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Scrappers Game Report and Review

Posted by Comrade on November 27, 2017
Posted in: Posts. Tagged: game night, post-apoc, review, sci-fi, skirmish, warbands. Leave a comment

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Earlier this month John and I had a chance to try out Scrappers, the new post-apocalyptic ruleset by Bob Faust and published by Osprey. This was actually our second run-through with Scrappers; we tried it out a couple months back and resolved at that time to try a proper campaign game. So we’ve had two outings with the game, and so we wanted to share some thoughts.

If you know me, you’ll know I love warband-sized games with 5 to 20 figures per side. They’re perfect for a weeknight evening, and they’re also a great excuse to paint up a handful of cool new miniatures — without having to commit to a full army’s worth of models. In the past, I’ve had great luck trying out compact, tightly produced post-apocalyptic tabletop wargames, so I was excited to give Scrappers a try.

As with similar titles from this publisher, the game is a sleek volume, light on the fluff but heavy on the crunch, with lots of replay value packed into the core rulebook. Warbands are composed of individual figures — typically humans, mutants, synthetic robots, further defined by various faction traits.

Unit creation is entirely customizable, with a strong affection for WYSIWYG gameplay (no invisible turbolasers or hidden rocket launchers, please). I have a pretty sizable collection of post-apocalyptic and sci-fi miniatures, and I’m pleased to say that I could get them onto the battlefield with Scrappers.

John and I put together a couple basic warbands — both from the Freelancer faction, which is the generic catch-all faction that represents all of the mercenaries and raiding parties that lurk in the hinterlands, competing for scrap. There more specific factions, such as the all-mutant Gamma Lords and the half-life warboys who make up the Sons of Entropy.

I took this game as an opportunity to drag out my brand-new double-sided plush game mat from Cigar Box Battle Mats. I had received it in the mail following their Kickstarter just a few weeks prior, and was eager to give it a baptism by fire. Here’s the setup.

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Pretty crowded! In Scrappers, gameplay is tightly focused on the basic “treasure hunt” mission, where both sides are competing to retrieve scrap tokens from the battlefield. I jokingly referred to Scrappers as “sci-fi Frostgrave,” but the characterization is apt. I find this type of focused gameplay to be very refreshing, and it makes pre-game setup easy. Here are the loot tokens we distributed around the battlefield.

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After going over the rules once more, we got underway.

Now’s the point where I explain how Scrappers has *a lot* of rules. Seriously, this is the sort of game that has two full pages of text to describe the mechanics for climbing, jumping and falling. It is extremely tactical, with lots of overlapping rules for both figures and their gear. This allows for lots of customization during unit creation, and lots of rich, unique campaign play — but it also leads to plenty of rulebook flipping, particularly during those early games. This is most decidedly not a rule-lite game — just something to know before going in.

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As our game unfolded, John and I both saw immediately how the d10 dice resolution system in Scrappers keeps both players engaged at all times. The game uses alternating unit activation coupled with a unique initiative system. Dice rolls are always opposed — you are never rolling against a static number, always against an actual opponent, even for something as mundane as a climb check. That’s fun and engaging.

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In our game, we both sent our figures creeping into the ruins to try to secure the scrap tokens. Small firefights erupted throughout the battlefield as our guys spotted each other and exchanged fire.

Here’s one of my veterans, Lieutenant Shashlik, exploring a rusted power conduit. Wonder what scrap he’ll come up with?

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In Scrappers, each scrap token has the possibility of generating a random event (based on a big table in the rulebook). The dramatic moment when you roll for a random event is definitely one of my favorite parts of the game. It adds a lot of unpredictability to the game, and of course random weird stuff is one of the hallmarks of the post-apoc genre.

The wide-open nature of unit creation allows players to min-max and create virtually any sort of character archetype imaginable. In John’s case, this meant a deadly sniper who seized the high ground early on and began picking off my figures one by one.

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In my case, custom unit creation yielded SN0-C4T, a quadrupedal combat robot who could scale any piece of terrain and blaze away with his integral auto-shotgun.

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We traded fire for a few turns until a rad storm blew in and began saturating our characters with radiation. By that point, I had lost a few figures and gained a few scrap tokens, so I wisely decided to quit the field rather than risk irradiating my warband. And SN0-C4T was about to tangle with Ashford, John’s hulking mutant warrior, so it was probably better for me to just flee.

