Sorry this is so late but last week family issues got the better of my writing time.  So this will not be a thorough report, just my impressions of the battle.

I finally got in a battle with my Space Marine army. Last Monday, being a holiday, some of us got together to play some 40k. The evening began with a epic team battle which featured Nockergeek and Hooligan joining their Tau forces against the might of the Tyranids commanded by Dennis and Slacker. Despite a strong start the Tau were unable to handle the ravening horde of ‘Nids and went down in defeat.  Following that epic struggle, Dan and I took our Codex Marine armies to the field against each other.  We started late and only made it through turn 4.  With each of us in possesion of two objectives, the game was a draw.

I now know why other folks gripe about Space Marines.  They are hard to kill and our battle developed the feel of guys in armor throwing rocks at each other. Due to bad rolling on both our parts the shots that hit had trouble wounding and getting penetration on vehicle armor was difficult at best.  For instance, between us there were 6 or so missile launchers on the table and in four turns they only produced 2 or 3 casualties.

The  lesson I took from this game was the standard Space Marine Codex is very versatile. Dan runs a foot slogging force heavy on dreadnoughtsand terminators while I run a line of tanks and troops in armored transports.  Same Codex but very different armies. I think both Dan and myself will want to incorporate some aspects of the other’s army into future lists. 

I know that I need to add some better assault elements to my list.  That may require stepping up to 1750 points and I’m aware some folks can’t do that just yet. I also think I stay too stationary and need to take the fight more to the enemy.  I need to take some time with my codex and get to know my troops better so that I don’t have to guess about their capabilities. I’m not sure what I do well and what I do poorly, so I will try to take the time to discuss the game with my opponent to get his impression on those counts.

The Warhammer Fantasy Battles 8th Edition Rulebook arrived this past weekend and I am the proud owner of a copy.   It is impressive just based on the sheer size(531 pages) of the tome, which is nice but not what really matters.  Upon opening, the book reveals that the oft maligned folks at Games Workshop labored long and lovingly to produce a beautiful and comprehensive tome detailing all aspects of the Warhammer Fantasy game.  The book is printed in full color throughout and the numerous illustrations and photographs are frequently awe (and game) inspiring.  The ribbon bookmark built into the spine is a nice touch and has proved quite useful.

 Something I consider vital to a good rule book is ease of reference and the table of contents and index of the book is clear and useful.  The rules section takes up the first 153 pages of the book.  It starts with basic information about dealing with the models and then proceeds to present the basic rules in the order that they apply during a turn of the game.  This is followed by a lengthy section covering the myriad special rules required by the variety of unit types and factions in the game.  The rules are filled with well written and easily understood examples of play, most with illustrated examples.

After the rules section, there is a section entitled “The Warhammer World”.  It begins with the rich history of the Warhammer World, including a timeline.  Also in this section, the background and motivation of all the factions available in the game are explored.  There are some truly striking pieces of art in this section of the book. 

The heart of a table top miniatures game is the miniatures themselves and the third section of the book is jealousy inducing proof.  It is 100 pages of painted miniatures categorized by their faction.  This “Miniatures Showcase” section culminates in several pages of advise about the assembly and painting of an army. 

The final section of the tome is a section entitled “WarhammerBattles” and details how to use and create scenario based battles.  It has information on how to run a campaign and how to gamemaster a battle.  I also features several narrative battle and a section on what they call legendary battles, which includes a battle report and a listing of participating units for the battle discussed.  This section should be a boon to gaming groups that choose to take the time to use the design tools provided.  I certainly look forward to gamemastering battles between my friends.

I have chosen not to go into a profound discussion of the rules because they are legion and most are written by those with more experience.  The bottom line is that the Warhammer Fantasy Battles 8th Edition Rulebook is worth the money I spent on it.  In fact, despite the $75 price tag , I would say you get more than you pay for.  The book is so impressive that it will draw new players into the hobby by its presentation and it just doesn’t get better than that.

After recording the wargaming podcast with Nockergeek and That Damn Punk, I got all motivated about getting my Warhammer 40K army on the table.  It had been a while since I have even read the rulebook and to be honest I had not really played a game of 40K since I was in college back in the early 90′s.  The following Saturday Nockergeek, That Damn Punk, and some of our other friends were getting together to play some 40k.  I convinced 8one6 that we should go watch some games so that we could get a handle on the rules and off we went.

When we arrived there were two games going.  One featured Nockergeek’s Tau fighting Space Marines and the other matching up more Space Marines with the Eldar.  As we watched the battles unfold, I decided that I really needed to get in on the action as soon as possible.  Since Hooligan had already assembled a chunk of my army,  I figured  to be ready in a couple of weeks.  That would also give me time to read up on the rules.  Turns out that I would not be waiting very long at all.

