Monday, July 19, 2010

Fantasy? 40k?

Daemonetttes, Warhammer 40,000, Warhammer Fantasy

The answer is yes to both. I taking a break from my list making blues and I'm building my 40k/Fantasy Daemonettes. My 40k daemon army is my "fun" army. I bring it out when I just want to play a game. It's a one trick pony, but it's a trick that it does well: kill infantry. Of course, no-one runs an infantry army, so it's a dog's breakfast now-a-days, but it's still a neat looking thing to break out. Daemonettes are really fun in the 8th environment, what with Always Strikes First. I take a prince that uses Lore of Shadows, and I love the idea of ASF-Mind Razored Daemonettes. Let me personally say that cutting the tiles fit the board was hell on toast, but it will be worth it once they're all assembled and painted.

Friday, July 16, 2010

List block

Blood Angels, Flesh Tearers, Vindicator, Warhammer 40,000

I'm playing in an 1850 point tourney on the 31st, and I'm blanking on a decent list for Blood Angels at the point level.

2000? I've got a list I consider decent. 2500, I have my 'ard Boys list. 1850? I've got nothing.

Army Builder lists have been pounded out, and they all seem wanting. I'm looking at a 90% of the current opponent roster being mechanized, and what I have painted for my BA just can't hack it. I'm lacking a decent punch at a decent range. 24-12 inches? I'm set. Any thing beyond that, and I'm found wanting.

It's wracking my brain. I have a mental block that I just can't seem to get rid of.

I might have to switch to my guard.

Saturday, July 10, 2010

Another 1500 point game

Daemons Of Chaos, Lizardmen

I went to 'orkridge to hang out and talk to the people there, and I ended up playing another 1500 point game.

I used the same list, against a young gent's Lizard list. 3 skink priests, so he had all the Heavens spells, a big block of Sarus cav, and a big block of Sarus. I don't know what he was thinking.

We played meeting engagement, and it ended up with most of my stuff being on the board, except for the nurglings. So no worries. Up until I read that fliers take extra hits from all Heaven spells. Those skinks had to go. The lizards got the first turn, and the cav got in there quick. His foot Sarus were stuck in reserve, and walked on. It was the start of his bad luck with the winds of magic, a remarkable three dice. His charging Sarus on Cold Ones killed two whole Plague Bearers, and I ended up killing three. His Sarus held due to some magic item making them stubborn. My Prince moved to kill the priests, and to get out of the charge arc of the foot sarus.

My second PB unit flanked the Cold One Riders, and we cut them down. I didn't fail a single regen save. He couldn't hit anything. It was horrible. He finally got his Foot Sarus in, and his hero rolled 5 misses for his five attacks. I just couldn't lose. I straight up murdered him. I kind of felt badly. It was as if my dice were in opposite land. I will never, ever have this good a game in a tournament. His Sarus, despite charging and being in 4+ ranks with spears, ended up running, and moved a bold three inches away, right in the charge arc of the Prince. At that point, my opponent shook my hand and called it a night.

What did I learn?

Position is everything, and the charge doesn't mean a thing when you can't hit. Also, complex combats suck to figure out.

Wednesday, July 7, 2010

1500 Escalation League part 2

Chaos Daemons, Nurgle

Same list as the last post.

I ended up facing a Brettonian list with two large lance formations, a Duke, a BSB, a prophetess on foot, a damsel on horseback, peasants with fire arrows, and a stone thrower.

We played mission 4, which stated that once your army was down to two remaining banners/general points, they lost the game.

We rolled off for terrain, and I placed a manor house centrally to block LOS for some of his units, and a tower opposite it to funnel the action to a narrow choke point. I set up favoring the choke point, and set my Prince up behind the manor house to keep from the archer's line of sight. My nurglings flanked to the right of his heavy unit with the Duke, BSB and assorted knights.

His Duke unit was stationed near the choke point, and his other unit was to the right of the manor, near the stone thrower. The peasants were at the choke point opposite the Duke/BSB unit, and the Prophetess was between the two, as bait.

Fairly soon, I got myself in trouble. My nurglings tried to get out of his charge arc, but the didn't quite get there. The Duke's unit stomped them into the ground in one combat with the nurglings doing nothing.

I charged my Prince into the duke's unit unsupported, hoping to kill them fairly easily, but their armor held well. I had a chance of breaking him that first turn, but the valorus standard (accompanied by his uncanny knack of making ward saves) saved his bacon. Over a few rounds of combat, the rpince was seen off. To support him, I charged the units in after him, and we ended up with a bizzare combat tetris. Please marvel at my MS Paint skills:

Photobucket

Eventually, even the peasants joined the party, flanking my plaguebearers on the side, but it was too late for the Prince, as he was killed shortly after, but not before the prophetess died. The peasants were flanked themselves by the other Plaguebearers. The peasants died horribly, and I failed to restrain my victorious Plaguebearer's pursuit. They took themselves out of the cover the manor provided, and allowed themselves to get smashed between two brettonian units of knights. After that, it was game over. Two rolls determined the game: his passed leadership after my Prince charged him, and my failed pursuit retraint. If either of those had gone the other way, it would have been a much different game.

