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[PICS] SEVENTH EDITION CARNAGE - Grot Kan Wall vs Noise Marines - Panic vs ArbitorIan - 2400pts  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dispassionate Imperial Judge






HATE Club, East London

So, time for our first game of seventh edition, and probably the last game with the old Orks codex. Panic has been assembling all his FW goodies in preparation for the new Codex, and wanted to fight with the whole army (even thug some of it hadn't been COMPLETELY finished yet, tsk tsk). This came to 2400pts, so I built a 2400pts list out of my Chaos Marines and Daemons.

We decided to try EVERYTHING NEW ALL AT ONCE, because we're stupid, using Daemonology, lots of psykers, and Tactical Objectives. This game ended up taking us two sessions to complete and even longer to write up!


ArbitorIan's SLAANESH MARINES - 2400pts Battle-Forged (2x Chaos Marines CAD, 1x Chaos Daemons AD)



Lucuis the Eternal
Chaos Lord - MoS, Lightning Claw, Power Fist, Aura
Chaos Sorcerer - MoS, ML3
Chaos Sorcerer - MoS, ML3
Herald of Slaanesh - ML2
Herald of Slaanesh - ML2

3x Terminators - 3 Combi-Meltas, Powerfist, Lightning Claw
3x Terminators - 3 Combi-Plasmas, Chainfist, Lightning Claw

12x Noise Marines - 8 Sonic Blasters, 2 Blastmasters
6x Noise Marines - 4 Sonic Blasters, Blastmaster, Rhino
6x Noise Marines - 4 Sonic Blasters, Blastmaster, Rhino
12x Daemonettes

Chaos Predator - Lascannon Sponsons, Autocannon, Havoc Launcher
Chaos Predator - Lascannon Sponsons, Autocannon, Havoc Launcher
5x Havocs - 4 Missile Launchers


Panic's GROT KAN HORDE - 2400pts Battle-forged (2x Orks CAD)



1x Big Mek - 'Eavy armour, Attack squig, Bosspole, Cybork body, Kustom force field, Power klaw
1x Big Mek - 'Eavy armour, Attack squig, Bosspole, Cybork body, Kustom force field, Power klaw
1x Warboss - Mega Armour -Attack squig, Bosspole, Cybork body, Power klaw, Twin-linked shoota
5x Meganobz 3xTwin-linked shoota, 1 Shoota/rokkit kombi-weapon, Shoota/rokkit kombi-weapon

10x Grots - 1x Runtherd, Grot-prod
10x Grots - 1x Runtherd, Grot-prod
10x Grots - 1x Runtherd, Grot-prod
25x Grots - 2x Runtherd, Grabba stiks

4x Grot Tank Rokkit Launcha
4x Grot Tank Rokkit Launcha
3x Warbuggies -Twin-linked rokkit launcha
3x Warbuggies -Twin-linked rokkit launcha
3x Warbuggies -Twin-linked rokkit launcha

3x Killa Kan - Rokkit launcha
3x Killa Kan - Rokkit launcha
3x Killa Kan - Rokkit launcha
1x Deff Dread - Armour plates, 2xDCCW 2x Rokkit launcha
1x Deff Dread - Armour plates, 2xDCCW 2x Rokkit launcha
1x Mega-Dread - Armour Plates, Grot Riggers, Killkannon, Mega-charga, Rippa Klaw, 2x Rokkit Launcha


Composition

So, we rolled Cleanse and Control for the mission. We'll each hold a number of objectives equal to the turn number. We also didn't realise that you can only voluntarily discard ONE objective a turn, so there's probably more discarding going on than there should be. The RoboWarboss rolled 'Lead by Example for his Warlord trait, mending that any Secured Objective card gives his an additional VP. Lucius rolled 'Conqueror of Cities' giving Move Through Cover and Stealth to anyone in ruins, which was handy. The Chaos Psykers then generated powers as follows.

Chaos Sorcerer - Sensory Overload, Symphony of Pain, Hysterical Frenzy, Sacrifice
Chaos Sorcerer - Sensory Overload, Symphony of Pain, Hysterical Frenzy, Incursion
Herald of Slaanesh - Summoning, Last of Slaanesh, Infernal Gaze
Herald of Slaanesh - Summoning, Last of Slaanesh, Posssession


Deployment

It's Hammer & Anvil deployment - the Grots win the roll and decide to deploy first, lining up in a big line as is normal. The three objectives on their side of the table are 1, 2 and 3.



