Thursday, June 19, 2014

Commission Work

Over the past two weeks I did some commission work for one of my friends.

He wanted me to paint up 9 of the new Bullgryns and Gunnery Sargent Harker.

In the background of this photo you will see two of the slightly old metal Ogryns and one really old metal Ogryn.

These old models had the color scheme that he wanted me to paint them to.

Here is a group shot:


Next, here are some close ups of individual models:





My amazing girl friend also helped and I couldn't have got thse guys done in less than two weeks without her.
This is Harker, she painted almost all of him:


And his back:



I still have some 7th edition articles and hopefully some bat reps yet to do soon.

Until Next Time....

Friday, June 6, 2014

7th Edition Missions: Maelstrom of War + Tactical Objectives

The tactical possibilities of objectives changing every turn is awesome in my opinion.

Tactical Objectives and the Maelstrom of War missions promises a fluid exciting game with objectives changing every turn and the each type of mission changes how the objectives change each turn.

There unfortunately are some issues with Tactical Objectives and the missions themselves.

I have some ideas for fixes and they are presented below.



1 - Use the cards that GW sells or create your own.

2 - After Deployment make sure you have also seen your opponents list.  Then remove 6 cards from the 36 Tactical Objective cards to build your deck.  Then shuffle them.

3 - (optional) Remove Mysterious Objectives from the missions.

4 - Play only the following three missions with the changes listed above: Cleanse and Control, Spoils of War, Cloak and Shadows.


Explanation:

By doing step one above you are making the generation step of the Tactical Objectives smoother.  It makes sense why they made cards.  It is not just a money grab as some have suggested.  By making cards they offer you an easier and quicker way to play with Tactical Objectives. You obviously don't need them to play the game because the rules for them are all included in the main rulebook.  By using the cards it is just easier.

By picking only 30 of the 36 Tactical Objectives it allows each player to build their own deck of objectives.  This is important because the Tactical Objectives GW has come up with are not always applicable to your opponent's army.  Some of them gain you points for shooting down a flyer but if your opponent doesn't have a flyer in his/her army, then you are just screwed out of points.

By giving the players the power to choose what their objectives will be during the game, it adds a new element to the game which GW either didn't anticipate (which I find odd) or they intend to include this in a future supplement along with new Tactical Objectives or they wanted us the player base to do this sort of thing ourselves.

I included removing mysterious objectives from the missions because a lot of times in 6th Ed people would forget to do them or forget what they were and it also slow down the game.  Also the mysterious objectives in 7th are basically the same so we aren't really missing out on anything new here.

Of the 6 Maelstrom of War Missions, I feel the three I listed above are the most balanced.  The first one, Cleanse and Control is the basic mission.  The Second one is cool because each player can use either player's Tactical Objectives.  In the Third mission each player keeps his/her objectives secret.

All three of these missions also use a standard card drawing/discarding mechanic which I like.  All three start each player with 3 cards.  Each turn you must have 3 cards in hand and once an objective is accomplished you discard the card.  Each turn you may also discard one card you didn't use.  The next turn you draw up to three cards.


If you follow the above steps, you should have fun, challenging, engaging games.


These missions and the changes to them are something I think could be used in a tournament format or even just as a framework to allow pick up games at a game store or with friends.  It is a solid new way of playing 40k and I hope other people agree.

Until Next Time......

Tuesday, June 3, 2014

7th Edition Psychic Powers Part 1: Addressing Summoning

Well if this isn't a topic that makes people upset I don't know what is.

The interwebz is exploding with people claiming the sky is falling over Psychic Powers an the new Psychic Phase.  Its a bunch of Baloney.

Take a look at this Bat Rep:
http://www.frontlinegaming.org/2014/05/24/warhammer-40k-7th-ed-video-bat-rep-daemons-vs-imperials/

In this bat rep the Daemon Player summons a ton of extra units.  Yes he will out number his foes because he is using the Malefic Daemonology Psychic Discipline to summon more units.

NOTE: The Daemon Player did not win, he tied.

This is a possible thing in 7th Edition, summoning a ton of stuff.
The following list is how he did it.

Here is his list:

Note he has 6 Mastery Level 3 Psykers and one Mastery Level 4 Psyker and I beleive the Horrors are also Psykers.  That makes his Warp Charge points 28 + d6 each turn.

There are 4 Psychic Powers in Malefic Daemonology that summon Daemons: Summoning (the Primaris Power Warp Charge 3), Sacrifice (Warp Charge 1 but you take a wound when you cast it and recieve 1 Herald), Incursion (Warp Charge 3), and Possession (Warp Charge 3 and you lose the Psyker).

Note that 3 of the 4 powers are Warp Charge 3.

Unless you are playing the list above, your chances of successfully casting alot of summoned units each turn is not very high.

Here is another Bat Rep where the Chaos Player summoned units:
http://eyeofisha.blogspot.com/2014/06/defeat.html

There were a few issues with this one, the Chaos player used Chaos Sorcerors which should have rolled Perils for every double, but didn't.  Only Daemons or Psykers with the Daemon rule can cast Malefic Daemonology Psychic Powers and not take a Perils of the Warp on a roll of a double.

Also if you read the above Bat Rep, the Eldar player was ahead in points in every turn until turn 7, where he lost.


Here is the problem with going Psychic Summoning Heavy.
If you try to summon unit after unit, you will either die from Perils if you aren't a Daemon or you will only summon a few units through the course of the game because of how difficult it is to get off a Level 3 Power now or you will have to use a list like the above and continue to cast new units instead of being aggressive because all you can do is summon units and you are still not guaranteed to get them without s few heads exploding along the way!

Here is a podcast I highly reccommend you listen to where they discuss in depth the Psychic Phase:
Episode 199.5 v2: 7th Edition Breakdown Part 1
http://www.tangtwo.com/11thcompany/episodes.cfm

Psychic Summoning is not all that.

Remember you need to win the mission not just summon Daemons.

Until Next Time.....