Yesterday,
finally with rulebook and Index supplements in hand, Matt and I began
the first in our first series of games for the new edition. This is
our “getting to know the edition” series, naturally, I used my
Flesh Tearers because they are my training wheels army (I haven't
played regularly since the beginning of 6th edition).
Matt, meanwhile, spent an hour or so gluing his Death Guard together
so he could start the edition with an army he has no preconceived
notions of (this actually turned out to be a good plan).
So, not our
first game but the first outside of using slightly incomplete
resources off the internet. Matt had the contents of his Dark
Imperium box and I had the
roughly equivalent power points Flesh Tearers force consisting of:
Librarian
in power armour
Chaplain
with jump pack
10
Tactical Marines
5
Vanguard Veterans
Land
Speeder with multi-melta
Death
Company Dreadnought
This
worked out to 2 power points more than Matt's and so he got his
underdog bonuses. We had a straight up fight with no objectives just
to get a handle on things.
Result:
win to me. I had both characters, the Dreadnought and a couple of
Tactical Marines still standing at the end, Matt had one Poxwalker
and his Plague Champion (who... just... would not... die!). We learnt
a few things and we forgot a few things.
Things
What We Forgot
Shooting
pistols in combat is something you really, really need to remember
you can do. The loss of additional attacks for charging affects
Tactical Squads' effectiveness a lot more than you think it will so,
seriously, remember that they have pistols and you can use them.
Cataphractii
armour has a better invulnerable save than normal Terminator armour
and the Lord Of Contagion is wearing Cataphractii plate.
You
can't deny psychic powers if you don't have a psyker on the table.
This is why I targeted Matt's Malignant Plaguecaster early on but we
forgot this detail and so some of my psychic powers got denied in
Turn Two out of the clear blue sky.
Morale
at the end of the turn, not the phase, we did a couple of morale
tests at the end of the shooting phase and just had to remember the
result for later.
Things
What We Learnt
Matt
used his twenty Poxwalkers to roadblock my Death Company Dreadnought,
a slow and interminable beating I took because my Dreadnought was not
in a position to do anything useful by leaving the combat. Given how
resilient the Poxwalkers turned out to be (it took me eleven turns of
combat to whittle them down to one guy) I dread to think what they
might have achieved if they'd reached my Tactical Squad.
Plague
Marines: super resilient. Matt was trying to use them to take out my
Tactical Squad at range but as I kept failing to kill him from a
distance we quickly realised that it would just have been better for
him to wade through the bolter fire for a turn or two and charge me.
This edition is a lot better for designing units to do what they're
meant to do and Plague Marines are footslogging attrition
specialists.
My
Land Speeder is now a character sniper. The speed meant that in about
every turn I was able to ensure a character was the closest possible
target for my multi-melta.
Also,
Land Speeders are a lot more fragile than I anticipated at only
Toughness 5 and 6 wounds. Definitely a vehicle that needs to avoid
combat wherever possible.
In
an edition where extra attacks don't just materialise out of thin
air, chainswords are worth their weight in gold.
On
the other hand, I'm not sure meltaguns (or any multi-Damage special
weapon) are really that useful in a Tactical Squad anymore. They seem
more of a contingency fallback than something you'll get full use of
most turns.
Given
how poorly it did in the one turn it was fighting my Dreadnought, I
think the Feotid Bloat-Drone is more of an anti-infantry thing than
anti-vehicle.
Area
of effect is better than having buffs that only work for the unit a
character is with. My Dreadnought managed to get Litany Of Hate
re-rolls just from having the Chaplain nearby. Obviously, though,
this is a thing to keep a ready eye and a ready tape measure out for.
I
love my Chaplain's inferno pistol. It is a good pistol.
Bonus
Background Fact!
According
to the main rulebook's appendices, there is still a planet of the
catgirls. This joke persists.
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