The Noise Marines then deploy, one Sorcerer with the big Noise Marine squad holding Objective 5 in the central Ruins, another with the Havocs holding objective 6 in the Bastion, and then the Chaos Marine squad holding objective 4 in the back corner. The Predators spread themselves out, and the Rhinos with the two small squads line up in the open space at the top.



And, since everyone is next to the Objectives, we reveal them all. Grots hold 1 - Grave Wave, 2 - Sabotaged and 3 - Clear. Chaos hold 4 - Sabotaged, 5 - Scatterfield and 6 - Clear.





Grots Turn 1
OBJ 13 - Secure Objective 3

RUN FORWARD. With the obligatory clanking, the entire Grot line moves forwards.



even this proves a bit much, and two Buggies and two Grot Tanks are immobilised.



There's a little shooting but mostly everyone just runs. End of turn. Grots get a free VP for already being on objective 3.

GROTS 1 -- SLAANESH 0




Slaanesh Turn 1
OBJ 51 - Overwhelming Firepower - Destroy an enemy unit with shooting.

So, the Noise Marine line repositions itself a little. The Lord jumps onto the building to claim it, and then the first Psychic Phase begins. Some attempts at casting Symphony of Pain on the nearest Kans fails, so all the dice are thrown in and one of the Heralds becomes a KEEPER OF SECRETS.



The shooting phase doesn't go so well, though, and only one Kan is taken down by Sonic Weaponry.



The Rhinos move forwards using Flat Out to get closer to the newly claimed Bastion.



And the Predators manage two HPs on the Mega-Dred but can't destroy it.



So, Slaanesh fail to achieve their objective and the scores remain the same

GROTS 1 -- SLAANESH 0




Grot Turn 2
OBJ 33 - Secure Objective 3
OBJ 12 - Secure Objective 2

The Kans all move forward again, this time avoiding the worst of the terrain.



The Mega-Dred assaults the nearest Rhino, forcing the Noise Marines inside to disembark, and the massed rokkit fire destroys a building, turning it into a ruin and winning Grots first blood. One Havoc is killed.



So, Grots get an instant 2 more points for drawing objectives they already held and another for first blood.

GROTS 4 -- SLAANESH 0




Slaanesh Turn 2
OBJ 51 - Overwhelming Firepower - Destroy an enemy unit with shooting.
OBJ 65 - Demolitions - Destroy an enemy building.

The Melta Terminators show up near the Grots' backfield, as the Lord and Noise Marines reposition themselves and the Keeper runs forward towards the Mega-dread.



The Terminators Melta the two Immobilised Grot tanks, finally getting a VP.



And massed firepower, helped by Symphony of Pain, takes out almost all of the Buggies left on the field.



But the Mega-dred survives all the firepower coming his way, and then the Keeper fails his charge!



Also, in the backfield, the first of many small units of Fiends are conjured by the central Sorcerer. One objective is achieved and the other is discarded as useless.

GROTS 4 -- SLAANESH 1




Grots Turn 3
OBJ 61 - KingSlayer - D3VP if you kill the enemy warlord
OBJ 14 - Secure Objective 4
OBJ 25 - Secure Objective 5

Again, the Grots move up, the Mega-dred climbing onto the wrecked Rhino to get at the next one and a squad of Kans turning to confront the Terminators (but failing to reach them).



The Mega-armoured Grots and Warlord charge the lone Chaos Lord, easily killing him and lining up in front of the disembarked Noise Marines.



So, the Mega-dred successfully kills the second Rhino, but other that there's not much change this turn. Two of the objectives are for the other side of the table so are discarded, and the Warlord one is kept.

GROTS 4 -- SLAANESH 1




Slaanesh Turn 3
OBJ 52- Blood and Guts - Destroy an enemy unit in Assault
OBJ 11- Secure Objective 1
OBJ 16- Secure Objective 6

The Daemonettes appear near the Mega-grotz as the Keeper moves in. The Fiends also head that way as another unit of 3 are summoned nearby.



Lucius and squad move around the wreckage as Predator shooting finally takes the last HP off the Mega-dred.



