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40k Battle Report: The Big Guns Never Tire

Posted by Comrade on July 11, 2017
Posted in: Posts. Tagged: 40k, campaign, game night, sci-fi, wargames, warhammer. Leave a comment

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Now there’s a fitting name for a battle report! Indeed, as the title suggests, Paul and I met up for a game of 40k. Specifically, we decided to play the scenario entitled “The Big Guns Never Tire.”

In addition to being inspired by one of my all-time favorite little snippets of 40k lore, this scenario was also a great opportunity for Paul and I to get two of our newly painted centerpiece models — a Tau Riptide for him and a Chaos Land Raider for me — onto the table for a thematic game.

So we set up a quick narrative scenario — the Tau and the Night Lords were picking through the ruins of Saint Scythia (one of the urban areas on Caluphel Prime) and came upon an abandoned defensive line. Both armies were determined to station their heavy support units on the high ground.

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This game marked our second outing with Warhammer 40,000: Dark Imperium, also known as 40k 8th edition. We played this game at 75 Power Level but still didn’t feel like we got our “full armies” on the table.

The battlefield, with its ruined defensive earthworks bisecting the table, created some interesting tactical decisions. Clearly the Tau would have to pull off a successful flanking maneuver in order to bring their long-range weaponry to bear. For my part, I was looking forward to trying out some newly painted Khorne Berzerkers and Plague Marines in my army.

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The game itself turned out to be something of a curb-stomping of the Night Lords by the Tau. I was outgunned in every sense of the word. I consistently found myself in situations where a half-squad of 5 Chaos Marines would be facing down a 10-man squad of Fire Warriors at short range, resulting in Paul rolling 20 or 30 dice to attack.

To make matters worse, I dramatically underestimated the potency of Paul’s Crisis Suits. He had three, and each was an absolute menace when arriving via orbital insertion in my backfield.

And lastly, I just didn’t know enough about tactics for this new edition of 40k. Neither of us did, really, but Paul was able to gain the upper hand through sheer firepower and win the day.

The game started with Paul conducting a very smart flanking move with his Devilfish and a squad of Fire Warriors. They landed on a ruined building near a squad of Night Lords, proceeded to annihilate them and then march down my left flank in workmanlike fashion.

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You can see the ruined building with the stairs in the photo above. It’s a long, narrow multilevel fortification, probably 30 inches in length, with two objectives on either end. I sent a squad of cultists into this ruin to claim the first objective, and Paul countered that move by sending in his newly acquired Kroot squad! They were so new that I think they still had packing peanuts stuck to them from eBay.

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Farewell, cultists!

Nearby, two Chaos squads (5 Night Lords and 5 Plague Marines, plus a Rhino APC) found themselves hemmed in by the approaching Fire Warriors and the Devilfish.

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This was literally a case of them being caught in the open, and the results were brutal. They went down firing, but these guys were doomed from the start…

I made marginally better progress on the right flank. Whether by chance or due to an unconscious desire to pit our two newest toys against each other, both my Land Raider and Paul’s Riptide had been deployed opposite each other on the battlefield. So it made sense for them to spend most of the game pouring firepower into each other. Which nut would be the first to crack?

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Spoiler: It was the Land Raider! Thanks in no small part to the timely arrival of a couple of Crisis Suits from their orbiting Manta transport. The Land Raider took a lot of punishment but it couldn’t stand up against a Riptide and a pair of Crisis Suits.

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Before the Land Raider burned up, I was able to disgorge its payload — a snarling band of Khorne Berzerkers, along with my newly painted Chaos Lord astride a fearsome Juggernaut!


They looked impressive, no doubt about it, but close combat has changed in 8th edition. You’re no longer “stuck in” when you enter close combat…now, units can withdraw at any time and for seemingly little penalty. Mechanically, this encourages lots of charges and countercharges (which is fun!), rather than one big game-ending morass.
Anyway, the Berzerkers charged and did some damage! But those darn Crisis Suits have 6 wounds, and I wasn’t able to kill even one.

Sidenote: Overwatch is brutal in 8th edition! Any unit can shoot with all its weapons, and even though you only hit on 6’s, it all adds up, particularly with units that have a lot of firepower that improves considerably at close range.

Which brings us to the final indignity of the night …

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This was the final act for my vaunted Chaos Lord in Terminator armor. The caption here could probably be best summed up by, “What’s that? He’s behind me?”

What actually happened was that my Chaos lord arrived via teleport to seize and objective (that sweet chaingun-looking thing behind him). Paul sent in a lone Crisis Suit to take him out, and to my utter surprise the Chaos Lord weathered a full round of shooting and survived.

