TL/DR:
This event was bad. This review will not be kind at times. You cannot see the best narrative events from this one but you can look backwards and see Fyre Fest quite clearly inside the horizon.
General issues:
I would like you to keep in mind while reading this that the event was $300, the hotel was roughly $180/night, and many people had to fly in (or park at the venue for $50/day). The missions are available here, click on each round to see the link to the download:
https://www.warhammer-community.com/en-us/articles/ylgfa7ao/warhammer-40000-grand-narrative-2024-live-latest-updates-from-the-warfront/
The "thematic immersion" consisted of a single large printed fabric standee (probably 8ft x 6ft) with the setting art on it (icy plains, rocky wasteland, etc). The tables themselves were often sparse on terrain and themed by the paint scheme of the buildings and foam rock walls added (blue for ice, russet for rocky wasteland, etc) with some thematic terrain added (ork wasteland had plenty of Kill Team Ork terrain, did not see much on the ice planet aside from resin frozen rivers). Terrain density was low to very low on every table I played on, with no terrain bases or templates to alleviate the fire lanes.
Additionally, matchups were done via tarot card, which you received with you badge and a copy of which was at a table in each room. So if you played the other battlegroup previously? Unless you could ask someone to surreptitiously switch (either in your room or in the adjacent space which was the same planet but different battlegroups), you played them again.
If you had read the player pack and wanted to interact with a specific Vox Localum (the room personas), roughly five of them were based in the
UK (not stated beforehand) and could not be interacted with. So if you brought Death Guard to the US and wanted to explore the narrative with Threnn Gallow and his brother... tough. The Vox Localum were also being run ragged in the US, ferrying rules changes, narrative orders, resolving rules questions, and setting up. The event needed non-narrative runners, the Vox Localum were champions for keeping up as they did.
The Lords of War were immersive, in character, and well acted with quality costuming. However, if you weren't able to really get in their (or the writer's) heads, you may not accomplish the mission in a particular round. For instance, "Keep them back". Does this mean keep them off my deployment zone objective? Or out of my Deployment Zone entirely? Or out of my territory (table half)? Does it mean denying them Area Denial (hold center) or Secure No Man's Land? Turns out it meant, "keep them out of your deployment zone". Similarly, a generic "kill them" ended up meaning "slay the warlord" instead of any of the other 3 or 4 Kill secondaries. This meant that while the briefings were fun, you didn't have a lot of information to work with and you generally sat through each other faction's briefing as well, which felt less immersive and like we were getting information we shouldn't have access to. This is not the fault of the Lords of War, this is on whoever organized it this way. Later rounds, the discord drops started to be more specific, I assume because they received live (and likely hot) feedback on things.
Narrative games appeared to be strictly win/loss. Fame and Infamy were also "yes/no", without much nuance. Particularly irritating was a lack of clarification of what was contributing to fame/infamy. At various points during the weekend I heard the following triggered it:
* Pick up relic tokens
* Fail the pick up a relic token and either sacrifice your warlord (fame) or sacrifice a unit nearby (infamy)
* Other
misc actions that could be construed as such to the Vox Localum
Which of these was correct? All of them and none of them, different Vox Localum were asking for different things. What was not said, until I attempted it, was that you could only pick up one relic token per game.
There was no way to track who had dropped from the event and while some Vox Localum seemed to have the player counts handy, it was often a cry of, "Raise your hand if you do NOT have an opponent!". People appeared to drop from day two onwards, for reasons that may become clear as I discuss the missions.
The Games:
Round 1: Linebreaker offensive versus Awakened Dynasty Necrons
Terrain was adequate, though there was a brutal fire lane diagonally cross most of the board. Players score points equal to non-battleshocked units in their opponents territory each command phase. Units cannot be shot beyond 18" and outside 12" it is at -1 to hit. Difficult for Death Guard, given the variety of melee threats (big brick of wraiths with technomancer and bladed destroyers with the new melee destroyer lord and nightbringer). A possibility that I could eke out a tie as round two progressed. However:
New orders! Get as many units out of your own Deployment Zone as you can and then go upstairs to the briefing. Oh, wait, no, JK, finish your game first not just this round. Wait, no this round. Wait no, sorry, the whole game. For real this time. This I accomplished, removing a little over half my army from my own DZ over three turns. This despite my warlord's (Lord of Contagion) bodyguard unit (blightlords) succombing to a failed relic roll and all dying instantly, no saves allowed (
LoC was cleaned up by immortals next turn).