And the Melta Termies advance on objective 1.



And more Symphonied Sonic Weapon fire pours down on the advancing Kans, growing the piles of rubble higher and higher!



And a Herald moves out to attempt to mop up a straggling buggy, while a spare Grot Tank is Blastmastered to death by the smaller Noise Marine squad in the centre.



A massive combat then ensues, with the Fiends, Keeper and Lucius' squad charging the Mega-grots. They don't do too well, though, due to a lack of AP2 weaponry, and lose the combat, only causing a couple of wounds on the Mega-grots.



The Terminators then charge the Grots on objective 1, clearing them off and claiming it, but not actually 'destroying' the unit..



And thus the Slaanesh forces get two of their objectives, failing only to destroy an enemy in close combat.

GROTS 4 -- SLAANESH 3




Grot Turn 4
OBJ 21 - Secure Objective 1
OBJ 22 - Secure Objective 2
OBJ 44 - Ascendancy - D3VP for controlling any three Objective markers.
OBJ 61 - KingSlayer - D3VP if you kill the enemy warlord.

The Grot Tanks line up while the big Grot Squad and Mek move forward through the wrecked Kans. The lone buggy moves around to get a pot shot at the nearest Predator. A Deff Dred charges into the big combat and the Kans continue to chase Terminators.



As the Grots on objective 1 flee the board, the Grot Tanks take out the Herald in the open.



And the big combat still rages, the Grots getting the upper hand. The last fiend is killed, and a few of the Noise Marines. We also swap Lucius into the challenge, as he actually should have been the one to challenge the Warlord last turn. Of course, he can barely hurt him!



And it's another point to Grots as their card comes up on objective 2.

GROTS 5 -- SLAANESH 3




Slaanesh Turn 4
OBJ 52 - Blood and Guts - Destroy an enemy unit in Assault.
OBJ 55 - Psychological Warfare - 1VP if grots fail a moral, pinning or fear test.
OBJ 56 - Harness the Warp - 1Vp for manifesting 1 Psychic power.
OBJ 62 - Witch Hunter - 1VP destroy one enemy psyker.

The Plasma Terminators finally arrive by default, scattering into terrain, while the Melta Terminators round on the Kans chasing them.



As the last summoned Fiends make a beeline for the Mek and Grots, a third unit arrives!



The Terminators charge the Kans, losing their Champion, but destroying two Kans and wounding a third.



And the Fiends charge the Grots and Mek to try and draw them forwards, losing a Fiend in the process.



The Daemonettes charge into the big combat, where Lucius is killed to the Warlord, resulting in lots of points for the Grots. The Chaos forces score a few wounds, but not enough to win and the Daemonettes lose more than half their number to Instability.



And while Slaanesh score another point for manifesting a power, the Grots score even more for Slay the Warlord and Kingslayer.

GROTS 9 -- SLAANESH 4




Grot Turn 5
OBJ 21 - Secure Objective 1
OBJ 34 - Secure Objective 4
OBJ 44 - Ascendancy - D3VP for controlling any three Objective markers.
OBJ 54 - Hungry for Glory - Score 1VP if you issue a challenge.
OBJ 66 - Big Game Hunter - 1VP for killing a Vehicle / MC.

At the top of the board, the other Grot Mek gives up on repairing Buggies to go back after objective 1.



And the last Kan manages to kill both of it's Terminator assailants.



In the big combat, the RoboWarlord is killed by the Keeper, but not before issuing another challenge.



And the big Grot squad surrounds the Keepers, but only takes another wound from them.



So, Slaanesh gain two points for Slay the Warlord and destroying a unit in Assault, but the Grots gain one for the Warlord successfully challenging.

GROTS 10 -- SLAANESH 6



And, before we forget again, one of the Sabotaged objectives ACTUALLY EXPLODES, taking two Grots with it!




Slaanesh Turn 5
OBJ 26 - Secure Objective 6
OBJ 46 - Domination - hold all objectives.
OBJ 53 - No Prisoners - 1vp if you destroy a unit this turn.
OBJ 64 - Assassinate - 1 VP for 1 character killed.
OBJ 55 - Psychological Warfare - 1VP if enemy fails a morale, pinning or fear test.