What did I learn?

My list is vulnerable to heavy armor. I need magic or high strength models to get past it. Or I need to cause more wounds. I have to learn not to be baited by seemingly vulnerable units alone. I have to learn better positioning, and that monsters unsupported are not in a favorable position. Had my nurglings survived and been able to flank him, I might have broken him, and then the game would have swung a different way.

Good lessons, I say.

1500 Point Escalation League WHFB

Chaos Daemons, Nurgle

Making a Daemons of Chaos army fit 1500 points with the models I've got is more difficult than I thought. I was supremely outnumbered by both my opponents, but that's to be expected with daemons, I suppose.

Lords:
Daemon Prince
Winged Horror, Soul Hunger, Unnatural Swiftness

Heros:
Herald of Nurgle, BSB with Banner of Sundering, Noxious Vapors, Slime Trail

Herald of Nurgle, Noxious Vapors

Core:
20 Plague-bearers, MSC, Banner of re-roll wounds

20 Plague-bearers, MSC, Banner of re-roll wounds

Special:
5 Nurgling bases

1500 even

I lucked out with my first opponent taking the Lore of Light, so my banner was in full effect against the Empire.

We played meeting engagement, and my prince and my non-bsb plague bearers ended up in reserve. I won the roll to set up first and positioned lone PB unit where I could claim some cover from a watchtower midfield. I held my scouting nurglings back. He ended up with just two units in reserve, some swordsmen with their detachments being in reserve, and some handgunners. He placed his remaining swordsmen to the left of my unit, and his flagellents right in front of my BSB unit. His wizard was midfield, and his priest was with his swordsmen. There was a mortar and a cannon on my far right, and a cannon just behind the midfield wizard. I placed my nurglings where I could threaten the warmachines and prayed he didn't roll a six to get first turn.

My prince and the missing PBs came on from the board edge, and the nurglings marched toward the mortar. The charge against the flagellents failed, and the PBs stumbled forward. Things did not look good for our intrepid non-heros. On his turn, his flagellents crashed into the BSB's unit, full of hate and such, but the PB's gave as good as they got, and ground them down after two turns. The prince ended up being shot up, and in the next turn, was Van Horstmaned to death by the priest. The priest's swordsmen and attached spears smashed into the fresh PB squad, and the two units slowly ground each other down, with the advantage on the side of Nurgle. In the meantime, the BSB's unit killed the handgunners attached on the priest, while the underestimated nurglings slaughtered the mortar crew, overran into the nearby cannon crew, killed them, and panicked a unit of handgunners off the board, and then survived a fulisade from another handgunner unit, only to kill them off as well. Don't underestimate the power of 15 poisoned attacks!

Meanwhile, the BSB's unit circled around to the rear of the now decimated swordmen, and were in a position to charge them. The priests bound spells had all been dispelled, and now the unbreakable swordsmen with the priest with a 5+ ward save was down to just the priest. The spearmen had long fled, and the priest decided to leg it. The nonBSB plaguebearers ran him down. From there, it was simply consolidating my victory.

Sunday, June 27, 2010

Bizarre Bazaar

Bazaar

My local Games Workshop, Yorkridge (aka 'orkridge), had a Bizzare Bazaar yesterday, and I feel like I made out like a bandit. I ended up with the makings for a Daemons of Chaos Warhammer Fantasy Army, and about 900 points of Beastmen, all for trading stuff that I wasn't using, and didn't want. This solidifies my entrance in to the forbidden world of Warhammer Fantasy Battles.

If you've never had a hobby swap meet, I highly recommend having your local shop do one. The way that the BB works is that no chash is exchanged, only bitz, models, and gift cards. If you're like me, you've got tons of hobby stuff taking up space that you no longer want, but someone else will. The store benefits from the gift cards burning a hole in the various participant's pockets. The atmosphere was good natured trading, and you can end up with some very neat odds and ends.

Friday, June 25, 2010

Warhammer Fantasy Review: A Fresh Perpective


Before I get into this review, I will give you a bit of a back ground. I have always preferred Sci-Fi over Fantasy fiction. I always preferred the rational to the mystical. I never really "got" fantasy fiction, I never saw the appeal. It probably didn't help that during the time I grew up, "good" fantasy was hard to find. That changed with, like a lot of people, the Lord of the Rings movies. They made a fantasy world feel real, and I finally understood what the appeal to those types of settings where.

So naturally in the early 00's, when I got into miniature wargaming my tendency was towards Warhammer 40k. And 40k will always be my first love; tanks, Space Marines, and mass carnage will keep me in that game a very long time.

But Warhammer was always there, and always tempted me. I always loved it's background, and the mixture of so many fantasy concepts that existed in this world.

During my many years of gaming I have false started many of the Warhammer Races that interested me the most. Empire, Lizardmen, Bretonians, and High Elves, are the short list of races I always wanted to play. So if I always had this desire to play Warhammer, what has stopped me over the years. The answer is simple.

