40k 8th edition, or is it 4th?

June 10, 2017
10 Jun/17
0

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A long time ago, I wrote a contradictory piece about how every edition of 40K is broken.  It detailed all the editions before 7th and why they had been unbalanced.  But, there was a problem.

I was wrong.

Not about the unbalanced aspects of the various versions of 40K, but about the numbers.  For example, this upcoming edition of 40K is branded as 8th edition.

But what makes an edition?  Can a little tweak like Entanglement or Flyers really change the way the whole game is played?

In my opinion, no.  What makes an edition is the framework of the rules.  The “engine” of the game, so to speak.  Honestly, the update in the assault rules from the main 3rd edition rulebook to the revised assault rules for 3.5 released in White Dwarf was a bigger change than the change from 3.5 to 4.

Think about it.  How do you do things in 40K?  In 3, 3.5, and 4 you move troops 6″.  You shoot using the same rules.  But, from 3 to 3.5 you fight in assault differently.  The process was streamlined.  And, with a few tweaks, that system stayed around in 4th.

How much change happens between editions.  From Rogue Trader to 2nd, there was structure added.  More rules to make it a 1v1 game.  From 2 to 3, the to-hit grid and to-wound grid was added.  Units had rules based on Type, such as Infantry or Beasts.  Distances and ranges were always a multiple of 6″.  But, then from 3rd to 7th, these rules remained.  Sure, the Psychic Phase, Flyers, and D strength weapons were added, but if you add a room to your house, is it still the same house? It calls to mind the Ship of Theseus.  Philosophers may debate and say the ship is different, but it looks the same and still has Theseus tooling around on it.

It’s very telling that the 8th edition book is coming with a slate of source books replacing all the other codexes.  The last time this happened was…

…you guessed it.  3rd edition with the “black codex” rules in the very back for all of the previous armies.

Here in 8th, every rule has been changed.  Movement brings back the movement characteristic.  Shooting no longer uses the old 1-10 BS system, but instead a flat roll as a characteristic for each model, right in its statline.  Modifiers are back.  Cover saves are gone.  Just like shooting, Assault is a flat roll, abandoning the to-hit grid.  Vehicles are now glorified monstrous creatures.  Points have changed drastically, or have even been replaced entirely by Power Rating.

It’s a big change.

The third big change.

Making this 4th edition.

Whether this edition is good, or I like the fluff, big things are happening.

Let’s get into it.

Coming up soon: A big announcement from me and Lexington!  A new workstation for my painting! Stay tuned.

Filed under: Gaming
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40K Combat Patrol Trio at AFK!

February 4, 2017
04 Feb/17
0

Good news, I just got a new place!  Expect to see a modeling setup post soon, once I get everything moved in.

Because of all the rigamarole in purchasing a house, I took this week off, which means that I was able to go back to AFK and get some 40K, which I have been sorely missing.  When I arrived, I met Bradley, the employee of AFK who is organizing the Combat Patrol 40K campaign.  Combat Patrol is as follows:

  • 400 pts
  • Modified Combined Arms Detatchment
    • 0-1 HQ
    • 1-3 Troops
    • 0-1 Elites
    • 0-1 Fast Attack
    • 0-1 Heavy Support
  • All armour values 13+ are reduced to 12
  • All vehicles with 4+ hull points are reduced to 3
  • All Monstrous Creatures are reduced to 2 wounds
  • No named characters
  • Psykers can only take Warp Charge 1 powers (re-roll all others)
  • Board size is 48×48″
  • All reserves are rolled for one turn early, but arrive when they normally would (giving you one turn notice for when reserves arrive)
  • Other monthly restrictions (changes each month)

Bradley needed to test out the rules for this format in some rapid-fire games.  Here’s what we did!

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Bozeman – Azure Flames (Salamanders)

  • Ory-Hara the Silent, Chief Librarian of the Azure Flames
    • Librarian Lv2, Pyromancy
  • Tactical Squad x5
    • Veteran Sergeant, Power Fist, Combi-Flamer, Flamer, Auspex
    • Drop Pod
  • Tactical Squad x5
    • Veteran Sergeant, Power Fist, Combi-Melta, Melta
    • Drop Pod

Bradley – Dark Angels

  • Tactical Squad x10, Power Sword, Plasma Gun, Heavy Bolter
    • Rhino
  • Nephilim Jetfighter (games 1 and 2 only)
    • Ravenwing Darktalon (game 3 only)

——————————————————

Mission 1 – Assassinate

Deployment – Table edges, 12″ in from edge

Objective – The first player to slay the enemy Warlord gains 2 victory points.  If simultaneous, award goes to current player.

Secondary objectives – Slay the Warlord (yes, you get another one for this!), Linebreaker, First Blood

Deployment

DSCF1727

Azure Flames – Turn 1

Ory-Hara and the Melta squad deep strike.  Bad to-hit rolls immobilize the Rhino.