After the Space Marine vs Eldar battle finished with an Eldar victory, a discussion ensued that resulted in my borrowing an Eldar army and taking  the field against Slacker’s Tyranid horde.  As I have so often said, the best way to learn the rules is to play the game.  In this case, however, I was concerned about my ability to manage an army whose Codex I have only glanced through.  I have a pretty good idea what my chosen army can do ,but having not played in years, I really am not too sure about the other army choices.  I figured the worst that could possibly happen is some plastic and metal Eldar would be slaughtered by the Tyranids and I would get some actual play time with the Warhammer 40K rules.  I quickly tried to familiarize myself with my army list and went over the rules with Slacker.  For the record, Slacker was really awesome about the whole process from beginning to the bitter end.  Like the Beatles said, I get by with a little help from my friends.  Then we rolled for scenario (Dawn Of War) and for who would go first.  Slacker elected to let me go first and we started setting up our troops. 

Turn1 began with my bringing the rest of my army onto my side of the table.  Based off of Slacker’s set up and the fact that Tyranids are all about close combat, I tried to concentrate as much firepower on his units in the middle of the table.  The first turn of the Dawn Of War scenario uses a special visibility rule that resulted in most of my troops not being able to see the enemy due to my poor dice results.  My shooting phase was thus largely uneventful.  When Slacker took his turn he managed to engage one of my units in close combat.  Fortunately for me the combat turned out to be a draw and would continue next turn.  This concerned me because there were quite a few more Tyranids in that unit than there were Eldar left in mine.  At the end of the turn, things were looking pretty good for Slacker and I was concerned that I might have made some as yet to be determined mistake.

My plan for turn 2 was to put as much fire as I could on his advance units and to get my Howling Banshees into action.  Banshees are fantastic close combat troops and would be able to keep one of his huge units of Termagant off of my troops that needed to be shooting.  The visibility rule that hampered my first turn was no longer in play and my shooting went in the exact opposite of the first turn.  Rockets and sniper rifles took out the Tyranids HQ unit and the large unit of  Termagants that had not engaged yet broke and ran.  While my rolls for shooting were solid but not spectacular, Slacker managed some extremely poor rolls on his saves which resulted in my terrific shooting phase.  In the assault phase, my Banshees were not able to get into close combat due to the Termagant unit running.  The combat that was carried over from the first turn went my way as well, once again due to some unfortunate die rolling on Slacker’s part.  That unit of Tyranids broke and ran as well.  They made their leadership test, so I didn’t wipe them out .  Honestly, running away was fine with me.

Slacker’s second turn began with him rallying his large unit of Tyranids and continuing to remove his remaining units across the table.  One of his reserve units of Genestealers arrived from the side of the table and engaged one of my Viper jetbikes.  In his shooting phase, he succeeded in killing two of my Howling Banshees.  The Genestealers managed to destroy all the weapons on the Viper they had attacked. At the end of turn two, momentum had definitely shifted my direction.  All I had to do was take advantage of it.  The next turn could decide the game.

The first thing I did during turn 3 was to move a unit into cover to try and make it hard for the Genestealers to charge them once my Viper was destroyed.  After that I closed on Slacker’s rallied unit of Termagants with my Howling Banshees in preparation to close into assault with them.  My hope for the shooting phase was to be able to take out the rest of his HQ units and thinning out his Hormagaunt unit moving towards my snipers and missle launcher troops.  Once again my shooting phase was very successful.  I managed to take down all his remaining HQ units and unfortunately for me the Termagants ran again.  The other running unit was reduced to only one member.  Since the Termagants ran, my Banshees couldn’t do anything in the assault phase yet again.  This was a bummer, but overall I managed a very successful turn.

With things going very badly for the Tyranids, Slacker decided to see if his other reserve unit of Genestealers would show up on this turn.  Once more Slacker suffered from unfortunate die rolling.  Since it was a friendly game and victory was out of reach barring a miracle, Slacker chose to concede the game.

I found that I was able to pick up the rules quite easily and the game proceeded at a decent pace after a bit of an awkward start.  Most importantly fun was had by all involved.  I certainly would have had a blast even if the outcome had been different.  I would have to say that it was a triumphant return to wargaming table and I look forward to future battles.

Here are a few images from a recent night of Warhammer 40k games. This link will take you to the first in the set.
Warhammer 40k Warhammer 40k Warhammer 40k

Here is the latest episode of UnderDiscussion: The Undergopher Podcast. Today’s episode is an intro to wargaming. Joining WDR and myself this time around are Nockergeek and That Damn Punk for what I consider our best podcast so far.

Here’s a link to Nockergeek’s blog.

Here’s a link to That Damn Punk’s blog.

Bell of Lost Souls

Beasts of War

Here’s the link to our iTunes feed.

Here’s the link to the UnderDiscussion RSS Feed.

Wizz by Bob Wizman

Play

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