Saturday, 21 October 2017

The Astra Militarum Command Point Battery.. of DOOM!


I played a game of 40k tonight. I started that game with 9 Command Points, and ended with 6. At a rough estimate, I spent 15.

You might think this is due to some sort of cunning trickery or use of obscure or arcane rules, but in fact the effect can be achieved  by taking less than 150 points of AM models. In my case, I was playing my Sisters of Battle, but supplemented the list with a Battalion of my Praetorian Imperial Guard. What makes this so deadly is the simple combination of an Artefact and a Warlord Trait.

My, what a big beak you have...
The Artefact is Kurov's Aquila. It can be taken by any Officer, and gives you a simple ability- every time your opponent uses a Stratagem, you gain a Command Point on the roll of 5+. On its own, this is good, if not exceptional, and should see you gain about 1/3 of your opponents CP total over the course of a game. However, when combined with a particular Warlord Trait things really start to take off..

As cunning as a cunning fox who was recently appointed Chair of Cunning at Cambridge University..
The second half of this blindingly-obvious combo is the Grand Strategist Warlord Trait. This ability comes in two parts- firstly, it allows a single re-roll in the game of a single hit, wound or save roll. Useful, especially if you're playing Matched Play and using the Rule of One, limiting you to one Command Re-roll per phase, but hardly incredible. The second part of the ability, however, is jaw-droppingly potent. If you are Battle-Forged and have your Warlord in play,  then whenever you spend Command Points on a Stratagem each point is refunded on a roll of 5+. This effectively increases your pool of CP by approximately 1/3, and of course for every Command Point you gain through the use of the Aquila there's another 1/3 change it'll get refunded when spent.

Have swagger stick, will travel
What makes this combination so exceptionally powerful is a whole host of factors working in concert. Firstly, since the Aquila only needs to go off once to refund the cost of taking an additional Artefact, it makes it practically an auto-include. Even if you prefer the Laurels of Command or one of the weapons, there's simply no reason not to pay that single Command Point to also take the Aquila assuming you have more than one Officer of some sort. Secondly, as the various Codexes come out more and more exciting Stratagems keep appearing and players will understandably want to use them. The more Command Points the enemy has, however, the happier the proud owner of a AMCPBOD (check the title) will be. The fact that 8th Edition is so horde friendly is another huge bonus- if you take a simple Battalion of three Infantry Squads, a Company Commander and a second HQ of choice you gain a massive strategic bonus, thirty cheap bodies to sit on objectives and three units capable of putting out almost 40 shots each under ideal conditions, all for less than the cost of some Space Marine characters.

Just add salt
The AMCPBOD is incredibly flexible. It's obviously extremely effective when used in a pure AM list, but any Imperial army will benefit hugely from it, especially factions like the Sororitas who don't have their own Codex yet. I've gone on about this before, but to me it seems particularly odd that an army like Marines should suddenly gain a huge amount of tactical flexibility if supported by thirty Guardsmen and commanded by an Officer with fewer years of service under his belt than some of the Scouts. I'll be pretty surprised if we don't see this combination used in quite a few highly placed tournament armies over the next few months.

Friday, 13 October 2017

Ruminations



With the way 40k has been developing recently I've had a few thoughts on various topics. I didn't think any of them was quite post-worthy on their own, so here's a few of them all lumped together.

Are the Guard too good?
Now this isn't exactly a balance question- we all know the Guard are a strong army in this edition and that's fine, though I'd like to see Renegades get.. well, something. No, the thing that's been bothering me is that considering that they're meant to be your average Joe Footslogger, Guard seem to be a bit too skillful. Yes, they've got those bog-standard stats, but look at the Tallarns, for example- whereas the Black Legion suffer penalties to Advance and fire their Bolters, the Tallarns can do the same with their Lasguns at no penalty. Both still end up needing 4+ to hit, of course, but one army is a bunch of standard soldiers whereas the other are veterans of over a thousand years of warfare.