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John “won” the game, but during the post-game loot checks, we found that one of my scrap tokens was actually a force shield — a powerful artifact from before the worldwide collapse. So I actually scored more loot, though I’d have to spend some of it re-equipping my guys who lost their gear.

We remarked after the game that we didn’t get into close combat all — not in this game, and not even in our previous game. Ranged combat seems extremely potent, so much so that melee seems difficult to leverage without building your entire warband around it. And again, this is a WYSIWYG game — I want the game to play properly with a bunch of regular figures armed with pistols and autoguns and knives, because that’s what I’ve got in my collection. I’m not interested in building a min-maxed uber-warband just to fight in close combat.

And now, some thoughts on Scrappers from my stalwart opponent…

John’s Thoughts on Scrappers

After reading the rules I was nervous about playing Scrappers, but once I did I had a wonderful time and can’t wait to play again.

We played Scrappers following a series of stripped-down one page rulesets, like Grimdark Future and Double Tap, which leave  many procedural decisions up to player interpretation and common sense. If those rulesets are sketches, Scrappers reads more like a detailed technical drawing. Before playing, I felt the rules text over-explained some concepts or dwelled on trivialities. Scrappers clearly means to handle being played competitively.

I worried gameplay would feel stilted as a result, but the game flowed beautifully. The rules supported play without obstructing us, and helped us avoid getting bogged down negotiating the gentleman’s agreements often required by looser rules.

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The system for choosing who goes when leads to rich tactical decision-making. Opposed d10 rolls gave me a twinge of nervous excitement each time we rolled, which I sometimes lack in handfuls-of-d6s-style rules.

Scrappers only offers one type of scenario, hauling away scrap under fire from your opponent, but it’s a robust scenario that held up fine across both our playthroughs. A random event always occurs sometime during the first four scrap tokens recovered, maybe wonderful, maybe dangerous for the player who triggers it. That variety and uncertainty give the scrap scenario the legs it needs to carry a campaign. Rolling after the battle to find out how much loot you hauled off is simply joyful, but the trauma table can do some nasty things to your wounded models if you’re not lucky.

Overall I found the balance of risk vs. reward and long- vs. short-term benefit embedded in campaign play to be just right.

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Scrappers would really benefit from trait and equipment cards. Special capabilities in Scrappers are expressed in terms of trait keywords, which must be referenced separately from where they are listed. For example, the machine gun profile lists its range, rate of fire, and damage, followed by a Directed Burst keyword, whose effects are described several pages earlier in the book. There are also several traits listed throughout the book in different spots based on the source of the trait (e.g., whether it was granted by lifeform type, faction, or was purchased, etc). I would like a tool that pulls the trait descriptions onto my crew sheet for ease of reference.

I think I will play Scrappers often, and recommend it to anyone looking for a sturdy, fast-playing post-apocalyptic skirmish wargame.

Conclusion

Well there you have it! Scrappers is a crunchy game that rewards the players who take the time to dig into the nuances of all the special rules and funky interactions. It also contains enough flavor and random gonzo weirdness to keep the narrative crowd engaged as well. We’ll play this one again soon!

Enter the Blightlords

Posted by Comrade on November 24, 2017
Posted in: Posts. Tagged: army, chaos, hobby, painting, sci-fi, warhammer. Leave a comment

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The new Death Guard book includes an entry on the Blightlord Terminators (and if that’s not a heavy metal band name, I don’t know what is). These are the vile, pustulent veterans of the Death Guard warbands who wear the baroque Terminator armor.

Game Workshop released a fantastic plastic kit for these guys, but I had other ideas. I had recently acquired a handful of old-school metal Chaos Terminators and I wanted to try my hand at turning them into a squad of Blightlords. This involved a bunch of head swaps (using the fantastic, scrappy sci-fi heads from Pig Iron Productions) and weapon conversions, along with a LOT of green stuff.

(Sidenote: As a player who got into 40k in the mid-90s, during the golden age of custom modeling and do-it-yourself builds, it was more than a little heartbreaking to see absolutely zero mention of green stuff in the new Death Guard codex. There were a couple off-handed mentions of custom conversions in the book, but overall the content was very much geared toward getting you to buy the new Death Guard models, rather than converting your own. The end of an era, I’m afraid.)

Anyway, I converted my own. Ha!

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I think they’re certainly passable, though of course they’re not nearly as crisp and packed with detail like the new Blightlord kit. But (in my opinion) they have a lot more character, and they’re “mine” in a way that goes beyond just the paintjob.