So on my turn I gleefully prepared to charge — and was utterly annihilated by a series of lucky overwatch rolls. Yep, there is no dignity, not even in death.

At this point I had just a handful of units on the table, so I gallantly conceded.

Conclusions

It was interesting to re-examine my unit choices after such a sound defeat. In this case, I had left my two units equipped with deep strike — a squad of Chaos Terminators and a squad of Raptors — on the bench, as I wanted to play with my shiny new Plague Marines and Berzerkers.

But in this case, I think those would have been points well spent. The ability to threaten Paul’s flanks would almost certainly have changed his battle plan.

In addition, next time I’ll play to the Tau’s weakness in addition to my own strengths. Namely, the psychic phase — Tau don’t have access to psykers, so this is essentially a “free roll” for most other armies, provided they take advantage of it. I’ll be bringing a few Chaos Sorcerers next time to see how they go.

Lots more units and tactics to try out in future games…stay tuned!

40k Battle Report: Slaughter at the Omicron Barricades

Posted by Comrade on July 3, 2017
Posted in: Posts. Tagged: 40k, caluphel, campaign, game night, sci-fi, warhammer. 3 Comments

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We got in our first proper game of Warhammer 40,000 last weekend, and it was a doozy — both in terms of the game itself, as well as the ramifications for the Caluphel storyline.

The Story So Far…

The game took place immediately after the events in the Archeotech Catacombs. The Tau had withdrawn from the tunnels, having paid a horrific price for whatever ancient secrets they retrieved, and had linked up with the Imperial defenders who were at that very moment fortifying Outpost Omicron against further attack.

Thus a cautious alliance was struck between the Tau and the Imperials (a platoon of Guardsmen along with a few squads of Salamanders Space Marines). And not a moment too soon, as both factions knew that doom was about to come boiling up out of the silent tunnels.

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The Tyranids, long dormant in the archeotech catacombs, had been unleashed on Outpost Omicron. A desperate last stand by the defenders might slow them down and allow scouts to alert the rest of the disparate Imperial factions on the planet’s surface…

Game Setup

In game terms, we were playing a meatgrinder scenario with roughly 50 Power Level per side. That didn’t leave the Imperial Guard with enough points to take a lot of tanks, but that’s OK as this was primarily a learning game so we could put 8th edition through its paces.

The Tau, however, brought some heavy support in the form of Paul’s newly painted Riptide. As you can see from the photos, this thing is enormous! It was hard to get it in the frame and maintain the battlefield illusion (no one wants to see my curtains or bookshelf when imagining the grim darkness of the far future).

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In any case, Paul had worked hard for many weeks on this beauty, and dammit, we were going to get it onto the battlefield one way or another!

Let’s Play!

And with that, we were off. Our goal here was to play a “proper” game of 40k. We had rulebooks, indices, tape measures and dice … lots and lots of dice. Here’s a look at the swarm…

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The meatgrinder scenario included one very important rule: attacking Tyranid squads that were destroyed had the ability to “respawn” back in the Tyranid deployment area, thus approximating an “endless wave” assault by the foul xenos.

Paul and I (playing the Tyranids) enjoyed this rule immensely, as it allowed us to shrug off the massive losses that our bugs suffered as they raced across the battlefield. “Don’t worry, they’ll be back,” was a common refrain as we removed handfuls of gaunts and genestealers.

Anyway, the Tyranids took the first turn, with most squads advancing forward. We found very little in the 40k rulebook that addressed terrain and movement penalties. In a way, that’s OK — after all, the movement rates for various units can be easily understood as being a “tactical” move distance that accounts for cautious movement through terrain and such. But we sort of expected various detailed terrain penalties, given that they are quite common in other wargames.

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The bugs got off a few shots, as well as a psychic power or two (leaving the Imperials to bemoan their lack of psychic support). Then the Imperials and Tau answered with their own fusillade of firepower. Tyranids were cut down in their dozens, but I just gleefully quipped “They’ll be back” as I scooped them up from the tabletop.

I didn’t get many turn-by-turn photos, so here’s how it all went down. The right flank of the Tyranids crashed into a section of the defensive line held by the Salamanders, and quickly swarmed the few green-armored defenders.

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Even as the Space Marines went down, the Imperial Guardsmen behind sandbagged defensive lines peppered the attackers with lasgun and heavy weapon fire. But the Tyranids were too many in number, and the right flank folded and then collapsed.

This skirmish in particular looked rather one-sided, as a Carnifex scaled a watchtower and dealt with the scout squad on top.

