Showing posts with label Games Workshop. Show all posts
Showing posts with label Games Workshop. Show all posts

Wednesday, January 16, 2013

Biggest Changes In Today's FAQ


Today's FAQ release is quite a doozy! Everything from a confirmation of the reported Necron flyer rule, to Mycetic Spore changes that make Doom even more dangerous, plus some new game mechanics. Here are the top changes I found when reading the updates this morning;








Main Rulebook Page 43 – Special Rules, Vector Strike.
Change the second paragraph to read “When Swooping, this model may savage its prey. At the end of the Movement Phase, nominate one unengaged enemy unit the model has moved over that turn. This unit may even be an enemy Flyer. That unit takes D3+1 hits, resolved at the model’s unmodified Strength and AP3, using Random Allocation. Against vehicles, these hits are resolved against the target’s side armour. No cover saves are allowed against these hits.”

Two big changes in here. First, random allocation is now in play for vector strikes. This prevents me from sniping models via heldrakes flying of the table at specific angles, and fluff wise makes sense. I already through some DnD dice with my Chaos army to speed up allocation. The second is a huge benefit to vector strikes...no cover saves! This makes vector strikes one of the most reliable ways to finish off the last two of three guys in a unit.

More changes after the jump!

Wednesday, November 28, 2012

Battle Report: Chaos vs. Sisters of Battle/Imperial Guard (11.15.12)



To prepare for a local GT in March and Adepticon in April twenty of us from the Frozen North Gaming Club are participating in a league to both build community as well as test lists out against a variety of opponents. We are following the Bay Area Open missions and I am using the new Chaos Space Marine Codex with allied Daemons of Chaos. Note that because it is a playtest league there is no painting requirement and proxies are allowed on the condition that you are actually working toward purchasing or converting the model. I have included what model is being used as a [proxy] in brackets.
 

Typhus [Gold TH/SS Terminator]
33 Plague Zombies
10 Plague Zombies
10 Plague Zombies
10 Plague Zombies
Heldrake (Baleflamer) [Vendetta]
Heldrake (Baleflamer) [Stormtalon]
5 Havocs (4 Lascannon)
5 Havocs (4 Lascannon)

Masque [Tyranid Warrior]
9 Flamers of Tzeentch [Black Termagants]
5 Plaguebearers [Grey Termagants]
9 Screamers of Tzeentch [Dark Elf Warriors]

Aegis (Comms Relay)


It was my first time ever playing Michael, who brought Sisters of Battle with IG Allies.

St. Celestine
Uriah Jacobus

20 Sisters (Power Weapon/ 2 Flamers)
10 Sisters (Rhino/2 Meltagun/Combi-Flamer)
10 Sisters (Rhino/2 Meltagun/Combi-Flamer)
5 Retributors (4 Heavy Bolters)
Exorcist
Exorcist
Lord Commissar (2 Powerfist)
Marbo
10 Veterans (Auto-Cannon/3 Grenade Launchers/Forward Sentry Doctrine)
Vendetta [Razorwing Jetfighter]
Basilisk

Aegis (Quad-Gun)

Friday, October 26, 2012

Chaos Space Marine Analysis and List Building: Part Three

This series of posts has been composed a few paragraphs at a time over the last week as I have begun the journey of learning a new book, and play style, as I move away from tyranids this next tournament season. Rather than changing previous ideas or reworking this post I have left it as is. I feel that is shows the process I use while creating and testing lists as well as providing insight behind why I am and will continue to make the list building choices I have been. This is part three of four interconnected posts.

So after I made two Chaos Space Marine lists in part two, I started playing theory hammer in my head, and decided I value the high rate of fire of the autocannons over the potential utility of the terminators. Ideally the 16 S7 shots would be able to work toward replacing the 24 S6 shots that I normally get out of my Carnifex units. I tested the second list (with the small shift in dropping the Icon of Wrath for the 4th autocannon in the second havoc squad) against a Tyranid list with two flying combat hive tyrants, two trygon primes, doom of malan’tai, five hive guard, one genestealer squad with a broodlord, and a lot of hormagaunts.

We rolled up the relic and vanguard strike with night fight in effect. I went first and killed one hive guard with all my shooting (nearly all of his army was in cover, and both Tyrants were either out of line of site or out of my range). He had iron arm on both tyrants, with his warlord being T9 all but one turn of the game. I moved my zombie horde forward as well as my biker gang, leaving them on the middle line behind my aegis. His shooting did very little, and he progressed toward the middle.


Tuesday, October 23, 2012

Chaos Space Marine Analysis and List Building: Part One



This series of posts has been composed a few paragraphs at a time over the last week as I have begun the journey of learning a new book, and play style, as I move away from tyranids this next tournament season. Rather than changing previous ideas or reworking this post I have left it as is. I feel that is shows the process I use while creating and testing lists as well as providing insight behind why I am and will continue to make the list building choices I have been. This is part one of four interconnected posts.

