Over the last few days, massive change has come upon the world of Warhammer Fantasy. The rules of the much anticipated "Age of Sigmar" game have been released, for FREE online, by GW, along with a Starter Box Set of (to put it mildly) impressive miniatures, featuring one completely new army, the Stormcast Eternals.
"Warscroll" compendiums for every existing army (e.g. Skaven)
VERY different rule sets. Just a quick glance shows (let me know if I am wrong!)
Just 4 pages of core rules.
Statlines are now reduced to just MOVE, SAVE, BRAVERY and WOUNDS
Wounds now changed in scope: e.g. Thanquol and Boneripper have 13...
A model/ weapon's effectiveness is often affected by wounds remaining. They become less effective the more wounds they have taken.
Everything can now shoot into combat.
Magic system is changed, with no Wizard levels.
All Wizards seem to know two stock spells: Arcane Bolt and Mystic Shield, plus one of their own (e.g. A Skaven Grey Seer knows 3 in total. His Skaven magic is now just one spell, which is Vermintide.)
Wounds are now divided into "Wounds" and "Mortal wounds".
Movement is now free - so models can move in any direction.
Flank and rear attacks have no influence on close combat.
No templates for warmachines (that I can see) e.g. Skaven Warplightning cannon just causes a random number of mortal wounds to a target unit.
Armies are no longer based on points at all. You can take as many as you want. Players with smaller armies gain access to the "Sudden Death" rule, where they can choose from a small set of special objectives that will instantly give them the game.
Now, to give you a sense of this, these are just a few of the major changes from 8th edition! There are a LOT more, related to almost every core element of the game that a player would know. These include measurement (bases are meaningless, you measure from the model) and combat (there is no initiative anymore).
It was the best of times, it was the worst of times...
(T_T)
With all of that, no surprises for guessing that even though the rules have only been out less than 48 hours at time of writing, the internet is running red with rage (not to mention questions). After all, 8th edition was (generally) well received, and had the core approaches that wargamers have had at heart for a long time:
-A perceived "Fairness" based on the well-established rule of having a "Points system".
-Big "Blocks" of troops, and so a scale that brings to mind historical conflict of days gone by.
-Tactics deeply affected by movement and facing. This added another layer of depth to a game considered by many players to be fun because it feels like Chess.
-Deep and extensive rules, designed to cover the vast majority of situations that you would find yourself in.
At first glance, all of these things seem to have been thrown out of the window with Age of Sigmar:
-No "Points" limits (but already plenty of people are suggesting balancing armies by using "Total wounds per side".)
-Blocks aren't necessary and don't have to line up - just put your models in coherency. (Uh-oh!)
-Facing and flank attacks don't make any difference.
-No deep rules, plenty of gaps to be addressed.
-Seems completely unsuitable for tournament play.
Initial playtests seem to divide into two camps (of course!). Firstly, an overall negative or indifferent experience. This is not raging or anger, but more lamenting that AOS isn't a deep game, and that for the players in question, what they liked about Warhammer Fantasy isn't present.
"All in all I fail to see any merit in this game"
A good example would be the report of the first game over at Kiwi Hammer. This was my first visit to the site, but I will be back as I enjoyed the thoughtful write-up by the author ("Jeff" - great write up!), who is a very experienced WHFB player. Overall, not a good experience from his perspective, as AOS simply doesn't hold what he is looking for.
Comments over on Warseer are broadly similar at the moment, with the majority of poll respondees not interested in playing, or noting that they will have a couple of games but the lack of depth means they are unlikely to stay on.
...a more positive experience was had by Mc1gamer. I've just come across his YouTube Channel, and was excited to hear that he is going to "Test the $**t out of" AOS. To get his thoughts, please see the video below:
There are certainly things that Mc1gamer doesn't find stimulating about the new rules (movement for one) but he is keeping an open mind as he and his buddies try different game sizes and armies. It'll be interesting to see if his position changes over time.
SkaveninAZ takes a different tack. Not having playtested the game in detail, he still thinks it is important to keep things in perspective (and thanks to him for reminding me about Marvin.)
Me?
I'm definitely going to give it a go.
After all:
I can still use most of my models. I don't want to sell them.
The armies that I love are still there (thanks to the Warscrolls).
I don't have to re-base anything.
I never play in tournament games, so if the relative power of my army decreases it isn't going to impact my chances to win in a competitive setting.
I can still use movement trays to get troops across the board until they hit combat. They will still look pretty cool I reckon.
The armies still have the core DNA that I liked about them (e.g. Skaven) and even some of the humour (Skaven Screaming Bell...roll 2 dice, and on a score of 13, you get an "improbable" win??)
The whole games seems faster, which is a good thing as I am a slow player.
Half the fun of the game is meeting up with friends, and I reckon we can still do that.
The sight of lots of models on a decent gaming table still looks cool (not as cool as everything ranked up, but still pretty good!)
...and I can always continue to play 8th edition!
