Saturday, June 21, 2014

Update on Squigmania, June 22, 2014

With ATC (American Team Championship) coming up in Chattanooga, TN, I'm trying to get my fantasy Orc and Goblin army painted to a basic standard.  I'm also trying to finish various squiggy conversions.  Every tournament I play, I become more and more convinced that the Orc and Goblin player's best bet is to make the army into a gunline.  It just works better with all the war machines we have.  And the savage orcs are good fighters, but at least the bows give them something to do.  In my last game,  I took a Terrorgheist down to one wound in a single turn with the poison banner and a volley from the savage orcs.  Not bad for a unit that's supposed to wreck stuff in combat.

Anyway, here's my list for the tournament:


Lords:


Black Orc Warboss, crown of command, armor of destiny, obsidian trinket: 260 points

Savage Orc Great Shaman, level 4, fencer's blades, shrunken head: 290 points

Heroes:


Goblin Bigboss, light armor, shield, BSB, bow, Spider Banner: 151 points

Goblin Bigboss, wolf, light armor, shield, Warrior Bane, Dragonhelm: 66 points

Goblin Bigboss, wolf, light armor, enchanted shield, dragonbane gem, Tormentor Sword: 64 points

Night Goblin Shaman, level 1, dispel scroll, ruby ring of ruin: 100 points

Core Units:


35 Savage Orc Big 'Uns, bows, musician, standard bearer: 405 points

54 Night Goblins, bows, standard, musician, 2 fanatics: 232 points


Special Units: 

1 Wolf Chariot: 50 points

8 Trolls: 280 points

Rare Units:


1 Pumpwagon, outriggas, spiky roller: 70 points

1 Pumpwagon, outriggas, explodin' spores: 70 points

2 Mangler Squigs: 130 points

2 Rock Lobbas: 170 points

2 Doom Divers: 160 points




Also, here are some progress pics from my Squigmania army.  If you're wondering about the goblin launching the squig, I'm not sold on it either.  I plan on painting it and tearing it apart if it sucks.










Sunday, June 8, 2014

My First 7th Edition 40k Game...Against Daemons...

Nob Bikers and Deffdred watch a Helldrake fly over.



I was expecting this to be a bloodbath.  I was playing against the new 7th edition daemon summoning factory list and I was...well...worried.   We played an 1850 point game with a Maelstrom of War mission.

My army:

5 Nob bikers
Warboss with bike
Mek with Kustom Forcefield
Deffdred with extra CCW and skorcha
3 Kannons
10 Lootas
2 Battlewagons with 4 big shootas, kannons, grot riggers, and deffrollas
2 dakkajets
1 unit of 19 shoota boyz
1 unit of 20 shoota boyz
Looted Wagon with Boomgun

Opponent's army:

Helldrake
Belakor (the dataslate daemon prince guy)
Daemon Prince
2 big blobs of horrors
2 units of chaos marines
Defiler
Multiple Tzeentch heralds

The Battlewagon let out its one passenger:  a naked mek with a forcefield.  He took an objective, then got immediately eaten by a Bloodthirster.

As I'm new to most of the newer army books and new 40k in general, I was unsure of what most of his stuff did.  I have known my opponent a long time and he's a good friend, so he tried to clue me in on the stuff that I didn't know.  I do notice that 40k Daemons are different from Fantasy in terms of what's good.  In fantasy, multiple skullcannons and nurgle beasts are the best stuff and that's usually all I see.  But in 40k, I notice that Horrors and Daemon Princes are very good units.

We only got to play 4 complete turns before he had to go to work, but it was enough for me to see whether my observations were correct.

First, I was right in that this is the mobility, objective taking edition.  Orks excel at this.  I was taking objectives left and right, especially the ones where you just move to and sit on an objective.

Next, the daemon summoning is about as nasty as I thought it would be.  My opponent had about 20 dice every turn to cast psychic powers with.  Even if I brought a psycher just for defense, it would have been a rowboat paddling in a tsunami against this army.  I was able to weather the storm of spells, but had we kept playing, he would have summoned everything he had in his army box.

Da Red Baron and the Orkpache 'Copta tried their best to take down Belakor the Daemon Prince.  The Jink save combined with shrouding was tough.  I got him down to one wound, but wasn't able to kill him to get the objective points.