So, little moving again from the Chaos side, and a new Herald pops up in the ruined Bastion to try and generate a few more Warp Charges.



Noise Marine fire continues against the Kan Wall, now concentrating on the last standing Dred and destroying it.



The third squad of Fiends join in the combat against the Mek and Grots and cause enough wounds to send them running. They’re quick though, and pass the Sweeping Advance roll, actually escaping the Fiends!



The big combat has now dwindled down to a few remaining Daemonettes and the Keeper fighting the Dred. A few more Daemonettes die and the combat continues.



And the Plasma Terminators attack the remaining Kan, wrecking it.



Havocs survey the battlefield, taking out the lone Buggy that was harassing the Predator.



And the Terminators consolidate after the other Mek.



At the end of the turn, Slaanesh get three points for objective 6, the destroyed Dred and the fleeing Grots.

GROTS 10 -- SLAANESH 9




Grot Turn 6
OBJ 21 - Secure Objective 1
OBJ 36 - Secure Objective 6
OBJ 44 - Ascendancy - D3VP for controlling any three Objective markers.
OBJ 63 - Scour the Skies - Destroy a Flyer or FMC.
OBJ 66 - Big Game Hunter - 1VP for killing a Vehicle / MC.
OBJ 42 - Behind Enemy Lines - 1VP for 1 unit within 12" of the enemy board edge.

The Mek rallies his Grots and they turn to face the Fiends.



Meanwhile, the Grot Tanks who have been pounding the Havocs in the ruined Bastion turn their attention on the Predator, destroying it to get Big Game Hunter, and spreading their line out enough to get Behind Enemy Lines.



While the Grots on the central objective huddle closer, the other Mek moves to claim objective 1.



Which means the Grots still hold their original three markers, getting Ascendancy.



The Keeper’s combat continues without much change



And Grots score everything - six points for a combination of objectives and late-game unit placement!

GROTS 16 -- SLAANESH 9




Slaanesh Turn 6
OBJ 64 - Assassinate - 1 VP for 1 character killed.
OBJ 14 - Secure Objective 4
OBJ 25 - Secure Objective 5
OBJ 45 - Supremacy - Control twice as many objectives as opponent.
OBJ 41 - Recon - Gain a point if all Mysterious Objectives are revealed
OBJ 46 - Domination - hold all objectives.

The massed Fiends charge back into the Grot mob, killing everyone and gaining +D3 for Assassinate, since all the Runtherds are characters.



The Chaos Marines make sure they’re still holding objective 4.



The other small Noise Marine squad, having finally run out of Kan targets, joins in attacking the Deff Dred but still can’t kill it.



And the Havocs take some pot shots at the Grot Tanks, but to no effect.



And so, Slaanesh get two points for objectives, one free point for Recon, and roll 2 for killing characters. End of the turn.

GROTS 15 -- SLAANESH 14



And with no more turns rolled and each side gaining an extra point for Linebreaker, Grots win!!

GROTS 16 -- SLAANESH 15

This message was edited 6 times. Last update was at 2014/06/23 16:04:06


   
Made in gb
Longtime Dakkanaut






St. Albans

Superb batrep as always guys, looked like a lot of fun. How did you find the maelstrom missions? Too random? Also, how was summoning? Obviously Chaos lost but do you think it has the potential to be OP? Thanks for posting this up, I'm sure it took a lot of work.

 
   
Made in au
Loud-Voiced Agitator






Great report, I love the armies.

The photos are really good, but I struggle a little to see the details in the composite photos. Maybe if they were a little bigger (or my eyes were a little better?)

This message was edited 1 time. Last update was at 2014/06/21 22:24:53


 
   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Awesome stuff

Just wondering but did you buy the mat or did you create the mat? if you bought the mat where did you buy it?

This message was edited 2 times. Last update was at 2014/06/22 15:11:45


Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
tyrannosaurus wrote:Superb batrep as always guys, looked like a lot of fun. How did you find the maelstrom missions? Too random? Also, how was summoning? Obviously Chaos lost but do you think it has the potential to be OP? Thanks for posting this up, I'm sure it took a lot of work.
Thanks, I liked the maelstrom mission, But we could see how they are a bit too random.
There might be cool ways to play the cards like getting 6 cards discard 3 and the remaining 3 are your missions for the entire game.

