Introduction
We all went to Warhammer World to play with little
plastic men and tanks and this is the record of those events… at
least, the interesting ones, we’ll leave out the bits about the M1.
As is typical for me, this post is slightly scattergun,
consisting as it does of three parts:
1. A
Battle Report
2. Our
thoughts on 8th Edition 40K
3. The
reflections of a General new to apocalypse
Just to add to the schizophrenic feel of the post, the battle
report has been co-written by myself and Charlie. So if it makes no sense, it’s
Charlie’s fault*.
Guard taking up defensive positions |
The Scenario
Essentially, the Thousand Sons and some corrupt Imperial
Guard lackeys were attempting to summon Baraqiel, a terribly scary daemon
prince of scariness. How to power said infernal ritual? By sacrificing the poor
little orphans of Saint Bernisia’s 'Home for Tragically Troubled Youths'. Unfortunately
for Team Evil, a Farseer of Iyanden predicted all this naughtiness and tipped
off the Emperor’s finest.
Thus, when the Thousand Sons descended on the orphanage,
they found it empty. Then, the Loyalist (and Eldar) forces sprung their trap.
Realising the only way to survive was to press on and somehow summon the daemon
anyway, the Thousand Sons began the ritual and sent their minions (the Imperial
Guard) off after the psychic signature of the poor ickle orphans, who were
being kept safe and sound in the nearby Arbites precinct.
So, we had two objectives: one building in the Chaos
deployment zone where the sorcerers were doing their naughty ritual, and the Arbites
precinct in the Imperial deployment zone where the orphans were being protected
by the ghost-like Raven Guard and filthy, filthy xenos (Em’s Eldar), ensuring
that the orphans were probably traumatised out of their tiny brains whatever
happened.
Turns 1&2
Turn 1 |
Turn 2 |
Raven Guard
Charlie: Having noticed that
the rebel scum were packing a full squadron of basilisks, the Raven Guard sent
all four of their flyers after them and crippled the artillery in
turn one, finishing them off in their next shooting phase. This was met with
much booing, wailing and gnashing of teeth by the rebel scum, who sent a Knaughty Knight™ to wreak chaingunny revenge. Cue fireballs and the Black Hawk Down soundtrack. The only
flyer to emerge from the flank attack was a storm raven, which flew the entire
length of the table and got right up behind the traitor Shadowsword before the
Thousand Sons sorcerers took it out to a lovely seaside restaurant.
Raven Guard flyers wipe out the artillery |
Blood Angels
Mark: On the right flank,
the Blood Angels took the tactically nuanced decision to drive straight at the
enemy at top speed. Unfortunately, they drove directly into both a Shadowsword
and an Iron Warriors column – which they didn’t even know Maisey possessed.
Needless to say, Michael Bay happened and the advance ground to a halt.
Blood Angels and Iron Warriors armoured columns collide. |
The Blood Angels made an early grab for the objective,
driving their column of bikes straight into the teeth of 70 lasguns and 16
heavier weapons. They killed a single power guard squad before being
destroyed in the ensuing carnage. Heroic sacrifice at its finest.
Blood Angels bikes roar towards the Chaos objective |
Eldar
Charlie: As a teenager I spent many games slaughtering Tom’s (Raven
Guard general) various armies with Eldar firepower. To say that he enjoyed
watching Emma’s Iyanden Pixies slaughtering my units from afar with bright
lances is… an understatement. I think one of his eyes was twitching. He had a
toothy grin. I had some very broken vehicles. In classic Eldar style, Emma was
careful to ensure that her human allies took most of the returning punishment,
and her army emerged largely unscathed (but for that one time the Shadowsword
expressed itself all over her fire prism).
Tzeentch
Mark: The Tzeentch force, bolstered by two Hellbrutes, a Defiler
and a somewhat deluded Imperial Knight boldly captured the middle the
battlefield, only to find there was nothing there. After helping to shoot down
the Raven Guard flyers and realising just how far away from the objective they
were; they boldly came back again.
Chaos advancing into the teeth of the Eldar guns. |
And turning to shoot Space Birds out of the air. |
Traitor Guard
Mark: On the right flank, devoid of imagination, the traitor guard sat down and shot anything that got close. In doing so, they deployed an astonishing
numbers of dice for a tiny amount of kill. This got so pronounced that we had
to commandeer another gaming table JUST TO ROLL DICE ON.
Traitor guard about to deploy dakka |
Elsewhere, Dave (it’s just a headache) Noxifer – the traitor guard’s primaris psyker - cunningly concealed the shadowsword with his psychic powers, making an already
pretty tanky tank hard to spot as well.
Nothing beats psychic camo |
At the top of the Chaos objective, the traitor guard commander stood up to survey the battle, only to be hit three times in the
chest by sniper slugs from the hidden Raven Guard scouts. The Commander spent
the rest of the game wheezing out commands in the Regimental ambulance.
Sneaky Raven Guard pump holes in the guard commander |
Turns 3&4
Turn 4 |
Space Marines
Mark: Predictably, the Blood Angel’s advance ground to halt in a
vicious knife fight with Iron Warriors tanks and the supporting Shadowsword.
Iron warriors survey the destruction of the Blood Angels column |
The Raven Guard flanking force continued along the Chaos
back lines, gradually getting whittled down until only the Storm Raven
remained.
The Storm Eagle goes down to Russ fire |
The Imperium welcomes careful flyers |
Meanwhile, their static backline who were busy protecting orphans
entertained themselves by bouncing krak missiles off the Shadowsword's casement.
