3 comments on “40k Battle Report: Slaughter at the Omicron Barricades

  1. Thanks for the questions guys. Here are a few thought bubbles:

    –We really liked the “Power Level” system for quickly throwing together armies. Basically this is like a not-so-granular points system…each unit in an army has a “Power Level” number (like 5 for a Chaos Space Marine squad, or 19 for a Land Raider) that roughly approximates its effectiveness on the battlefield for all possible weapon loadouts and configurations. There is no additional customization. Within each unit, you can select a variety of wargear, but the Power Level never changes. This makes it incredibly easy to build army lists without having to tally up all the fiddly wargear and options. It’s also a super keen way to play WYSIWYG — just add up the Power Levels for each squad and then play them exactly as armed.

    –Vehicle rules have totally changed. Now they’re treated as very large figures, with the same stats and the same basic mechanics. No armor or facing or anything like that. This really streamlines gameplay and makes it much easier to intuitively understand the impact of vehicles in the game.

    –Cover is really simplified to the point where it’s not satisfying to me. There is 1 level of cover (called “cover” in the book, haha) and you either get it or you don’t. I can see my group houseruling at least a couple more levels of cover to represent heavy fortifications and buildings. It’s almost like GW doesn’t really want cover to matter, and just wants armies to march toward each other rolling dice for the entire game.

    –Some weapons do multiple damage for each unsaved wound. This adds another step in the combat process (roll to hit/roll to wound/roll to save/deal damage) but it also adds another level of granularity to the weapons (and let’s face it, that’s why we play sci-fi wargames … for the cool guns!).

    –Deep Strike has totally changed. It’s no longer random … units arrive exactly when and where you want them to arrive, no deviation. BUT … they must be placed 9 inches away from the closest enemy, which makes it highly unlikely that the deep striking unit will be able to charge into melee after arriving via deep strike. So basically deep strike has changed into an ambush ability rather than a melee ability. Not a big deal but just an observation.

    –The rulebook dedicated a lot of space to many different scenarios, each with their own nifty rules. In addition to using them as written, I could easily see my group cobbling together custom scenarios using various rules plucked from many different scenarios. In general it seems like this edition of 40k has put a priority on scenario-based play, rather than the typical kill-em-all meatgrinder that typifies most 40k games.


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