Image credit: The 4 Open Space Rules, by Roland Tanglau (CC by 2.0) on Flickr
Well, it certainly does sound as though the Black Templars have come out of the new Codex quite well. Chatter over at the Bolter and Chainsword points to a whole lot of excitement around some units that hadn't been that widely used in the previous codex simply because there were other more effective options, and which I happen to own but didn't use before! (always a nice bonus to realize you have a model to put on the table!) But now... The Emperor's Champion really is a Champion!
My Emperor's Champion
Now with x3 attacks at Strength 6, AP2, instant death on a 6 AND re-rolls in a challenge? Sounds pretty good! The EC has always been an interesting part of the fluff - gifted with a vision and a big sword - now he might just actually perform as a Champion on the table, as well as in print. See "The Emperor's Champion is a Big Winner in the new 'Dex" Grimaldus, now new and improved...
Methinks you will be joining my next crusade...
Not only has his points cost become a bit more reasonable (150) but he (his servitors) now grant Feel No Pain to UNITS within a 6 inch bubble. I think previously that rule only granted FNP to Models within 6 inches, so this significantly ups the game for units around him. (Stick him a Landraider Crusader and units around the Crusader will be affected?) See "Grim just got cheap enough to be worth runnin" Kids these days... ...actually canshoot fight worth a damn.
Black Templar Neophytes (Templars in training) being Space Marine Scouts, have had their Weapon Skill and Ballistic Skill improved back to WS4 and BS4, the same as a regular marine. I guess they will be more expensive then previously, but from a BT game point of view (where they could make up around half of a Crusader Squad to bulk up the squad to a large size and act as meat shields) this is interesting... ...but not without controversy from a fluff/ game point of view. "If they are a Space Marine in training, then they shouldn't have the same stats as Space Marines" or "In game terms, making more and more units WS4, BS4 is getting ridiculous!" See "How do you feel about WS 4 BS 4 Space Marine Scouts" Looking forward to learning more as the new Codex gets devoured and tested by more experience players than I.
++++++++++
In other news, I will be naming a squad in honour of Christopher Lee, who sadly passed away last week... ...RIP to a man who played Dracula, Sherlock Holmes, Mycroft Holmes, Count Dooku, Frankenstein, Saruman, Scaramanga, and many more... ...and who also happened to be (probably), a secret agent, and (definitely) an actor who out-Bacons Kevin Bacon in any game of "6 Degrees of Kevin Bacon" ...and an award winning Heavy Metal artist.
Hmmm, interested to see aposttodayoveratBellofLostSouls with a snippet of BT information from the new Space Marine Codex, this time about Chapter Tactics in the new book. Looks like some changes?
Holy Crusaders?
Lost Librarius?
Righteous Zeal?
If nothing else, it is good to see the Black Templars listed there.
There was a lot of wailing and gnashing of teeth in the run up to the last Marines book, with everyone wondering what would happen - would the Templars disappear entirely? That turned out not to be the case, despite some changes. Although I have only used them a few times, they are turning into one of my favorite armies. That COULD be because I only started with them in the most recent edition so the changes didn't make much impact on me. The way I see it though, even if there are some rules changes, you still get to kit them out with with chainswords and run (or wheel) them across the field.
Looking forward to getting my hands on the Codex...
... The printed version that is!
(I won't make the same mistake I did last year in getting the PDF version. It simply wasn't as accessible as the iBook/ Apple version, sadly.)
The very same afternoon my Skaven got beaten up, I played a 1,500 point game of 40K using my Space Marine Black Templars against Tau. For the sake of time, this used exactly the same list I had some success with against a Tyranid force in a previous game. Basically:
- a layer or two of cover-ignoring template death from afar (Whirlwind Missile Launchers) - a dash of tracked, high-powered pew-pew (Lascannons on x2 Razorbacks) - a pinch of backfield harassment (Sternguard in drop pod) - a slathering of airborne support (Stormtalon)... ...all of this wrapped around a sweet core of Xenos-squashing, chainsword-wielding fanatics (blob squad in a Land Raider crusader). My opponent brought a shooty, Tau foot-slogging list (is there any Tau list that isn't shooty?). - A couple of Broadsides with rail weapons and plasma. - Crisis suit unit. -Commander with bodyguards. -Kroot unit with sniper rifles. -Two units of Firewarriors. -Two units of Pathfinders. - A unit of Stealth suits with drone markerlight support.
At this point, you might be thinking...
"...wot no tanks?"
Yes, as a former Tau player, I was initially surprised to see a complete lack of heavy armour or flying transports, but as it turned out, my opponent had no option but to bring a foot list, as he hadn't been able to find his tanks before coming over... Even so, I was looking forward to my first game against Tau in this edition. Also, my first 40K army was Tau and I still have a soft place in my heart for the minions of the Space Pope. AND, it is always great to see Kroot on the table!
The game:
Game type: Keeping it simple, we went for a VPs game.
