why? Hmm, good question. There was a very good reason many years ago, but for now it is why not.

Here are the rules:
Standard force organization chart, 1750points. Your army may not have any troop choices that have a 3+(or better) save. So no Space Marines of any ilk, Sisters of Battle, or Necrons. And also you cannot take Mega-nobs, Wraithguard, et al as troops due to special rules.

Each player will play each other once in round one. So in a six person League everybody will play five games. After Round one is complete all players will be free to change their army list but not their race.

Points will be awarded to winner/defeated by the level of victory and loss for the game:
Massacre: 5/0 VP
Major Victory: 4/1 VP
Minor Victory: 3/2 VP

If the mission objective result is a tie, then we will go to Kill Points for the tie breaker, if still tied then each side will get 2 points.
The Kill Points:
HQ 3
Elite 2
Heavy 2
Fast 2
Troop 1
Dedicated transport vehicles 1
Plus bonus Kill Points per some missions.
 
Up next, the Missions, the Players, and the Schedule.

Wednesday, November 30, 2011

Little Gods of Chaos


No, not this one, I'm talkin' 'bout dice.
 Chaos. Fate. Luck. Call it what you like but the majority of games that have conflict in them need some way to represent the vagaries of battle. There are no sure things in war. History is full of lucky shots, missed shots, heroic stands against all odds, and attacks that should have been a pushover, fail or turn into a meatgrinder. How best to simulate this? H.G. Wells, considered to be the father of miniature wargaming, used a small projectile firing cannon to knock down the enemy troops in his wargame rule book, Little Wars. But this was an imperfect solution as it depended on the shooting skill of the player and could not address the difference in quality of troops and/or equipment.

Some Naval wagames of the same time used straight statistics: Gun Size A beats Armor Class B at 4,000 yards and does 5 damage points. Effective but turns a chaotic swilling battle into chess. No choking at a critical point, but no amazing heroics either. Not bad for game, but real world combat does not follow set conditions. Some way was need to represent the "friction" of warfare.

Enter our little six sided friends and tormentors. The Prussian Army is credited with the first use of dice in a wargame, Kriegspiel, used to train the officer corps. Wargaming did not really catch on in the public sector for entertainment until the 1960-70s. It became popular, followed by role playing games (some of which used dice with more or less than six sides!) And now here we are with our game of toy soldiers in the Grim, Dark future. And throughout it all dice are the way to determine chaos and uncertainty in battle.

How people deal with their dice is a very personal thing. Some days the dice just hate me, and I am okay with that. I have had more than my fair share of awesome dice. But why do dice seem to act up at just the wrong times? Are they just randomly generating numbers based on the spin and velocity of your throw plus whatever manufacturing defects they were produced with? Or can you exert your will upon the cubes of doom?

 I don't know. Both seem true, depending on how the game is going. I do like watching people's (myself included) dice and rolling rituals. Throw lots of dice at once or just a few at a time? Do you "sit out" the ones that roll badly? Run through the whole pile of dice then start over? How often do you buy new dice? Someday soon I am going to track the dice rolls in a game and see what the distribution is like. I am curious if some dice tend to roll certain numbers more than others, and if so by how much.

As we play in a decidedly non-competition fashion we have come up with a house rule for these little random generators of fate. Borrowed from some game you play outside, we use the Mulligan rule. One fine day many years ago, Wolf Lord Jeff was falling before the horror of my Tyranids. His elite Wolf Guard Terminators unleashed a hail of storm bolter and assault cannon fire into a swarm of Genestealers that were way too close for him. He missed with every shot. We were both dismayed. I remembered a rule that my grandfather had demonstrated while we played a round of golf. I told Jeff to take a Mulligan, and re-roll the entire attack. He did and it went much better, though he was still wiped from the field a turn later. The point is you get a chance to change fate, the one time you just need those wounds on the Hive Tyrant, you have to stop that Leman Russ, that Guardian unit must not break and run, you have a second chance. The cinematic element is a strong reason I play this game, so it is nice to get that heroic second effort, even if it fails. Because after all, the dice always know.

 Mulligan: This allows each played to re-roll all the dice in one instance. For example, a unit of fourteen Genestealers attack in hand to hand and only get three hits out of twenty-eight attacks. The 'Stealer played may opt to take their Mulligan and re-roll ALL the to hit rolls. The instance may be twenty attempts to wound or a single leadership test. Usable once per game by each player.

Monday, October 31, 2011

Halloween Finale



After a string of victories the Armageddon 23rd pushed towards the last remaining hive node and spawning pits on Zircon III. Heavy units of the 1st company "The Emperor's Reapers" engaged the remaining monstrous swarm backed up by a Heirodule.
The 1st company sustained heavy losses but the combined firepower of a Shadowsword and Baneblade broke the back of the Tyranids. The hated Heirodule took three turns to put down, but down it went in a hellish glare of superheavy weaponry. The Imperial forces have claimed victory in this campaign after 15 hard fought battles (including two Apocalypse) the final tally is Imperial 8, Tyranids 7.

There were a few battle reports I didn't have the time to write up and my camera is on the way out, and the cheap back-up tends to produce nice looking shots on the LCD screen only to find they are blurry when I download them. So here are a few of the pics from the battles along the way.

Trygons are very handy in the anti-aircraft role.

Artillery safe in the corner behind cover? Not really.




Sly "I got This" Marbo's last moment.

Never deep strike in front of a Shadowsword.
 Thanks to all the Warlords for a fun campaign!
Next up we will start the long fabled No Power Armor League.

Monday, October 24, 2011

Lictor Redux

"There's Something in those trees..."

Lictor. One of the iconic Tyranid creatures, a master infiltrator, pathfinder for the Swarm, and a peerless killer with lighting fast speed. I want the stats to reflect this once again. Starting with it's debut in 1995 the Lictor was a bit of a boogyman. It would pop out and murder a squad then be put down in a hail of gunfire. Fine, but the current rules for it have it poping out and then getting shot up before it can even move or assault. I went through all four editions of the Tyranid Codices to make the Lictor of my nightmares.
So here are our current house rules for the Lictor. I'm am only listing changes or additions to the current rules.

Preternatural Reflexes: The Lictor receives a 4+ invulnerable save to all attacks.

Cameleonic Skin: Lictors always start the game off-table. At the start of any Tyranid shooting phase the Tyranid player may place any number of off-table Lictors onto the board. They may be placed anywhere that is more than 6" from any enemy model. If the Lictor is placed inside a piece of terrian it may be up to 1" away from an enemy model. Lictors may shoot or fleet and assault on the turn they arrive.

Pheromone Trail: Each Lictor taken allows the Tyranid player to re-roll one Reserves roll per turn regardless of whether the Lictor is in play or not.


We have playtested these rule changes five times now, and they work very well. The 4+ dodge seems overpowering but it isn't in practice. I would like feedback on these house rules if you try them out.
Good Hunting!