I wish I had the time to write all of my thoughts on the new CSM book and other wargaming topics in my head. Most notably of the topics I will not be covering right now is how hard the hobby bug is getting me. I have big dreams involving doing a fully converted CSM army. I also have only 18 days to paint 2200 points of Dark Elves for a fantasy GT, which is itself a crazy task. Enough of that though, this is about Chaos Space Marines.

I have played two games with the new book. I faced a 3 flyer and a 4 flyer Necron list each game. My first game I had the Biker Lord and Daemon Prince from my last CSM post, 3 untis of havocs with missiles and flakk, 4 small cultist units, 1 large cultist unit, 5 spawn, and two heldrakes. My opponents dice were cold, but I got to see how the Chaos units interacted. The second game I took out the Prince and added Typhus with six units of zombies, and switched the spawn out for some bikes. Here is my unit by unit analysis.

Monday, September 10, 2012

The Biggest Changes in this Weekend's FAQ Update



Today I am going to go over some of the big things covered in Friday’s FAQ update as well as a very quick rundown of my performance in four RTT’s over the last month. The rest of this week I will be posting my list and strategy for the Midwest Massacre GT this weekend as well as the final three rounds of the Golden Throne GT (always best to finish writing about one big event before running off to another).

An update on my pre-ordered copy of the Limited Edition Dark Vengeance box; as of this posting it still is not here. I called GW customer service and was treated as though the idea that a preorder would arriving the day (or week for that matter) a product is released was an obscene request. In fact they informed that if I wished to buy something the day it came out I should just go buy it from my local GW store. Considering there are literally zero Games Workshop stores in the state of Minnesota that is super fantastic advice. I personally will be taking the small portion of my business that was with GW’s website and moving it fully into local stores.
 
In the FAQ department I must say that I found GW to be spot on. Many of the questions people had were answered and there seemed to be very few outlandish questions and answers listed. Here is the FAQ items that I found most important to the game…

First and foremost is that paladins, nobz, and wolf guard are no longer characters. This means no more ridiculous levels of precision strikes, as well as limiting look out sir games deathstar armies were playing. It is worth noting that nobz and wolf guard are characters if they are leading a unit.

Page 16 – Shooting Phase, Look Out, Sir
Change the second sentence of the second bullet point to:
“Determine which model in the unit is closest to the character, and resolve the Wound against that model instead.”

This is huge. Now when a character leads a multi-wound unit they can not hand out wounds until everyone has one, the nearest model will take them until they die.

Page 49 – Flying Monstrous Creatures, Grounded Tests.
Change the second sentence of the third paragraph to read “A Grounded Flying Monstrous Creature is treated as if it is in Glide mode with immediate effect, and can therefore be targeted normally and charged in the following Assault phase. Furthermore, the model automatically loses the Jink special rule (if it had it), but can otherwise revert to Swoop mode again in its next turn.”

We can say so long to the monstrous creature bouncy ball argument. Though in some senses this ruling weakens flying monsters, it does make logical sense and should help against things like the Daemon Circus.

Page 71 – Vehicles, Difficult and Dangerous Terrain.
Change the final sentence to “A vehicle that fails a Dangerous Terrain test immediately suffers an Immobilised result from the Vehicle Damage table, including losing one Hull Point”.

While mech is not dead, this is another nail in the coffin. I expect to see more dozer blades in the future.

Page 83 – Skimmers, Special Rules.
Change this sentence to “Skimmers that are not also Heavy Vehicles have the Jink special rule”.

Do not let your opponent jink with their monolith. And to think, I had dual monolith Necron army all ready to post up next week.

Q: Can the BS1 of a Snap Shot ever be modified by special rules that modify the BS of a model’s Shooting attack (such as Tau markerlights, Space Marine Signums or Sergeant Telion’s Voice of Experience)? (p13)
A: No.

Q: How do maelstroms, novas and beams – or indeed any weapon that doesn’t need to roll To Hit or hits automatically – interact with Zooming Flyers and Gliding Flying Monstrous Creatures? (p13)
A: Only Snap Shots can hit Zooming Flyers and Gliding Flying Monstrous Creatures. Therefore, any attacks that use blast markers, templates, create a line of/area of effect or
otherwise don’t roll to hit cannot target them. This includes weapons such as the Necron Doom Scythe’s death ray or the Deathstrike missile of the Imperial Guard, and psychic
powers that follow the rule for maelstroms, beams, and novas.

Q: If a Psyker uses a beam power on an Infantry unit in front of him and the beam proceeds to pass over the base of a Zooming Flyer or Swooping Flying Monstrous Creature, is it also hit by the attack? (p69)
A: No.