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And now, time for a confession. This was my first time ever working with green stuff in such a sustained manner. In the past I’ve just used it to fill gaps and maybe repair a very basic detail. For these guys, I built the hulking plague vents on top of their shoulders and added patches of rot and putrescence all over their armor. It was very challenging work, and I constantly doubted my capability (particularly when working with such beloved old models!).

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I augmented the heavy flamer a bit so it can serve as a “plague spewer” (another fun upgrade option from the Death Guard codex). I attached a screaming demon head to the barrel of the heavy flamer. The shrieking visage definitely says “plague spewer” to me. You be the judge.

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These guys were lots of fun to model, even if my green stuff work did end up looking a bit amateurish. No way get better without practice, though!

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So I have my own Blightlords. Heck, they’re so different than the “stock” Blightlords that maybe I’ll have to come up with a new name for them when they hit the battlefield. Gravewurms? Plague Prophets? Something else? Leave a comment with your suggestion!

Something Foetid This Way Comes

Posted by Comrade on November 11, 2017
Posted in: Posts. Tagged: 40k, chaos, miniatures, painting, sci-fi, warhammer. Leave a comment

I’ve got my nose to the grindstone trying to churn out a few more Nurgle-themed units for our upcoming Apoc-Luck game in early December. If you’re not familiar with Apoc-Luck, here’s the gist: it’s an Apocalypse-sized game of Warhammer 40k combined with a potluck dinner! Seems the perfect way to celebrate friendship and a shared appreciation for tabletop gaming. More on that in a future post, for sure.

In any case, I’ve committed to fielding my nascent Death Guard army, which I’ve been piecing together slowly since the Dark Imperium boxed set came out in July. I’m using a variety of models, including old sculpts alongside the newer releases, to create the sort of glorious Nurgle-themed mashup I remember from the pages of White Dwarf magazine when I was a kid.

The newly completed Foetid Bloat-Drone on display in this post is a perfect fit in such noisome company.

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I’ve always had a fondness for the idea of daemon engines in Chaos armies — after all, the very idea of it seemed tailor-made for creative modelers. Nowadays Games Workshop would rather that you buy their daemon engines rather than build yours out of old model kits and sculpting putty. But thankfully, the models they’ve released so far for the Death Guard are quite fantastic!

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This model looks like a mountain of flabby flesh crammed into an ill-fitting armored carapace, with a trio of rusty thrusters bolted on for good measure. The oozing, dripping details on the model were a lot of fun to paint.

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I finished off this model with the “magic dip” — in my case, Minwax Polyshades Tudor Satin. It adds rich shading and a touch of gloss to the model, not to mention creating a tough, virtually impenetrable polyurethane coating that is proof against scratches, scrapes and other mishaps.

As it happens, I took a photo of the nearly-complete model before I applied the dip. I’ve included it in this post to show how the dip adds really nifty subtle effects. Check it out!

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Stay tuned for more news about Apoc-Luck!

 

40k Battle Report: The Scouring of Hab-Block Fenax

Posted by Comrade on October 26, 2017
Posted in: Posts. Tagged: 40k, campaign, chaos, game night, narrative, sci-fi, wargames. Leave a comment

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Last week we celebrated with release of the Imperial Guard codex with a cityfight game set in Jericho Station, the main city on Caluphel Prime. As it was a 3-player game, we opted for a smaller game, with Paul and John both bringing 30 Power Level of Tau and Imperial Guard, respectively, versus 60 Power Level of Chaos Space Marines from me.

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For our game, the Chaos Space Marines (Night Lords, naturally) were trying to clear a landing zone for some inbound troop transports bearing reinforcements from the Death Guard. They had selected Hab-Block Fenax, a typical ruined sector of the city, for their impromptu landing area. Step one was to purge the defenders who were dug in from the earlier skirmishes.

We were pretty impressed to see that, even at 30 Power Level, John was still able to muster more than 60 infantry figures. Wow, Imperial Guard are cheap! John was trying out the Valhallan doctrine from his new codex, which emphasizes massive human wave attacks and a general disdain for self-preservation. Here’s a typical squad, entrenched near a ruined building, ready to blast some traitors.

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By contrast, Paul brought a few Tau units, including his newly painted HQ unit, Commander Goldmoon. Check out that sweet custom halberd!