The game.

There are many players that will disagree with me, and this is just my personal opinion, but the Warhammer game has not been a fun game for quite some time. Everytime I would feel that fantasy itch in my early years, get some models together and actually sit down and play the game, I would immediately shelve the army I was building and going back to the realm of tanks and boltguns.

Why? Well the game simply wasn't fun. Basically when you have Army "A" charge Army "B", automatically go first, kill your front rank before you had a chance to strike, and make you flee off the table in the course of a turn, that didn't make the investment of 40 to 60 dollars a unit (not to mention the high priced metals) worth it. I also absolutely hated that only the front guys in a rank get to fight. I never saw it as a good return on my time to assemble and paint big blocks of infantry to only get maybe 5 attacks.

That is not to say that Fantasy didn't have it's backers in the last editions. I am sure there are many people out there that loved the fantasy game for every reason I disliked it. But as the immortal Austin Powers says "It just isn't my bag, baby".

Having said that what has changed? Almost everything.

My advice to everyone who has even heard of the game, forget what you know. This is almost a totally new game system.

Sure the basics are still there. Four phases to the game, blocks of infantry and calvary, warmachines, monsters, etc., etc. still all exist. You declare charges at the start of the game, you move per your movement rate (and have the option to march), you cast spells in the magic phase, you shoot in the shooting phase, and you fight your combats in the assault phase. All standard fantasy affairs.

But the system has changed for the better in many ways. The more I play and experience things I will be posting more in depth reviews of certain aspects, but I will go over some of the key differences and why I think they have improved overall game play.

The fundamental change to the game is that you can premeasure everything. Suddenly, the game is no longer about who can determine distances anymore, but rather what your army can do.

Premeasureing is the major change that trickles down into the rest of the game.

But let's get to the major changes and how they effect the way the game plays.

First: Charging. Charging is a random distance of 2D6 plus your movement (Calvary, Monsters, etc. get 3D6 and pick the two highest). Your opponent still has charge reactions, so the decision to charge is still a live or die part of the game. If I am 13" away from my Skaven opponent with my unit of Swordsmen, do I charge? At first glance that may be an obvious answer, but what if my opponent flees? It is doubtful that at that distance, your charge distance is going to equal the Skaven's 2D6 roll plus the 13" difference. Now suddenly I have a 20 man infantry block out of position with the rest of my army.

Second: Magic. Like all versions of the game, Magic is very much a phase you have to plan out ahead of time. Now, instead of generating dice (which lead to some armies just dominating with ridiculous amounts of power dice), it is now a simple roll of 2D6. You get the total of the number rolled, your opponent gets the highest die number you rolled. You can throw large numbers of dice at any particular spell, adding the level of your wizard to the pool. With these changes, magic is very much a quality over quantity system now. Level 4 Wizards have a great chance to cast, can have and cast more spells, and have a greater ability to dispel. Because of the limited amount of dice that can be thrown around, bonuses to your casting (such as being a level 4) or abilities that can add extra dice will be king of the magic phase. (Slaan are absolutely scary).

Third: Shooting. Most everything is the same, the modifiers to hit and save modifiers hasn't really gone anywhere. The biggest thing is the removal of partials. Template weapons, that where few and far between anyways, finally feel worth it. Considering you still need to roll to wound and very few template weapons are highly damaging weapons, the loss of partials is a good thing.

Forth: Combat. All models fight at initiative now and there is no chance of killing the front rank anymore. In addition, all units fight further in. You will always get a supporting attack from the second rand, spears give you an additional rank worth of fighting if they are charged. So basically the changes in combat have made combats much more brutal and shifted the responsibility of fighting combat from who got the charge back onto the capabilities of the unit. This, I think, is probably the biggest change and the one that has really made the game great. For example, Empire generally have 3 State Trooper options, all at the same cost (if they have shields). In 7th, there was almost no reason to field anything but Swordsmen because, with the higher weapon skill and your first rank only fighting, the benefits of the other options didn't help. Now, an Empire player really has a choice. Do I take Swordsmen and utilize the higher weapon skill but suffer if I fight other units with equal or higher weapon skill? Do I take Halberters that are going to hit most things on 4s but have a higher strength to wound things? Or do I take spearmen and try and win on weight of attacks? As you can see these changes have fundamentally changed how most armies put units on the table, and how they support them. Some armies will field tarpit units, some will field units that rush into the charge. To me, the new system rewards a greater amount of diversity of units in the system.

Lastly: Terrain. Terrain is much more plentiful these days, which is great because that means the fantasy battlefields will not always be barren wastelands with little on it. They also addressed this in the core rules with only putting minor penalties on the units, making the greater increase of terrain not bog down the game.

All these changes make for a system that is a lot quicker to play and battles that are incredibly bloody as well.

So ultimately, I really like the system. I am sure there are going to be hard core players that will hate how big of a change it is, but to me, they addressed mostly everything I felt was wrong with the system.

The biggest thing though is that it is fun. Could you ask for more?