Finally, vehicles really did get a boost.  In the games of 6th edition that I played, people shot my vehicles on turn 1.  This time, it's a lot harder to blow them up.  And if the rumors are true of Grot Riggers giving It Will Not Die to vehicles in the new codex, Ork vehicles are going to be even more resilient.

At the end of the fourth turn, I was winning 7 to 5 on objectives, but I think I was going to lose everything but the warboss's unit.  The Nobz were cleaning house.  I had not taken Nob bikers before, mostly because I hadn't built any.  But using all the nobz on tracked wheels that I had lying around (and my new built additional one), I was able to put a unit of 5 together.  This unit will be a staple of my new 7th edition regular list, unless GW nerfs the hell out of them.  They are so, so much better than my regular unit of nobz.

All in all, this is the best edition of 40k I have ever played.  I really enjoyed the mission cards and I think this made the game a lot more fun.  Kudos to GW for (mostly) getting this edition right.

The Orkdeptus Mekanikus holding the line.  Waaaagh!














Saturday, June 7, 2014

7th Edition 40k: A New Day for the Orks?



So I broke down and paid my 85.00 extortion fee for the new 7th edition 40k rules.  I also bought the cards.  After the initial sticker shock wore off, I was able to stop hyperventilating and actually open the book up.

Thoughts?  It's pretty good!  Since this edition came out so quickly after 6th edition, I fully expected this to be a cash grab for GW.  I think it's common knowledge that their business model sucks and that it prices new gamers out of the hobby.  And it's not changing anytime soon.

The Good

So what makes this a good edition, especially for Ork players?  Well, first off, the new mission-based system is done really well and benefits the mobility of Ork armies.  With the new mission cards, you basically draw mission cards and try to complete them in a turn. Then you discard the cards and keep drawing throughout the game.  This is a boon to Ork players, since we have so many fast and mobile units.  Most of the cards are "Take Objective X."  We have a lot of units that can hold objectives.


Exhibit A:  The Mighty Lone Deffkopta.


The next good thing is that all units can score again.  Things like our Troop unit Deff Dreds can now hold objectives.  The thing that makes it interesting is that Troops score over other units.  And transports bought for units count in the same category of the unit it belongs to.  So, a Troop unit of Nobz in a battlewagon is actually TWO troop units for the purposes of scoring.  This is an amazing benefit.

Finally, the thing that really helps the Orks in the new edition is the opening up of the force organization chart.  You can take multiple primary detachments of Orks.  As long as you have an HQ unit and 2 Troops, you can open up another primary detachment.  This is wonderful for taking cheap heavy and fast units that no one normally took because they were squeezed for slots.  I expect to see a ton of units made of 1 Killa Kan, 1 Warbuggy, or 1 deffkopta just to split fire or zip to objectives.

The Bad

With all of that, there are some definite downsides to playing an Ork army in the new 7th edition.  First, assault still sucks.  It's been cleaned up, but the game is nearly forcing armies to shoot.  Overwatch, no consolidation into another combat, and tooled up shooty armies all point in the direction of making an Ork Dakka army.  Mine is and always was heavily shooty, so it's not a problem for me.  But taking tons of slugga boyz is not going to be the way to go, unless GW throws in a ton of assault benefits for the new Ork codex.

Next, our antitank got worse.  The new vehicle damage damage chart makes AP3 antitank weapons nearly worthless for blowing up tanks.  Unless you have AP1 or 2 weapons, you're stuck glancing tanks to death now.  And we already didn't have very much low AP weaponry.  The deffrolla is an AP- weapon now, so that's not going to work either.  We need high strength, low AP weapons in the next book.  I am hoping Big Gunz get a lot better.

Finally, the daemon summoning from 7th edition is just nasty.  We can't cast any of it.  Much like Orcs & Goblins magic in Fantasy, we can't take any of the good rulebook lores.  In 40k, we can take the daemon summoning spells from the rulebook, but we also suffera perils of the warp test on any double.  While other armies are going to be summoning whole units every turn, we just die.  Again, hopefully the new codex fixes our problems, but I fully expect to see the rulebook lores being really good and Ork Psychic powers just being mediocre.

The Awesome


Whatever happens, this ruleset has made me very excited to play 40k, which has not happened in a very long time.  In response, I started working on stuff again.  I decided to make another nob on treads.  If I steal from my already made nobz, I can now make a nob biker unit.  I've never played with one of these and I think they were the unit to have in 5th edition 40k and on.  Hope you guys are as excited for 7th edition 40k as I am.