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On the other side of the table, I mustered by Night Lords, which had also received some new reinforcements in the form of a beautifully painted Rhino and squad of Warp Talons that I had acquired from a fellow in The Netherlands. As I built my army, I realized that I actually had 5 units that would arrive via deep strike, which left me with just a couple units to actually deploy at the outset of the game — namely, the new Rhino and a 20-man blob of cultists.

We decided to play “The Scouring” scenario from the rulebook, so we set up 6 objective markers and got started. Our deployment zones were fairly close, which meant that John and I started the game within easy lasgun range of each other.

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Deploying relatively few units had a pretty big impact on the game for me, as it allowed John and Paul focus their massed firepower on just a handful of units at a time. In the first turn of the game, for example, my cultist squad was completely annihilated — which was a bummer, as I was really looking forward to using my “Tide of Traitors” stratagem to bring the cultists back on the next turn.

Things started looking up once I started bringing in my deep strike units – a squad of Warp Talons backed up by a Chaos Sorceror, and a squad of Terminators, for starters. These highly potent units arrived right in front of many, many terrified Imperial Guard and proceeded to lay waste with bolter and sword.

In particular, the Warp Talons ran absolutely amok in the Tau lines, routing a squad of Fire Warriors and sowing chaos everywhere. I mean, if you’re a Tau Fire Warrior, this is *not* where you want to be.

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Alas, the surviving Fire Warriors retired in good order, and Paul and John proceeded to light up my Warp Talons. The sheer number of lasguns, combined with John’s sneaky officer orders, meant that my entire squad was annihilated in one turn. Farewell, Warp Talons!

This unfortunate happenstance would take place several more times over the course of the game. I would bring in a cool unit via deep strike and it would threaten the defenders for a turn or two before dying horribly to massed lasgun and Tau drone fire. It was almost like shooting fish in a barrel!

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I never could muster a critical mass of firepower to break through the Guard lines, and the Tau’s long-range weaponry ensured that my units were never really safe, even when they were in cover.

I managed to get a squad of Khorne Berzerkers into combat on the left flank, and was poised to roll up the flank and deal some serious damage — but once again, shooting won out over close combat. I think that’s just the reality of this edition of 40k. Ranged combat is where it’s at, and you have to really work hard to make a melee-oriented army succeed.

But damn, my guys looked gorgeous doing their thing.

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Interestingly, this game took place about 12 hours before Games Workshop released its errata of commissars. We agreed afterward that a rules adjustment was in order — under the original rules, commissars virtually ensured that basic Guard squads were exceedingly steadfast in the face of casualties, probably moreso than the game designers had intended.

In the center of the table, I had marginally better luck when my Terminators arrived via teleport strike. They seized a ruined building, laid down some withering firepower, and began a grinding advance toward the Guard lines.

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It’s hard to tell, but there are actually 30 infantry holed up in those ruined areas.

One turn later, I was close enough to charge with my Chaos Terminators, which again ratcheted up the grief on the defenders’ side of the table. Terminators have always been brutal, and it seems the trend has continued into 8th edition 40k.

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At this point, with Terminators overrunning his defenses, Paul wisely decided to relocate Commander Goldmoon and her retinue of drones to the far side of the table — ostensibly to secure an important objective, but also possibly to avoid annihilation? In any case, it proved to be a tactically sound move.

Left to defend the barricades alone, John used “Send in Another Wave,” the Valhallan-specific stratagem that allowed him to recycle one completely annihilated unit back onto the battlefield. He brought in two fresh units on his side of the board, within easy lasgun range of the Terminators that were engaged with the defenders at the barricades.

But wait, you can’t fire into melee, right? Well, Valhallans can. They have a special officer order called “Fire on My Command” that allows them to do just that, with the added penalty that any rolls of 1 indicate that a friendly model was hit instead.

Channeling Joseph Stalin, John issued the order and scooped up a huge handful of dice.

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You could cut the tension in the room with a chainsword as John tossed those dice onto the table. We held our collective breath and saw … a lot of 1s, actually. A few shots hit my Terminators and bounced harmlessly off their armor, but the majority of the casualties were caused by John slaughtering his own troops using his Valhallan’s special order.

We looked on in horror as he scooped up the dice and prepared to do the same with the next squad in range. “You’ll hit your own men, you monster!” we pleaded with him. “Have you no sense of honor, of humanity?!”