Likewise, whilst the Ultramarines can disengage from combat and fire at a -1 penalty, any Guard squad can pull the same feat at no penalty just because a guy in a hat shouts at them. With a Commissar, Guard have more resistance to losses from Morale than a squad of 20 Noise Marines with a Dark Apostle standing next to them. It just feels a little.. off to me.

I have a cunning plan...
Compounding the issue is the truly mental amount of Command Points available to Guard armies. Whilst most armies can do the same with Cultists, Scouts etc, most of the Guard's tricks work best with the basic Infantry Squad and require some from of Officer, meaning there's no 'tax' element. When you consider that with Artefacts and Warlord Traits Guard can also gain a CP on a 5+ whenever an enemy uses a Stratagem and get their own back on a 5+ when used, on top of often having starting CP in the double figures, it adds up to an army not known for its subtlety having more access to tricks, traps and treachery than Eldar or any form of Astartes. Perhaps this will change as 8th develops, but right now the Guard feel like a more tactically flexible army than the elite forces that are supposed to run rings around them. As Codexes add more uses for Command Points we're increasingly in the position where smaller elite armies, starved of CP, start to look.. average. Perhaps the Spearhead detachment needs to give more CP to compensate?

Big problem, big solution?
With the appearance  of the new Primaris super-heavy, and the talk recently about how horde armies dominate the meta, I thought I'd talk a bit about how the two interact. For all their large Wound pool and firepower, I doubt most horde armies will be unduly bothered by vehicles like the Baneblade- powerful though they might be, weight of fire will bring them down and that's what hordes (especially the Guard, let's be honest) excel at. The calculus becomes very different when we look at the Astartes super-heavies like the Relic Fellblade, for example. The Fellblade, as well as impressive firepower, is T9 with a 2+ save. Whilst both of these are only a point better than their Guard brethren, they make a huge difference in terms of resilience. A lascannon, for example, needs 4+ to damage the thing and even then it gets a 5+ save, assuming the controlling player hasn't taken any other steps to protect it. Worse, if the thing decides to assault it can continue to fire at full effect whilst locked in combat, despite the enemy not being allowed to shoot back, and with 9 WS 5+ S9 ap -2 Attacks doing D3 damage each it'd be mad not to. (This one is my Most Unfavourite Stupid Rule in 8th edition)

I'm not sure if such vehicles are necessarily a hard counter to horde armies since I've not tried it, but certainly if backed up by some Vindicares to pick off critical Characters it seems that with their near-complete immunity to light weapon fire they'd be very effective. Certainly they beat the heck out of most non-FW vehicles- the Fellblade is more than a match for two Land Raiders despite costing less points, for example. Should the new Primaris tank be as tough and follow the recent tradition of having more guns than it knows what to do with, I think it might be a strong contender.

Wednesday, 4 October 2017

Everybody's Special...


With the new Imperia- sorry, Astra Militarum Codex bearing down on us I thought I'd take a moment to talk about special characters. One of the points of contention that's particularly major with the Guard is that with 40k's timeline having moved on over a century most of the special characters from the previous Codex should be, well, dead. In fact in the case of Kell he's most definitely deceased, whereas Creed is currently stuck in a Necron Pokeball as far as anyone knows. Yarrick was already older than Methuselah* in the last book and by now he must be pushing 200 at least.

I don't yet have the book in my paws yet, so whether it's written to suggest these characters are still active or whether they're presented purely for 'historical' games is something I don't know. We've seen some characters, notably Eldrad, apparently die in the story only to come back later as if nothing had happened, after all. The idea of characters being included for historical reasons throws up some interesting questions. Some, like Captain Tycho, keep turning up despite being dead for some time, and in the case of Tycho we even have profiles for him pre- and post-Black Rage. Others, like Sergeant Namaan of the Dark Angels, died in the story and promptly vanished from the Codex (whilst the Ultramarines promptly got a veteran Scout Sergeant because of course they did).