DSCF1729

Dark Angels – Turn 1

Two combat squads pile out of the Rhino.  After shooting and terrible armour save rolls, Ory-Hara stands alone, his squad gone.  Turn not pictured.

Azure Flames – Turn 2

Flamer squad arrives via drop pod.  Shooting and psychic powers from Ory-Hara wipe out the Dark Angels marines.  Game ceded.

DSCF1731

Conclusions: It was at this point that Bradley realized that Drop Pods could seriously ruin the game balance of a game this small.  On to game 2!

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Mission 2 – Follow and Support

Deployment – Table edges, 12″ in from edge

Objective – Slay enemy Warlord for 2 points, or destroy any unit for 1 point.  Capture the Relic (similar to Main Rulebook mission 6) yields no VPs, but is important for campaign points.

Secondary objectives – Slay the Warlord, Linebreaker, First Blood

Deployment

DSCF1733

Dark Angels – Turn 1

Rhino moves forward, drops off Tactical Squads.  One runs towards the objective.  Turn not pictured.

Azure Flames – Turn 1

Flamer squad with Ory-Hara moves in.  Psychic powers and shooting kill some Dark Angels, breaking the Sergeant’s squad and damaging the other one.

DSCF1734

Dark Angels – Turn 2

Shooting at the Azure Flames is ineffectual.  Nephilim Jetfighter unloads some missiles, but fantastic cover saves protect the Tactical Squad.  Turn not pictured.

Azure Flames – Turn 2

Flamer Squad arrives, wipes out smaller Tactical squad.  Ory-Hara’s squad moves up to capture the Relic.

DSCF1736

Dark Angels – Turn 3

The Jetfighter, unable to maneuver, flies off toward the board edge.  Remaining squad menaces the Flamer squad.

DSCF1737

Azure Flames – Turn 3

Ory-Hara moves up with the Relic, to stay away from the Jetfighter.  Shooting kills the Dark Angels sergeant.  Game ceded.

DSCF1738

Conclusions: The Nephilim Jetfighter did not arrive in the first game.  Bradley ceded due to the fact that rolling for reserves a turn early meant he knew the Jetfighter would not show (despite a +1 to reserve rolls!)  In this game, the fighter showed up, but its lack of maneuverability hampered it.  It got one turn of good shooting and then was forced to fly around the board like an idiot.  In our next game, Bradley swapped the Jetfighter for a Ravenwing Darktalon, which can hover!

——————————————————

Mission 1 – Assassination (see first game, above)

Deployment

DSCF1739

Azure Flames – Turn 1

Despite seeing rear armour, two Meltaguns and Ory-Hara’s psychic powers can only glance the Rhino once!

DSCF1740

Dark Angels – Turn 1

Tactical Marines pour out of the Rhino and harm the Azure Flames squad

DSCF1741

Azure Flames – Turn 2

Flamer squad and psychic powers kill all but two Tactical Marines

DSCF1742

Dark Angels – Turn 2

Ravenwing Darkstar arrives in Hover mode, and drops a Vortex shot, but it misses.  All its other guns wipe out Ory-Hara and the rest of his squad.

DSCF1743

Azure Flames – Turn 3

Flamer squad charges the Darktalon, destroying the Vortex gun, but leaving it alive.

DSCF1745

Dark Angels – Turn 3

Darktalon hovers away and fires, but insane armour save rolls protect the Azure Flames.  Turn not pictured.

Azure Flames – Turn 4

Tactical Squad charges and kills the Rhino.  Turn not pictured.

Dark Angels – Turn 4

Darktalon zooms and bombs the Tactical Squad, causing no casualties but reducing its WS and I to 1.

DSCF1746

Azure Flames – Turn 5

Tactical squad moves up and shoots the remaining two Dark Angel marines.

DSCF1747

Dark Angels – Turn 5

Darktalon hovers again, killing 3 of the 5 Azure Flames left.  Turn not pictured.

Azure Flames – Turn 6

Darktalon is destroyed in close combat.  Tabled.

DSCF1748

Conclusions: Bradley is seriously considering nerfing the Drop Pod Assault rule for the Combat Patrol campaign.  In a 1500 pt. list, you can take things to deal with an all-drop army, but it’s very difficult in a 400 pt. list.  Bradley, myself, and Dan, the owner of AFK discussed how best to combat an all-drop army, and hopefully they will have a successful campaign.

——————————————————

As always, there were other awesome games going on!

DSCF1751

More Combat Patrol wackiness with Nathan, a long time Four Strands ally!

DSCF1752

HUGE game of Warhammer 30K: Sons of Horus vs. Imperial Fists!  Forge world EVERYWHERE and AMAZING paint jobs!

DSCF1753

There was even a strong Warmachine contingent!  Some of my old friends from the days of 21st Century Comics and Games were throwing down.  Alex played Menoth (top) while Matt played Trolls (bottom).

What a night!  Next: look forward to seeing how I get my new paint setup ready!

Filed under: Azure Flames, Gaming
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