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Across the table, the Tau shored up the left flank with hyper-accurate gunfire from their Fire Warriors and a veritable firestorm of death from the Riptide. The Tyranid players quickly adjusted and sent both Carnifexes to deal with the Riptide, but both were killed before they could reach the lumbering battlesuit. But … they’ll be back.

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The Second Wave

By that point, most of the Tyranids’ left flank had been eviscerated by the Tau. In a series of spectacular dice rolls, virtually all of the attackers respawned in the Tyranid deployment zone and began the grim march forward once again. The second wave was approaching…

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At this point we realized why the meatgrinder scenario allowed the defender to win by having even one unit left alive at the end of the game. The sense of inevitability surrounding the respawn rules meant that the defenders were doomed, one way or another.

With the second wave now reaching the beleaguered Tau and mopping up the last desperate Imperials, it seemed that the Tyranids had all the momentum. Long-ranged firepower from the Carnifexes severely damaged the Riptide battle suit. Fast-moving genestealers crashed into the Fire Warriors, slaughtering them indiscriminately.

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Ultimately the game ended after turn 5, and the Tau/Imperial alliance managed to hold out for a minor victory. They still had a couple cohesive units on the battlefield, even though the Tyranids were by that point rampaging through their defensive lines. Another turn or two would have probably sealed their doom.

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A Pyrrhic Victory

In any event, the game narrative painted a grim picture: the Imperial garrison at Outpost Omicron had been slaughtered almost to a man. The Tau, already mauled after their encounter in the catacombs, had barely escaped the battlefield. Control of Outpost Omicron is seriously in doubt, as the retreating units sent back frantic, fragmentary reports of ramparts and barracks overrun by swarming bugs.

We’ll see what the future holds for this important strategic location on Caluphel…stay tuned!

Initial Thoughts on Warhammer 40,000: Dark Imperium

Posted by Comrade on June 20, 2017
Posted in: Posts. Tagged: 40k, borderlands, demo, game night. 1 Comment

I had a chance to try out the latest iteration of Warhammer 40,000 this past weekend when Paul and I road-tripped up to Salem to grab a quick demo at Borderlands Games. Our host, Jason, did a great job — especially considering we dropped in without preamble and basically walked up to him and said “Hey man, can we get a demo?”

Paul and I had brought most of our existing 40k armies up to the shop, and Jason was able to organize a super brief demo game using what we had on hand.

(Sidenote: Some things never change — and in this case, it was kind of a bummer to see that Paul and I were still in the minority with our fully painted armies. There was far too much bare metal and plastic in that room.)

Anyway, the game itself seemed highly playable, with a satisfying amount of crunch, though not nearly as much as in recent editions of the game (from what I’ve heard). That’s a good thing for players like me, but I can also understand how some players might take that to mean that the game has been “dumbed down.” But I digress.

The last time I played an actual game of Warhammer 40,000 was during 3rd edition, which was the first serious reboot of the game in terms of gameplay and tone. For me, at least, Dark Imperium managed to activate plenty of muscle memory related to 3rd edition. I found myself dredging up tidbits and factoids from nearly 20 years ago, all of which contributed to me learning the game quickly and (fairly) smoothly.

It was nice to see that some of that ancient knowledge was still relevant. And the stuff that wasn’t relevant had been replaced by better mechanics and more reasonable rules. Like the to-wound roll, which used to be a giant chart/matrix thing in older editions of 40k.

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Now it’s been replaced by a simple scale where you determine if your weapon’s Strength is more than/less than/double the target’s Toughness stat.

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This was a little change, and it definitely involved sacrificing a sacred cow of 40k (that dang matrix), but it really improved gameplay.

Another observation is that this new edition of 40k is stuffed full of little rules and mechanics all designed to encourage armies to get in close. Many weapons are more effective at half range, which offers a tempting value proposition … do you close the distance and roll a lot more dice during your shooting phase, and risk a melee charge if the enemy unit survives?

WH40K: Dark Imperium also throws a few nods toward the game’s roots as a squad-level skirmish game (even if the current movement seems to be toward larger, company-sized games). For example, individual characters can no longer be targeted individually by ranged attacks except in a few situations, so they can safely lead from the front (where such visually impressive miniatures deserve to be, in my opinion!).

Likewise, the rules for vehicles have been simplified to the point where they play a role on the battlefield that seems more suited to a far-future sci-fi setting. They no longer have “armor facing” for the purposes of defense, and vehicles can fight in close combat (albeit with some risk).