Cackling fiendlishly, John cast the dice for another round of shooting. Again, a few shots spanged off this thick armor of the Terminators, and plenty more dropped Valhallans by the bucketload.

When the shooting stopped, John had removed 7 or 8 of his own guys as casualties and had caused 1 total wound on my Terminators. When the poor Imperials tried to flee, the commissars shot dead the first man who fled, thus enforcing iron discipline and keeping the units in fighting shape despite the horrendous casualties.

Talk about a pyrrhic victory. And there were still the Terminators to deal with.

By this point, though, the game was more or less in the bag for the Tau-Imperial alliance. Paul had used the desperate skirmish taking place at the barricades as cover to allow his commander to fly across the battlefield and seize an important objective.

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I had one chance to land a squad of Raptors via deep strke and try to oust her from the objective — and mathematically speaking, it wouldn’t have mattered much. I tried anyway, and actually landed a hit with a meltagun, but didn’t roll enough damage to kill Goldmoon. So my ambitions came to an end there.

During and after the game, we remarked at just how long it took for John to deal with his 60+ figures during his turns. We’re all adults and know how to play games pretty well, but the logistics of issuing orders, moving guys and rolling bucket loads of dice just ate up a lot of time, particularly compared to Paul’s fairly streamlined turns. And they were only at 30 Power Level each! I can’t imagine how an infantry-based Imperial Guard army would play at 75 or 100 PL. Hour-long turns, mostly likely. That’s no fun for anybody. Anyway, we resolved to explore some options for speeding up gameplay (maybe a chess clock?).

So, the defenders managed to keep the Night Lords from securing the landing zone, meaning the diseased hordes of the Death Guard will need to force a landing elsewhere to exploit their tiny foothold on Caluphel. Stay tuned for more!

40k Battle Report: A Storm for the Ages

Posted by Comrade on September 24, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, game night, narrative, sci-fi, terrain, wargames. 2 Comments

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Paul and I got together a couple weeks back for another installment in our 40k narrative campaign set on Caluphel Prime. We recently updated our ongoing meta-plot in an effort to bring the campaign into the current setting of Warhammer 40,000 8th edition. We used the galaxy-wide warp storm known as the Cicatrix Maledictum to effectively relocate Caluphel across the galaxy and reboot our storyline to allow players to bring in new and exciting reinforcements. Read all about it here!

By pure chance, we had an opportunity with this game to actually play out one of the frantic struggles that took place on the planet during those dark, terrible days on Caluphel, when the warp storm raged and the heavens were rent asunder.

How did we get here? Well, Paul had acquired a deck of the Open War cards for Warhammer 40k. These are essentially a series of random events and objectives that you can combine at random to create custom scenarios.

We opted to go this route for our game, and we ended up drawing up a scenario featuring a supply raid with — you guessed it — a warp storm raging in the skies above the battlefield. It was a perfect fit for our narrative. Two hard-bitten warbands, squaring off for much-needed supplies while the Cicatrix Maledictum crackles in the firmament above … almost too perfect, actually, and it served as the perfect bridge game to bring our campaign into the current 40k storyline.

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Paul brought his Tyranids and I mustered my Chaos Night Lords. We played at 60 Power Level, so not a huge game, but bigger than a typical skirmish. We added one extra victory parameter: If the Chaos marines won the game, they would be able to reactivate the astropathic beacons to triangulate the planet’s new position in the galaxy, thereby revealing its presence to nearby allies (and enemies, presumably). Basically, this would open up Caluphel to much-needed reinforcements. If Paul won, the beacons would remain dark and the armies on the planet’s surface would be on their own and at the mercy of the ravening Tyranid hordes.

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We set up a visually stunning table using two new scenic items from Paul: a new tundra-themed FAT mat, and an epic terrain piece that he originally commissioned for his Tau army, used here to represent an abandoned astropathic broadcast station located high up on the slopes of the Upper Norse Ring Mountains.

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With that, we got underway. This was Paul’s second major outing with his Tyranids, and his first time piloting the faction solo. His army was well balanced: a brood of termagants, a brood of hormagaunts, a brood of genestealers, a brood of gargoyles, a few Tyrant Guard, a couple Carnifexes, and a Hive Tyrant.

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For my Night Lords, I was really looking forward to fielding my newly painted 10-man squad of Chaos Raptors. Oh, and I was using the brand-new Codex: Heretic Astartes, which meant I had access to a ton of nifty new rules to try out.

