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Monday, June 23, 2014

Thoughts on 7th Edition

A day or two ago I publicly confessed the heresy of neglicting this blog, and tried to get my very loyal (if somewhat small) readership caught up on my hobby life, including my step into the new 7th Edition of the Warhammer 40,000 rules.  Here I thought I would give a brief review and my overall thoughts on the new edition.

To start with, let's highlight the key changes to the game from 6th Edition:

  • The new Psychic Phase has been added to the player turn, and psychic powers work differently now.
  • Vehicles now are very hard to kill with a single shot, due to changes in the Vehicle Damage Table.
  • The Force Organization chart of old has a new friend in the form of Unbound Armies, which let you take literally any unit you want, though armies that still follow the FOC get a good boost in game
  • A new way to play the game, Maelstrom of War, has been added, using Tactical Objectives that change each turn.
Those are the big changes.  Some minor things have been changed (such as when Jink is declared, and how terrain works), but these four things have, for me, vastly improved my gaming experience and the outlook for the Third Company.  If I was going to rate this edition comapred to 6th edition, this one is much, much better overall.

First of all, Maelstrom of War has given armies like mine a huge boost.  I haven't taken an article to talk tactics yet (I will, don't worry!), but I refer to my Dark Angels force as the "masters of the mid-range game," meaning that in the 12"-24" range slot, they dominate, and my army is all about getting into that range slot as quickly as possible.  In Maelstrom of War, when your objectives change every turn and you have to be mobile to adapt, my army gets highly favored over the shooty Imperial Guard armies and slow Grey Knight Paladin-spam I faced before.  Now, I get rewarded for having my tough Marines spread around the board with plasma and assault cannon death.  MoW has leveled the playing field and makes people rethink how they play in that you can no longer start the game with the best list, you HAVE to play it well.

Second, the new Vehicle Damage Table has renewed my love of tanks, at just the time I was about to give up on them.  Let me give you an example.  In a recent game, I had a Predator take shots from a Land Raider Redeemer for 4 or 5 turns and survive, because even though the Redeemer had Rending Assault Cannons and the AP1 Multi-Melta, my opponent could not get that 7 to blow it up, and AV13 with 3 HP, if it was tough to break down before, is even harder now.  With that experience, my plan for the next step of my Angels will, of course, be more tanks, specifically Razorback transports for the Tactical Squads.

Third, and transitioning from the second point, is the new FOC rules.  By playing the same way I've been playing for 13 years and starting with 2 Troops and an HQ choice, I now get a bonus in trying to take objectives in that the Troops choices win the tie-breaker if an enemy unit is also on an objective.  Remember those Razorbacks? Being Dedicated Transports for Tactical Squads, they also count as Troops choices, essentially doubling the number of scoring units!  Win-win, for the win!

Lastly, there is the Psychic phase.  Honestly, the first couple of times I used it, I wasn't very impressed.  It made some of the psychic powers people rely on (Prescience, in my case) harder to cast in way.  And then I had a game like the one with the Predator example.  That game, I took a level 2 Librarian with a force weapon and a power field generator and put him in a Drop Pod with one of my Tactical Squads.  He had powers from the new Sanctic Daemonology table, and his powers helped his squad, while at the same time helping me win the game (he got the Deep Strike power, so once his squad cleared one objective they jumped to a new one and cleared that).  I don't think the Psychic Phase is something to rely on to win the game, but it's much better than people make it out to be.

So those are my long-winded thoughts on the new edition.  What do you think?  How have (or would) you adapt to the new edition?

Sunday, June 22, 2014

The Heresy of Life Distractions

Okay, this is really bad, but I just realized today that I haven't posted on this blog in over a year.  OOPS!  Don't tell the Inquisition!

If you've wondered how someone can forget to post a blog entry for an entire year, here are some of the things that have eaten up my time and concentration:

  • Starting new wargames, specifically Warhammer Fantasy, Dropzone Commander (an AMAZING newer game), Star Wars X-Wing, and Magic: The Gathering.  All of these are games for which I have amassed large collections, and since life is a zero-sum game, that means my Dark Angels took a back seat for long periods.
  • Starting grad school.  Being a glutton for punishment (and trying to work in education), I started a program to get my Master's degree.  This also takes a lot of time from painting green superhumans.
  • Soccer season (which never ends really), which takes away my Saturday and Sunday mornings, and free time during weekdays, etc.  I'm a huge soccer fan, so this is a major distraction.
  • Changing jobs.  As I sit here writing this, I am four days out from making the 2,200 mile journey from San Diego, CA to Chattanooga, TN for an awesome job opportunity.  So getting ready for that has been a big deal.
  • PLAYING.  While I wasn't posting blog articles, I was getting in a massive number of games with the Third Company.  I've also been adding to the Company (see below), and adjusting to the new 7th Edition of the 40k rules (more on that later).
All of that combined, I haven't been silent from the hobby by any means, specifically from the First Legion.  So let's take a second and catch up on what I have now that I didn't back when I was a 40K snob and wouldn't be caught dead playing anything else.

To be honest, I don't remember exactly what I had then and what I added now, so let me just give you a breakdown of what is in my collection as it stands, and I'll highlight what I'm pretty sure was there before in red.  Here it goes:

HQ
Dark Vengeance Company Master
Dark Vengeance Librarian
Dark Vengeance Interrogator-Chaplain
Terminator Interrogator-Chaplain
Librarian on Bike
Company Master

Elites
10 Deathwing Terminators (with 2 Assault Cannons and 2 Chainfists)
5 Veterans with storm shields and a Drop Pod

Troops
10 Tactical Marines (with a plasma gun, missile launcher, and Vet. Sergeant with combi-plasma)
10 Tactical Marines (with a plasma gun, plasma cannon, and Vet. Sergeant with combi-plasma)
5 Scouts (with bolters, heavy bolter, and Vet. Sergeant)

Fast Attack
3 Ravenwing Bikers (with 2 plasma guns and Vet. Sergeant)
Nephilim Jetfighter

Heavy Support
Predator (with turret twin-linked lascannon and sponson lascannons)

I've also added to this allies, in the form of the new Militarum Tempestus!  So far I have these units:

HQ
Command Squad (with 3 hot-shot volley guns, a vox-caster, and a Prime with power fist/bolt pistol)

Troops
5 Scions (with 2 plasma guns, a vox-caster, and a Tempestor with power weapon/bolt pistol)
Taurox Prime (with battle cannon and twin-linked hot-shot volley gun)
5 Scions (with 2 melta guns and Tempestor with chainsword/bolt pistol)

As you can see, my force has grown alot since last year.  It hasn't grown considerably, but it has grown, and I can now play upwards of 1,500-point games without the need to cram in things I don't like using just to fill the points.  I have big plans to keep adding to both this force and the MT allies (5-man squads are too small, IMO), but that'll have to wait until I move.

So, now that we've caught up a bit, let's try and make this a regular thing again, alright?

Alright, see you soon! (Hopefully...)