Visually, the game itself looked fantastic. Say what you will about their rules, but GW has always had incredibly high production values on their actual merchandise. Dark Imperium featured a beautiful hardback edition of the rulebook, complete with a black ribbon in the spine for marking one’s page. Likewise, the miniatures themselves look super crisp and should be fun to paint up. I’m splitting the box set with Paul — he gets the Space Marines and I’m taking the Nurgle stuff. FWIW, I have no position whatsoever on the new Primaris Space Marines.

Anyway, this game also marked my first encounter with the “three ways to play” philosophy. For our game, we used Power ratings to build two roughly equal teams (with helpful advice from Jason). I say roughly because I’m sure we would have found some discrepancies if we had used the game’s competitive points system. But the point of Power ratings (so it seems) is to let players get to the battle fairly quickly, without complex math or spreadsheet formulas. Paul and I were both impressed with how quickly we were able to toss together two opposing armies using the Power ratings system.

In any case, our short game was a lot of fun and included a few nail-biting moments as we launched all-out attacks or attempted desperate armor saves. We departed Borderlands having gained a good starting point for a more in-depth analysis of the new Warhammer 40,000: Dark Imperium rules.

I’m not sure if this new edition of 40k will replace Grimdark Future as our go-to ruleset — I’ve said many times that Grimdark Future is basically everything I’m looking for in a game of 40k, with none of the silly baggage that seems to plague 40k these days. But we’ll give Dark Imperium an honest shot soon enough. Look for a battle report in the near future!

Grimdark Future: The Archeotech Catacombs

Posted by Comrade on June 15, 2017
Posted in: Posts. 2 Comments

Captain Dunjen knelt beside the data terminal and brushed away a thick layer of dust. The ancient computer station was cold and silent — like everything else inside this accursed tomb, Dunjen thought blackly.

The rest of the squad stood nearby, most impatiently checking their weapons. Further down the dim hallway, just glimpsed in the gloom, Gangrul stood silently with his back to the squad, covering their rear with his fearsome flamethrower. Dunjen was pleased at that — few of his Night Lords could bear to stand in the, ah, fragrant presence of Gangrul, but none could deny that the Plague Marine made for a devastating addition to their warband.

With a deft, careful click, Dunjen rotated the main port and popped out the data core. The fat glass tube was the size of his fist, and the quantum crystal wafers inside sparkled with the promise of ancient knowledge.

His task complete, Dunjen stood, the servos in his archaic armor whizzing and purring in the silent  tunnel.

Abruptly, the comm crackled. It was Gangrul, his voice terse.

“Contact, twelve meters.”

A second later, Gangrul voxed the squad again, but this time his remarks were lost in the whooooosh of his flamethrower opening up.

With a snarl, Dunjen unlimbered his sword and turned to meet the unseen threat.

How about that for an intro!

Earlier this month, we gathered for a much-anticipated game of 40k. If you recall, our last session saw the Imperials gaining a foothold in Outpost Omicron, the windswept frontier fort on the outskirts of Caluphel‘s arid wilderlands.

But in the process, the Tau and Night Lords were able to seize and pry open several entry points into the vast, uncharted tunnels beneath Outpost Omicron. In truth, these tunnels were just the antechamber for a much larger underground network throughout the crust of Caluphel, filled with ancient artifacts and inscrutable technology.

None can say who or what created these archaeotech tunnels, but both the Tau and Night Lords were determined to explore their depths — even though these tunnels are not as empty and vacant as they first thought!

In game terms, this was a great opportunity to play some gun-crawl games using our 40k miniatures alongside my Dwarven Forge dungeon terrain tiles! I got in on the Kickstarter for these pieces several years ago and haven’t had an opportunity to get everything on the table until now!

We set up a battlefield with a cavern-like entryway of rough stone leading into a series of hallways and chambers made from flagstones. The tunnels were littered with debris, artifacts and archaeotech — all of which hinted at the true purpose of this dim techno-dungeon.

And arrayed against the invaders were a fearsome force of slavering Tyranids! Yes, that’s right. The predatory xenos had infested the shadowy hallways, laying in wait as the invaders groped through the gloom. Both Paul and John provided the figures, and they looked fantastic as they surged through the darkness.

For this game, we were using Grimdark Future: Firefight, a smaller scale skirmish game based on the same Grimdark Future rule system that we knew well. Each side had a dozen or so figures — more for the Tyranids, fewer for the invaders.

For our scenario, we placed 8 different tech markers throughout the dungeon. Whenever a figure made contact with a tech marker, he had the option of taking 2 victory points (a safe, albeit minimal, reward) or rolling a d6 for a chance at grabbing more victory points — or summoning an ill-tempered denizen of the catacombs! It was a fun little mechanic that hopefully made the players sweat a little bit as they raced around the tunnels.