We placed 6 supply cache markers on the battlefield as objectives, then started playing. The massive terrain piece in the center of the table proved to be an interesting tactical element. The fighting platforms in its upper reaches promised superior fields of fire and cover, but its sheer bulk caused both of our armies to split as we maneuvered around it. We both spent considerable time agonizing over our opening moves, since a unit committed to one side of the massive facility was likely going to be there for the duration of the game.

On the left flank, I sent a squad of cultists and a 10-man squad of Chaos Space Marines toward an undefended supply cache marker. Paul anticipated this move and sent hormagaunts, genestealers and Tyrant Guard to deal with the situation.

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Unfortunately, he didn’t count on my flamethrowers! Neither did I, actually — I didn’t make a conscious effort to bring them. I just played my guys as WYSIWYG, and there happened to be a few flamers mixed in there.

In 8th edition, flamers are absolutely brutal against melee troops — particularly when firing on overwatch, as they cause d6 auto hits, with no to-hit rolls required! And we quickly learned that my dice were on fire (pun intended), as I rolled no fewer than 3 sixes on various auto-hit rolls from flamers over the course of the game.

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So my flamers set fire to Paul’s ambitions on the left flank, but his Tyrant Guard proved harder to crack. My Chaos Space Marines ended up in an epic, slogging combat with the Tyrant Guard on the flank that lasted for most of the game. Here’s a peek at the action.

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The other flank saw the bulk of the battle, as my Chaos Sorcerer, Night Lord infantry squad and Helbrute squared off against a brood of termagants, a brood of gargoyles, more Tyrant Guard, two Carnifexes and a Hive Tyrant!

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The odds were not in my favor until my Chaos Raptors screamed in from above, dealing massive damage to the Hive Tyrant and generally wreaking havoc in the backfield.

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From this point, the battle swung wildly back and forth as both Paul and I enjoyed setbacks and advantages. More than once I was able to use In Midnight Clad, my Night Lords custom strategem from the new codex, to survive a particularly brutal ranged combat attack.

And the warp storm raging in the skies meant that psyker powers were more difficult to manifest, and failure was more devastating for all involved. This came into focus for me when I rolled a 1 on my psyker check. This would have meant Perils of the Warp, likely dooming my sorcerer to a shrieking death, with additional gruesome effects for my nearby guys due to the warp storm penalties. Thankfully I had a spare command point and was able to re-roll the check!

My sorcerer was safe … until the Hive Tyrant charged in and pulped him into a fine pate, perfect for spreading on a cracker as hors d’ouevre. Gulp.

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Nearby the Raptors squared off against a Carnifex and a few Tyrant Guard. My Chaos Lord had teleported into battle alongside the Raptors, and I was pretty excited to get him into combat. Unfortunately I got a little over-zealous and strayed too close to a Carnifex. A few hacks and slashes later, and my Chaos Lord was toast. Mistakes were made!

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The tide turned when my Helbrute stampeded through a small copse of trees, emerging to engage the Hive Tyrant in single combat. This was the Helbrute’s moment, as he walloped the Hive Tyrant with his power fist, destroying the foul xeno and breaking its psychic hold on the rest of the army.

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The Hive Tyrant was Paul’s only HQ unit, which meant that the rest of his army was now operating on pure instinct, unable to do much in the way of tactical maneuvering. Combined with my fairly solid hold on the primary supply cache marker, that pretty much put a bow on this game for me.

I had emerged victorious! As a result, the Chaos forces eagerly reactivated the astropathic beacon, hoping to send a signal to the blighted armies of Nurgle that were mustering at the nearby Scourge Stars for the invasion of Ultramar. Of course, the side effect was that the Imperials could also use the astropath beacons to call for reinforcements, but whatever.

Paul’s Tyranids, presumably, scattered into the alpine wilderness.

We agreed that this was arguably our best game of Warhammer 40k yet. The Open War cards were a total hit…we loved the randomness and flavor they added to the game.

This was also the first game where I finally felt like I “got” the flow of a Chaos Space Marine army. I did a much better job using my aura effects and supporting my units. The new Chaos codex added a huge variety of options for me to try out. As I told Paul, none of the new rules seemed particularly game-breaking, but they all seemed extraordinarily flavorful, which is just about the best possible outcome for narrative gamers like us.

So the stage is set for new battles, counterattacks, maneuvers, sabotages, intrigues and grand plans on Caluphel. The astropathic beacons are once again active … who will answer the call?

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