Often this comes down to models. We never got models for characters like Namaan, Lady Malys (in fact about half the old Dark Eldar specials) or Iyanna Arienal, and so many of them disappeared from later Codexes. Even Vect suffered this fate when the Raider and Ravager kits were updated and his conversion parts were no longer compatible. Why some of these models were never made is a question only GW can answer- I know Malys in particular inspired many conversions and seems reflected in the Yvraine model.

EDIT: Namaan was apparently such a ninja that I didn't notice he did once have a model! Image from Coolminiornot.

Meet the new boss, same as the old boss
One of the arguments often made of Special Characters is that whilst they're named, they in fact represent archetypes. Maybe your Dark Angels Successor Chapter doesn't have Belial in it, but it has a Master of the Deathwing with a different name who otherwise follows all Belial's rules. We do run into an issue though when a character's rules are tied into their history. For example- and again I've not seen him in the book yet so this might be covered- you can apparently use Creed and still use the 'Vengeance for Cadia' stratagem, which feels odd since if Creed is running about, Cadia doesn't need avenging yet. Of course we could think of it as a 'Cadia Stands!' stratagem but it illustrates the point that things can start to get more than a little screwy as far as the timeline goes. Of course you could also use Creed in a combined Imperial force with Primaris Marines, which is even more obviously messed up. Whoever this guy who's just like Creed with a bodyguard just like Kell is, he seems to have more tricks than his predecessor despite no-one having ever heard of him.

Of course in this age of Doctrines and Chapter Traits, we also have to be careful not to cross the streams, as it were. If you decide to play a heavily Psychic chapter and add Tigurius, then that chapter is Ultramarines Successors, full stop. No adding Ezekiel how ever much you might like him, unless you want to gimp your Trait completely with a mixed Detachment or have some sort of Inner Circle detachment which has totally different rules.

Roll your own
Now you could argue, and you would be right, that I'm getting worked up about nothing. In truth I'm not that bothered and I prefer GW's permissive approach over most other methods. But this does touch on something else I've noticed in both GW games, and games as a whole recently. It used to be that creating your own characters was a big part of gaming. You could build your custom Chapter Master, your Autarch, your Chaos Lord etc. In contrast, the newer Codexes and models seem to be taking those options away. A Primaris or Death Guard character, for example, is really limited in their weapon options and even Captains and Chaos Lords have lost options like Jump Packs and Bikes in the recent Codexes. Of course these are present in the Indexes for now, but going forward it seems that customising your own characters is being encouraged less and less.

We see the same thing in RPGs. Play any computer or console RPG and you can bet that if it deigns to let you create your own character, it won't be as interesting as the ones you meet. Maybe you won't even talk. That cool-looking outfit? Not for you, sonny, even if you kill the guy wearing it and loot his armour. I just got done playing Divinty: Original Sin 2, and in that whilst you certainly can create your own original character you get more story, voice-acting and personality if you choose one of the pre-made ones. You can customise them heavily, of course, but the name and the history aren't yours. It's the same for most high-profile games, with the noble exception of the Souls series. Play The Witcher, and you'd better damn well like Geralt because he's The Witcher and that's that.

Most modern tabletop games are the same. Warmachine, for example, is very particular about who the heroes are and you sure as hell don't get to make any choices beyond which one you pick. (For that matter, in some events you don't even get much choice about what colour you paint them)

For someone like me, who likes to name his characters, build custom models for them, and tell their stories, this is deeply worrying. I used to play a lot of pen and paper roleplaying games before that fire burned out for me and I still gravitate to games where if the characters don't appeal, I can roll my own. With some 40k characters not even having the option to choose which sort of Power Weapon they have, and mono-pose kits increasingly becoming the norm, I do wonder where things are going.





*on research possibly not, since Methuselah apparently lived to the age of 969. Older than Methuselah was at some point is more accurate but less fun.