Arbitor Ian thinks you pay for those units by selecting psykers, I found playing against extra 'free' units very upsetting ...
Imagine if Big meks summoned extra Kans! meh....

Ashwaster wrote:Great report, I love the armies.
The photos are really good, but I struggle a little to see the details in the composite photos. Maybe if they were a little bigger (or my eyes were a little better?)
ArbitorIan has switched the BatReps to bigger size Photos.
33%bigger They were 600px wide and they are now 800px


happygolucky wrote:Awesome stuff
Just wondering but did you buy the mat or did you create the mat? if you bought the mat where did you buy it?
It's a fold out card board!
I got it from a Kickstarter. the company is https://www.facebook.com/Warsmithminiatures?fref=ts

Panic...

This message was edited 2 times. Last update was at 2014/06/23 11:57:59


   
Made in gb
Mutated Chosen Chaos Marine





*bursts though room with axe* HEEEAAARRRS JHONNY!!!

Ok thanks

Night Lords (40k): 3500pts
Klan Zaw Klan: 4000pts

 Grey Templar wrote:

Orks don't hate, they just love. Love to fight everyone.


Whatever you use.. It's Cheesy, broken and OP  
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
It's made up of four 2'x3' fold out boards.
I just had a look on their website and it costs £82 for the four boards I have.
Spoiler:
KS2 CITYSCAPE 1 / CORRIDORS 2
KS12 CITYSCAPE 3 / CORRIDORS 1
KS8 CITYSCAPE 2 / DUNGEON 2
KS18 CITYSCAPE 4 / DUNGEON 1

UK only ... £82 includes shipping.
They are dual sided, on the back of mine I have a 3'x4' dungeon board and a 3'x4' space hulk board.
the folds are noticable but don't detract from the urban scheme, but I'm told look bad on the battle field versions.



Panic...

This message was edited 2 times. Last update was at 2014/06/23 20:44:08


   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 tyrannosaurus wrote:
Superb batrep as always guys, looked like a lot of fun. How did you find the maelstrom missions? Too random? Also, how was summoning? Obviously Chaos lost but do you think it has the potential to be OP? Thanks for posting this up, I'm sure it took a lot of work.


I wasn't really a fan. It felt all game like I was basically getting points or no points by complete chance. With the mission we were playing, this sort of evened out overall, but I didn't feel like I was really 'doing' anything in any given turn, or that there was any strategy that lasted longer than a turn. Even thought the sheer number of cards we were drawing evened things out, sometimes cards would come up which, at that point in the game, were either impossible or ridiculously easy to achieve. Examples...

- Slaanesh drawing Recon on the last turn, when of course all objectives would have been revealed. Free point for doing nothing.
- Grots drawing repeated Secure Objective 1,2 and 3 cards near the start of the game.
- Slaanesh getting Assassination just when the big Grot mobs were coming into range.
- Grots getting Big Game Hunter in the last turns, when they were across the field and near a wounded Predator - a card that would have been useless early in the game.

I'm sure you can plan to game this - maybe very fast, very manoeuvrable armies will be able to play these games much better, but that hobbles a lot of other armies in the game.

Generally, it felt as though I might as well just roll a d6 for VP at the end of each turn!!

   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Such a close game! Thanks for all the pics, it's awesome to have a regular opponent who makes armies that are as cool (and as painted!) as yours
   
Made in gb
Longtime Dakkanaut






St. Albans

 ArbitorIan wrote:


I wasn't really a fan. It felt all game like I was basically getting points or no points by complete chance. With the mission we were playing, this sort of evened out overall, but I didn't feel like I was really 'doing' anything in any given turn, or that there was any strategy that lasted longer than a turn. Even thought the sheer number of cards we were drawing evened things out, sometimes cards would come up which, at that point in the game, were either impossible or ridiculously easy to achieve

Generally, it felt as though I might as well just roll a d6 for VP at the end of each turn!!