One of the things these FAQ’s did was stop people from being able to make silly arguments about how to not be effected by snapshots. Two examples of that are on display here.

Q: Can psychic shooting attacks be fired as Snap Shots (assuming that the Psyker has enough Warp Charge available and requires a roll to hit)? (p13)
A: Yes, but only in your own Shooting phase. This means that psychic shooting attacks cannot be made when firing Overwatch.

It seems like this was coming up at every event I played in. It is good to see it resolved.

Q: Do models that ignore difficult terrain when moving or charging still fight at Initiative step 1 if they charge through difficult terrain?
(p22)
A: Yes.

This clarifies how Necron wraiths interact with terrain. Ignoring the effects of terrain now clearly does not include striking at initiative.

Q: In a multiple barrage, do you determine all of the hits and all of the Wounds separately for each blast, or do you resolve all of blasts in one go? (p34)
A: Work out the total number of models hit by the multiple barrage, then proceed to allocate Wounds and remove casualties all in one go.

This is less of me posting a big change and more of me being confused. The barrage rules state wounds are allocated from under the hole of the blast marker. If there are multiple holes then how can I do both this and remove casualties in one go?

Q: Can the Feel No Pain special rule be used to resist a Wound suffered from the Perils of the Warp? (p35)
A: Yes.

The next question then is how this interacts with a psychic power which gives you FNP. For example, if I roll double ‘1’ when casting catalyst, can I use the FNP I receive from passing the psychic test on the wound from the test? I posted this on a local groups forum and received solid answers from both sides of the argument.

Q: If a model has the Eternal Warrior and Feel No Pain special rules, can it still make Feel No Pain rolls against Wounds that inflict Instant Death (Eternal Warrior states that the model is immune to the effects of Instant Death, after all)? (p35)
A: No.

This is a great example of GW being astute about what people were interested in finding out how to play their armies.

Q: When a model makes a Vector Strike or Hammer of Wrath, do these attacks benefit from any special rules (such as Furious Charge, Poisoned or Rending), or any weapons or other wargear it is equipped with? (p37/43)
A: No.

This makes unholy might a much less attractive upgrade for Daemon Princes.

Q: Flyers are entitled to choose whether or not to use the Skyfire special rule at the start of each Shooting phase. Can Swooping Flying Monstrous Creatures also do this? (p49)
A: Yes.

Yes. Yes. YES! The night before the FAQ’s were released I played against a four flyer Necron list. Oh, how that game would be different now. Each Tyrant would average downing an AV11 flyer each turn by itself with their shooting.

Q: Can a vehicle Tank Shock a Swooping Flying Monstrous Creature? (p49)
A: No. If a Swooping Flying Monstrous Creature would end up underneath the Tank Shocking vehicle when it reaches its final position, move it by shortest distance so that it is 1" away from the vehicle.

I do disagree with part of this call. While it makes sense that a swooping monster can’t be tank shocked, it is bad that you can essentially push FMC’s by tank shocking them. Because these models reply on their movement, a tank shock can be a powerful took against flyer lists.

Q: Does a Flying Monstrous Creature that arrives via Deep Strike count as arriving in Swoop mode? (p49)
A: Yes.

Notice here that there is no choice, the model must be swooping.

Q: If passengers disembark from a Transport that has suffered a Shaken or Stunned result, do they still suffer these effects in their next Shooting phase? (p80)
A: Yes.

This is self explanatory and continues the trend of negative changes in regard to transport vehicle mechanics.

Q: Can a character on a Chariot that is also a Skimmer make a Sweep Attack against a Zooming Flyer? (p82)
A: No.

This is a good start, but I would like this same restriction to be put on sweeping flying monstrous creatures.

Q: To score a Victory Point for achieving the Linebreaker Secondary Objective, you must have at least one model from one or more scoring or denial units within the enemy’s deployment zone. Does such a model have to be completely within the enemy’s deployment zone, or do they still count if they are only partially within? (p122)
A: The base of the model in question must be wholly within the enemy’s deployment zone.

This will require an intentional change to how I at least get line breaker. In many games I simply place part of an MC base in their zone for the point. This is not as much of an issue for infantry armies.

Q: Do units that are transported in a vehicle that MUST start in reserve count towards the number of units that can be placed in Reserves? For example, must I count the units in a Drop Pod or Valkyrie towards the 50% of units I can place in Reserves? (p124)
A: No.

There is some discussion over whether this includes all transports that must be put in reserve, such as storm ravens, or if it is just dedicated transports. I feel based on this working it is clear that it is all transports.



Lots of words and few images in this post…but fear not! You can look for tons of pictures this afternoon when I give a brief report of the four events I have played in since the Golden Throne GT.

What codex specific FAQ updates do you feel are the most game shifting?
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