Seventh
Edition, First Impressions
1000
points, my Orks versus Matt's Traitor Astra Militarum (with summoned
Nurgle Deamons). My first game of 7th edition. My first
game since the release day of 6th edition, in fact. I lost
14 Victory Points to 8 but it really came down to the last two turns.
I
have to say I really like the Strategic Objective cards. We were
pulling three per turn and it really adds a level of unpredictability
to the game I've always felt was lacking. The constant shifting of
priorities was fun, especially in my mad Turn Six dash to equalise as
I tried desperately to take out Matt's Warlord (and gain D3 Victory
Points) with a one-Deffkopta suicide charge. I almost did it too,
winning the combat but Matt passed his morale check and my hopes of
running the man down evaporated.
It
was a genuinely tense moment.
Matt's
fifty man Conscript Platoon led by Ministorum Priest continues its
long run as his MVP, especially now he has realised how many shots he
can get out of it with Front Rank, Fire! Back Rank, Fire! Seriously,
there was one turn where the unit pumped one hundred and ten shots
into my Boyz.
Lessons
Learnt
I
either need bigger Boyz mobs or faster ones, so either expand to
thirty Boyz per mob in the 1500 points version or invest in some
trucks to get smaller units into combat faster.
I
need to remember that Furious Charge exists, as I forgot several
times.
I
also forgot that Waaagh! existed for almost the entire game and then
it was too late to use.
Matt's
Wyrdvane Psykers should be a real priority for me. In my defence, I
knew this before and took out two of the five in my first Shooting
Phase but then he hid them behind sight-blocking cover where they
rode out the rest of the game, summoning Plaguebearers and Nurglings
in peace. In hindsight I should have sent the Deffkoptas in to finish
them off.
Flash
Gitz are fantastic: great guns (which have more components than an
entire Space Marine, by the way) and they have the combat ability of
a Nob. I had my Warboss accompanying one of the Boyz mobs but I'm
seriously considering surrounding him with Flash Gitz since Snazzguns
are Assault weapons.
I
had the Killa Kans figured all wrong, I was using them for shooting
but once they entered combat with the Plaguebearers... well, okay,
they died but took out a few in return. Really, I should have used
them to tie up the Conscripts for a few turns, stop them slightly
shifting the outer edges of their enormous unit to leisurely claim
objectives.
The
Mek Guns didn't get much of a testing. Matt only had two vehicles: a
Chimera and an Armageddon-Pattern Armoured Sentinel, the first went
down in turn one and the other was on the far side of the board. So
my fantastically powerful artillery spent the rest of the game
sniping off a Guardsman or two per turn from his flamer-toting
Veteran Squad.
Forging
a Narrative
Aside
from the Deffkopta suicide-charging Matt's Warlord there were no real
“cinematic moments” to build epic rivalries around. This might be
for the best as Matt and I will be team mates in Dave's campaign.
Also, I only won that combat in theory, the victory didn't achieve
anything.
Still,
one of the Gretchin manning the Mek Guns sprang back to life after we
discovered we'd resolved a round of shooting incorrectly.
Conclusions
Good
game, better than any game of 40k I've had since the Hallowed Third
Edition and I'm much more motivated to get this army painted.
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