I've only played one game of 7th but I played the one where you only start off with one card and have to take objectives to get more. This felt a lot more tactical as I was rewarded for aggressive play and for denying objectives to my opponent. I had loads of fun, but yours did seem very random. I still think the maelstrom missions, while not perfect, are a real step forward. No more trying to walk down the throat of a gun line trying to get to the enemy objectives by turn 5 anyway

 
   
Made in gb
Longtime Dakkanaut






London UK

yeah,
 tyrannosaurus wrote:
I still think the maelstrom missions, while not perfect, are a real step forward. No more trying to walk down the throat of a gun line trying to get to the enemy objectives by turn 5 anyway

I agree, the fact that this is the first KanWall win in a long time is an indication that any/weird army can win.
& probably why I'm slightly pro maelstrom!

 ArbitorIan wrote:
I'm sure you can plan to game this - maybe very fast, very manoeuvrable armies will be able to play these games much better, but that hobbles a lot of other armies in the game.

My first assessment is that the easiest way to 'game' these missions is purely down to having Multiple Small Units.
The more you can spread out the more likely you are to win/deny the first 18 objectives. 50% of the cards just need 1 unit standing next to an objective.
Denying is massive. If you're scoring and preventing the enemy from cashing in, he's not getting new cards and no new ways to score.

I think the Maelstrom meta is going to be decided by who brings the most units... hence my thoughts that the new daemon summoning madness is probably where 7th could break.
I honestly didn't like playing a game with a set point limit, and my opponent keeps getting 'free' units.

MSUs kinda broke 5th edition and Deathstars kinda broke 6th edition.
Is 7th designed to challenged us to balance the between deathstars and MSUs?

For now I'm thinking I want to play a few more D6 maelstrom only games to work them out a bit...
Before I start to think about the whole D12 range/mega-mix and it's effect on list building.

Panic...

This message was edited 3 times. Last update was at 2014/06/25 09:57:26


   
Made in dk
Flashy Flashgitz




Great bat rep. Good you took the time to set up for and take pictures. The markers and "live feed" pics makes the rep very interesting to follow and the pictures from above gives a good overview of what is going on in the game.

Jobs a good 'un.

With love from Denmark

 
   
Made in gb
Longtime Dakkanaut






London UK

yeah
 RiTides wrote:
Such a close game! Thanks for all the pics, it's awesome to have a regular opponent who makes armies that are as cool (and as painted!) as yours
Cheers
And yes, it can be helpful to set deadlines for games... although I didn't make this one :(

I was just looking through your photos to see if you used your warsmith board yet?
I found these photos your urban and grass compassion.
Spoiler:
Urban is great but, yup the battlefield version really suffers from the fold creases...
Have you played many games on yours?

Panic?

This message was edited 1 time. Last update was at 2014/06/25 10:47:34


   
Made in gb
Longtime Dakkanaut






London UK

Yeah,
The codex is dead., long live the codex!!

This was my last ever game with the old codex.
New ork codex today

Grot tanks and WarBoss now painted and ready for the next game!


Panic...

This message was edited 1 time. Last update was at 2014/06/28 09:24:14


   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Fun battle report. I really love the Grot army. And nice to see those Warsmith boards in action. I have a set of those as well in the same configuration.

 ArbitorIan wrote:
I wasn't really a fan. It felt all game like I was basically getting points or no points by complete chance. With the mission we were playing, this sort of evened out overall, but I didn't feel like I was really 'doing' anything in any given turn, or that there was any strategy that lasted longer than a turn. Even thought the sheer number of cards we were drawing evened things out, sometimes cards would come up which, at that point in the game, were either impossible or ridiculously easy to achieve. Examples...

- Slaanesh drawing Recon on the last turn, when of course all objectives would have been revealed. Free point for doing nothing.
- Grots drawing repeated Secure Objective 1,2 and 3 cards near the start of the game.
- Slaanesh getting Assassination just when the big Grot mobs were coming into range.
- Grots getting Big Game Hunter in the last turns, when they were across the field and near a wounded Predator - a card that would have been useless early in the game.

I'm sure you can plan to game this - maybe very fast, very manoeuvrable armies will be able to play these games much better, but that hobbles a lot of other armies in the game.

Generally, it felt as though I might as well just roll a d6 for VP at the end of each turn!!


Yeah but think of all the narratives your forged!!! It's enough to make you want to buy more miniatures!


This message was edited 1 time. Last update was at 2014/06/28 13:02:19


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in fr
Regular Dakkanaut




Wonderfull report as usual
Thanks a lot !
   
 
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