Enter the Night Lords

My Night Lords took the first run. Here’s a look at their initial moves, as they tried to cover their advance from the caverns into the hallways.

We found out pretty quickly that Tyranids move very fast in Grimdark Future: Firefight, but individual units were also weak enough that they often didn’t want to advance too far, too fast without support. So my Night Lords were able to press the advance a bit while Paul and John maneuvered their forces.

At one point, I sent a lone Terminator down one hallway all by himself, even though I could see that Paul was mustering some stiff opposition. Time to see how that Terminator armor holds up, right? Here’s what happened.

He basically held off a Tyranid warrior and at least 3 termagaunts for most of the game. I was impressed!

(You can see some pretzels in the background of this game. We are a beer and pretzels group at heart — often literally!)

Elsewhere, one of my Night Lords made contact with the first bit of archaeotech. Holding my breath, I rolled a dice to see what my Chaos marine was able to recover…

Thankfully, he netted 4 victory points and nothing else. The Night Lords were on the board! Unfortunately, a swarm of hormagaunts surged around the corner and overwhelmed this poor guy.

They were quickly dealt with Gangrul’s flamethrower.

By that point, casualties started to mount, and we had reached our turn limit, so it appeared that the Night Lords would escape with 4 victory points — a “minor victory,” per my game handout.

The Tau Make a Run

After that, we shuffled up the seats and started a second game, with John and I controlling the Tyranids versus Paul’s Tau.

I had suggested mixing up the terrain to create a different layout, but Paul had an inspired idea — what if we just moved the deployment area for the Tau to another location in the dungeon? This little step totally reoriented our playing area and accomplished everything I would have wanted to achieve by fiddling with the terrain. All in about 2 minutes!

The Tau brought several crisis suits to the table, and these proved to be very effective at wading through the swarms of Tyranids.

While the Tyranids were able to pick off individual Tau Fire Warriors, the crisis suits were able to breach the “boss chamber” where three tech markers waited, guarded by a fearsome Carnifex!

Much slaughter ensued, as you can see from these photos.

Ultimately the Tyranids were able to overcome and dismember one crisis suit, but by that point Paul had secured several tech markers, yielding 8 or 9 victory points. This scored him a “major victory” per the scenario, but it had come at a steep cost in life and equipment.

Afterward, we agreed that this was a fun scenario with superb narrative flavor. It really did feel like we were exploring a techno-dungeon filled with crumbling machinery and insidious alien defenders.

Both the Night Lords and the Tau had scored victories — of a sort — in their perilous forays into the dim tunnels. But Tyranids, as we all know, are virtually undefeatable. Doubtless dozens if not hundreds of individual nests are situated deeper in the archaeotech tunnels — along with even more horrific, as-yet-undiscovered threats!

Battles will continue on Caluphel, both on the war-torn surface and in the trackless depths of the archaeotech tunnels. Stay tuned!

Fully Painted: Khorne Berzerker on Juggernaut

Posted by Comrade on June 8, 2017
Posted in: Posts. Tagged: 40k, chaos, grimdark, painting, sci-fi. Leave a comment

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Here’s another one from my formative years: the eponymous Khorne Berzerker astride a mighty Juggernaut steed. I owned this gnarly miniature 25 years ago, during my first run-through with Warhammer 40,000.

Well, not this *exact* miniature, but you get the idea. And I was absolutely enamored with it. To me, this model says everything about Warhammer 40k: an insane, bloodthirsty space marine riding a gigantic beast made of living metal.

And did I mention how heavy this model is? It’s solid metal, and if you were to put it into a sock and swing it at someone’s head, you could really ruin their day. Heavy metal, indeed.

This unit has since been re-released as a more dynamic and aggressive-looking plastic model kit, but I always preferred the original hunk o’ metal version.

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So last fall, as I was casting a wide net across eBay in an attempt to scoop up all of the fun, vintage metal miniatures I’d enjoyed as a younger man, I found a great deal on an unpainted Juggernaut rider kit.

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I went with the classic paint scheme — blood red armor for the rider, and coal blue-black for the steed, plus lots of obligatory brass detailing. And rivets. Oh god, the rivets.

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In Grimdark Future, I think I’m actually going to be using the model as a biker…I already have two Chaos biker models, and this guy looks cool and basically serves the same function on the battlefield. Plus this gives me an excuse to paint up the other bikers in blood red Khorne colors!

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