Tau Deployment: Pathfinders went on either flank (assuring nice interlocking fields of Markerlight fire!). One broadside took up position in a bunker, anchoring his two units of Firewarriors on either side. One was in the open, the other clustered around an old bunker. On the far hill, another Broadside was supported by a second unit of Pathfinders. All the crisis suits, Kroot and Stealth suits stayed in reserve.
Black Templars deployment: A line of black, tracked boxes... Subtle eh? Razorbacks stacked opposite the Broadside on the hill, with Whirlwind Missile launchers in the centre, and Landraider on the opposite flank. I hoped to take a chunk out of his Firewarriors with my missile launchers, while rushing my LR down a flank.
Game Highlights.
Early on in the game, the Landraider faces a unit of Pathfinders. A round or two of cannon fire would take them down to 1 man, but not destroy them entirely.
Tau Stealthsuits come in, accompanied by Markerlight drones.
It isn't long before the Razorbacks go down. Hmmm, massed Firewarrior Pulse Rifle fire sure does glance those hull points down pretty quickly! The Crusader squad makes it out alive, but is now staring down a whole load of Tau firepower...
After a couple of turns, the BT left flank is now a mass of destroyed hulls! (See image below) One Razorback and a Whirlwind has been destroyed. To make matters worse, a unit of Crisis suits manages to deepstrike in the back field, right behind another Razorback. Fortunately for me though, my Stormtalon has come on. Although it isn't equipped properly for this fight (no enemy flyers upon which to unleash my Skyhammer missiles) the pilot still makes use of his cannon on the Tau infantry around the table.
Now this next image is what we (Black Templars) like to see! Noting that the Landraider won't be able to make it around the side of the table in time, the Black Templar blob squad disembarks, hoping to foot slog to glory (and the juicy Tau Firewarriors in the centre field...) ...meanwhile the Landraider continues to whittle down the Kroot with cannon and bolter fire.
The Tau have done a jolly good job of taking out the Whirlwinds and Razorbacks , but the Stormtalon looks like it may dominate this side of the field, as evidenced by its ability to take a few wounds at a time from the Firewarriors.
The Stormtalon zooms towards one of the Firewarrior units.
...and although I don't have an image of this, that same Tau Firewarrior squad manages to defeat a small Crusader squad in close combat! Unfortunately we didn't have time to finish the game, but at this point, the game was even (in terms of points won by either side). It would have been an interesting second half though: -The big BT squad with Captain heading towards the Tau (will the unit of sniper-round Kroot nearby take them out?)... -The Sternguard and Drop pod still to come in (can I take out his Warlord?)... -The Landraider Crusader barreling down the flank... -The Tau commander and his bodyguards still to come in from reserve. Thanks to my opponent for a fun game - really great to see Tau on the table - makes me want to fight for the Greater Good again! :-)
Image Credit: "Shame" by Grey World on Flickr (CC by 2.0)
No self-respecting warlord should ever admit defeat...
(after all, any sign of weakness is bound to hasten your demise or encourage thoughts of rebellion) but that was the undeniable result of a recent game against a combined Warriors of Chaos/ High Elf force, in which Squeek's clan was almost completely wiped-out!
Why was this?
A simple, horrible, completely amateur deployment error - one that I am almost too embarrassed to admit to in public.
DISCLAIMER: Now, before I share this error with you, let me say that the opposing commanders definitely led their troops better than me, and they most-certainly deserved to win!
With that out of the way, what did I do?
Well (hangs head in shame) I placed my Hellpit Abomination and my Doomwheel too close together...
So of course, first turn, 3 ZZzzap shots from my Doomwheel leave my HPA with only 1 wound, which he immediately loses to a charge. My Doomwheel then gets crushed by a combination of Chaos cavalry and infantry, so "BOOM!", almost a 1/4 of my army gone on Turn 1 (and arguably my most powerful 2 units).
...and I forgot that I could fire my ZZZZapp in close combat.
.
Never mind! I fought on, and my slaves, plague monks and core did OK, but not well enough to claw back any significant points...
Here are a few shots of this humiliating defeat:
From top: G. Rats, Skaven Slaves, Clanrats, Slaves, Clanrats Plague Monks, HPA, Doomwheel, Warp Lightning Cannon
High Elves and Chaos (from top): Bolt Thrower, Chaos Cav, High Elf Cav. Chaos Chariot, Chaos Warlord, Chaos Warriors, White Lions (counts as), Chaos Chariot, Archers, Silver Helms, Bolt Thrower.
Plague monks fail to drive off Chaos Warriors (even after using the Plague Banner) and take a Chaos Cav charge in the flank.
My Goblin slave (counts as Skaven Slaves) grind it out with High Elf Cav, while Clanrats attack a Chaos chariot (at rear)
Another Skaven Slaves unit attacks (counts as) White Lions and a mage, but couldn't quite destroy the unit by the end of the game.
A hard lesson learned...
...but I will have my revenge! (shakes clenched paw at the sky!)