Turns out the new orders had ZERO narrative impact and ZERO scoring impact so that meant I had a full loss on the first game. That felt bad and was only a harbinger of things to come. Would otherwise have been a fine narrative mission if the new orders hadn't been dropped on us. Folks that ignored the new orders seemed to have a great time with this one.
Round 2: Contested Seizure versus Skitarri Hunter Cohort
Terrain was below par with a large, 9" wide open ice river in the middle running across as 60" of table. Deployment was table quarters. Opponent had three disintegrators with ferrumite cannons and lascannon ironstriders. Great guy, really rough map for Death Guard. The mission is a heavily modified version of The Relic. Had my Warlord and Blightlords pick up a relic (yay!) and then advance into the open turn 2 with most things coming on from reserves and moving in to fight or do the action. This is where I found out, with my warlord sitting in the open on turn 3 in front of 12+ lascannon shots plus 9+ krak missile shots, that you can only pick up one relic per game. Great rules clarity
GW! Nearly pulled out a win (forgot the mission reinforcements rule which would have handily won me the game), lost after my opponent made a 4+ advance roll, would otherwise have tied which it did not look like I should have been able to do given the state of the board (triple disintegrators on a huge firing lane will do that).
A good round, good mission, great opponent, inadequate terrain.
Round 3: Lightning Strike versus Ironstorm Marines
I'm not going to describe the mission other than to say this appears to have been a gimme for the Imperium after the Imperium ended up dead last after the first day. Chaos/Interloper deploys in the center 13" diagonal stripe, Imperium deploys on opposite table corners, Imperium always goes first. Played into tournament ready Ironstorm that could pick up additional alpha strike from their roster, knowing they had first turn. Terrain would have been good, frankly, but was unfortunately a series of T shaped obscuring ruins. So anything hiding in the center DZ would be shootable from one of the two Attacker deployment corners. Literally no place to hide. Tabled top of turn 3 despite reserving half the army to make a play of it turn 2. People paid $300 to be fed to their imperium opponents to even out the scoring.
Round 4: Light the Beacons versus Imperial Knights
I want to preface this with the Knight player is a great guy. Cool opponent, not his fault the mission did this. Not going to describe the mission again, just deployment, this was another "Who's going first? Cool, GG." round at this $300 event.
Deployment was, to make it simple, alternating deeptrikes. You can deploy INSIDE NINE INCHES but outside 3 inches of an opposing unit at the cost of
D6 mortal wounds. Now, if you're Knights (of either flavor), you just deploy at 9" and call it a day. Either you lose, or, in my case the knight player won the roll off for first turn and tabled me on turn 2 (which I would honestly have been doing to him if I had won the roll off)
At this point I confirmed that I could move my flight forward two days and literally took the midnight flight home, saving a day on hotel and food expenses. I did not play the next two rounds but will give my impressions of the rules and deployments.
Round 5: Frontline Withdrawal
THE DEPLOYMENT ZONES. ARE SIX INCHES. AWAY. FROM. EACH. OTHER. I woke up sick, at noon, having driven an hour from the airport at 3am, and I'm still glad I didn't stay.
Round 6: Terminus offensive
This actually looks like a good mission with normal deployment zones?
So 3 out of 6 missions, for a $300 event (plus airfare and hotel for some) were actually good and not a coin flip or purposefully tilted towards one faction winning. Terrain that, to be unsparing, is thematic for local gaming groups circa ten years ago (with less than a dozen or so noticeable exceptions) The ending performances were supposedly good. Would be interested in whether anyone ever had to actually utilize any of the Chalnath lore, which was suggested in the event primer, I didn't see any references at all to it. Similarly, the Great Gun only had relevance in the final performances and at no other point.