Op: Won't somebody think of the children. |
Traitor Guard
Charlie: The guard mostly
stood still and got shot at. Classic. Of particular note was the phallic
compensation wagon shadowsword, which did exactly what you’d expect:
one-shotted a tank each turn before a combination of multiple angry enemies (and
a bright lance) managed to bring it low in the final turn. As Tom pointed out,
this was the perfect result; I got the satisfaction of slaughtering tanks, and
they got the satisfaction of sweet, sweet revenge.
Shadowsword + Bright Lance = |
Sudden absence of Shadowsword |
Tzeentch
Mark: The cunningly laid plans of Tzeentch went terribly wrong
just
as planned when the deep striking force (consisting of guard
veterans and elite terminators amongst others) could find absolutely nowhere to
deploy on the opponent’s side of the table. As such, they settled for second
best by teleporting around their objective – thus ensuring that the enemy
absolutely could not take it; but also meaning that there was no chance of capturing the enemies’ objective either.
Tzeentch forces scramble to redeploy to the enemy objective |
Veterans advance behind the Iron Warriors column |
Tzeentch marines secure the ceremony site |
Realistically, this forced the game into a draw, and with
kick-out time approaching at Warhammer World, all that was left to be done was
count the dead, arrange counselling for the orphans and fill out vehicle requisition forms for Chapter Master
Dante.
Section 2 - Thoughts on Apocalypse in 8th Ed
These are our collected thoughts on playing large games with
the 8th edition rules. Overall,
our experience of Apocalypse in 8th edition was a positive one – we
managed to get 4 full turns into about 4 ½ hours and we didn’t have to be forcibly
removed from Warhammer World, still trying to throw dice.
We did pretty well - we managed to keep each player turn
for a 350 power level (7000 points in old money) game to half an hour – with
very little time spent over that. One turn exceeded that, but only because of
strategic decisions of a pootley nature.
Game speed was impressive. It seems a massive improvement
for apocalypse that units die, there’s less tracking of damage effects and
morale means units go and don’t come
back. We doubt very much whether we'd have been able to do that in the previous edition of 40K.
Tanks feel much more resilient (when there isn’t a
Shadowsword pointing at them) and entire columns don’t just evaporate anymore
because of lucky penetrating hits.
No templates is a massive improvement – it makes movement
easier for the opposition as there’s no need for anal retentive model placing,
shooting becomes a lot faster and infantry can be viable again.
Pre thinking command points and stratagems helps things
over along faster – the thinking phase is much shorter when you know exactly
what your cunning plan is going to be.
Splitting fire makes perfect sense – particularly for
vehicles with a mix of anti-tank and anti-infantry weapons. Why would a tank
ever fire it’s machine gun at the same armoured target the main gun is pointing
at?
The most time consuming element of the movement phase is
still infantry – transports will speed this up. Otherwise, given the lack of
blast markers – maybe it’s time to start using movement trays for bigger
games.
Deep strike bubbles is the only really slow point - One bad
turn added an extra ten minutes compared with the prior turn and still couldn't
be completed inside of 40 min. Perhaps spending some time in each turn
observing the situation so that nasty surprise change of plans can be avoided
is a learning point?
Section 3 –
Thoughts of a New Apocalypse General
Emma
Having just been wowed and inspired by the epic displays
in the exhibition centre, and fuelled up on all-day breakfast food and
Trollbrew from Bugman’s, I was all set for my first Apocalypse scale game of
40k.
The armies made an impressive sight lined up across the
incredibly sexy ‘Spirals’ gaming board.
As the Apocalypse newbie, I’ve got to say, the larger format is
definitely a whole new kettle of fish (or should that be ‘kettle of bouncing
nerds’) to the usual 1v1 gaming I’m used to. I’ve also never experienced the
enforced military discipline of turn time limits! It doesn’t leave much time
for thumbing through rule books and making cups of tea…
My ‘allies’ (cough) the Blood angels went careening off
up the right flank (once they figured out how to maneuver out of their
self-inflicted traffic jam) and Tom’s Raven Guard scouts literally disappeared
into the board while his flyers skipped over terrain to open up on the far left
flank.
My Eldar had an easy ride to be honest, left to stand
firm and guard our own objective. My
main challenge for the game was resisting the urge to squeak my Waveserperts forward
a teensy bit to get some more attacks in.
It left me with a totally undeserved feeling of satisfaction as my line
of yellow barely took a scratch for the first two turns, but thanks to the
tasty Aeldari Missile and Bright Lance range, they managed to dish out a decent
bit of damage. And then the Shadowsword happened to my Fire Prism, causing it
to promptly disappear in a puff of smoke. I was suddenly jolted back to the
reality of all the serious firepower on the other side of the board (something
Jeff and Tom had full and unrelenting knowledge of!)
In a moment of weakness I sent forth a unit of five
Wraithguard in a vain attempt to support Jeff. They did not last long. Everything else yellow stayed put, however,
and my will-power was rewarded in turn 3 when the positioning of various Eldar
units and Jeff’s whirlwind close to our objective helped thwart a deep strike
of Chaos Terminators right up our jacksey.
They came. They measured. They groaned and fled back into
the warp.
My Five Top Tips for Apocalypse Newbies:
-
Fuel up on breakfast food.
-
Stay caffeinated.
-
Bring army data sheets.
-
Watch the clock.
-
Watch your six!
I had a really great fun reading your battlereport. Many armies we have no see many pictures so far!
ReplyDeleteHopefully at some point Em will do a post showing off her Iyanden army :)
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