Just before 8th Edition was released, I got in touch with one of my old gaming friends, Mike Basc, who runs increasingly popular Objective Secured blog, tournaments and events, and we agreed to do some challenge games between our Gaming Blogs to generate new 40K battle reports for both audiences.
Mike is a seasoned and successful 40K player who has captained the state team, won dozens of events on the local and national stage and been an organising force behind some of the best regional tournaments.
Round 1: Mike Basc’s sickeningly perverse Dark Eldar take on Matt-Shadowlord’s heretically inspired Imperial Guard. Read more
Today we have a treat for the many people who have been asking for an Imperial Guard battle report, as the Astra Militarum battle the Genestealer Cult across the surface of an ice planet.
This was the first tabletop playtest for both me and my opponent (I’ve had 3 vassal games of 8th prior to this), and a terrific chance to try out the new rules in what would prove to be a fast-paced, hyper violent game of 40k.
Infantry, Monstrous Creatures, Tanks, Artillery, Mutants, Psykers, Heroes and Cavalry – this game has got it all.
The 8th Edition of 40K has given us 12 Imperial Fortifications. It’s now time to talk about some of the most controversial points you’ll ever spend in Matched Play games – the points spent on immobile, non-scoring, non-contesting terrain, all of which is ‘Unaligned’ meaning it can be captured and used by your opponent.
Knowing all of the above, some people will still be tempted to spend up to 454pts on a single fortification. Let’s dive in and see what their new rules are, and which -if any- might be worth taking in competitive games.
We now have access to a preview of the new Chaos Marines codex. This is unfortunately a fairly poor quality copy, but it is likely to be of interest to players of other armies too, as it contains a better view of the way GW is pricing units and wargear upgrades than anything else we’ve seen so far.
The pages we can see include an example of a Psychic Table (Dark Hereticus Disciplines) that the player can roll on to generate powers, as well as a secondary table (Contagion Disciplines).
There is also a profile of a Flyer in the form of a Heldrake (12 Wounds 3+ save) well worth a look, but I must admit I was stopped in my tracks by the 70pt cost of the Chaos Rhino.
Having reviewed the preview of the Detachment creation rules, my current guess is that it is likely that when playing common game sizes (1500-2000) the majority of armies will have something in the region of 7 to 10 Command Points (CP) available. This article will dive into army building using Detachments, and what that means to the quantity of Command Points likely to be available to you and your opponent.
Brief recap: All Battle-forged armies start with 3 Command Points, and then more can be added by adding more detachments, or by including certain units in the army. We know very little about which models or units will give Command Points other than a couple of legendary heroes apparently awarding 1 each. Assume that all armies discussed in this article are battle-forged (3 CP) and can afford one HQ or other unit of high enough calibre that it that grants an additional CP, and work upwards from that baseline of 4.
A Space Marine Captain with 6 (SIX!) wounds, Toughness 5 and a 3+/4++ save leads today’s charge, followed by another source of the apparently rare Mortal Wounds. Read on for today’s preview as more units of the Emperor’s Finest are revealed.
We’ve already seen the stats for the Intercessors, but they are just one of the new units. Today we take a look at a couple more.
Let’s start with the leader, the Captain in Gravis armour.
Space Marine Captains should be amongst the most feared warriors in the galaxy, but a lot of the time today, they are looked down on compared to other characters that can bring more utility to an army.
Not anymore! Read more
A couple of weeks ago I bought 2 Eldar Revenant titans to use in normal pickup games, and none of my opponents minded or even raised an eyebrow. They have no reason to object -their own armies feature Warhounds, Thunderhawks, scores of Leman Russes, countless Tyrannid monstrosities, Shadowswords and Reaver Titans, and yet the armies are balanced, the matches close right to the final moments, the game streamlined and the system tournament-ready.
It’s time to have another look at Epic Armageddon, and on the brink of 40Ks 8th Edition being release d I’ve updated this post from 2014 with some of the new developments for this old game.
I’ll be completely upfront about this: The goal of this mini-series about Epic is to get you interested enough in Games Workshop’s other game set in the grim darkness of the 41st Century to actually give it a try. I started playing it fairly casually with some friends and it took a few games to realise that Epic is actually GW’s most strategic and tactically rewarding game. In fact, this weekend I’ll be flying 4,000km to CanCon for a major Epic Tournament, which is about as strong a personal endorsement as anyone can give a game. Read more
Cancon 2014 has come and gone, and once again featured one of Australia’s greatest Epic Tournaments.
Continuing the introduction to Epic Armageddon that I started here on 3++ with There is another 40K game. And it is Good., the following is a battle report from one of the games I played. Now I am aware that many 3++ readers aren’t very familiar with 40Ks scaled-down model size scaled-up battle size stablemate, but read on to get a general feel.
And there are pictures!
There are more articles on adding Imperial Guard as Allies coming soon, including a deep dive into the frequently ignored Elites slot, but in the meantime I’ve had a few requests for Pure Guard lists. The first is from a player who would prefer it for old-fashioned thematic reasons, the second is for a player who needs it for a tournament that restricts players to a single codex. Yah I know, that’s like sooooo 2011, but fortunately IG remain one of the armies most capable of playing a pure list without allies.
Hopefully players who are considering Guard as Allies will also find the notes and changes useful, as many of the principles behind them apply equally to secondary detachments – in fact armies shopping for Guard as allies have it easier, because the gaping void called ‘the Assault Phase’ is so much easier to fill.
“What I cannot crush with Marines I will crush with the tanks of the Imperial Guard!”
As part of the mini-series on Imperial Guard as Allies I received some army building requests which I’ll be tackling before moving on to the rest of the Force Organisation Chart.
The first batch are Imperial, namely Space Wolves, two Blood Angel builds and finally a rebuilt pure Guard army. Watch this space for Guard and Orks in the very near future. Read more