Wednesday, July 30, 2014

1st Game Completed.. and loving it...

Hi guys,
Well I finally got the opportunity to play my first game of 7th edition.  It has been a long time as with most things real life got in the way and so delayed my ability to get a game in.  The closing of my local FLGS didnt help matters and the local other store seems more content with boycotting GW games and embracing warmahordes.  Dont get me wrong, warmahordes is great fun and have since started playing it with great gusto however 40K will always be my first love.  A good friend of mine that I had lost touch with got in touch with me and invited me to join their gaming club's summer league and I am glad that I did as my first games of 40K 7th edition has been great fun.  For this opportunity, I took my LVO list as I wanted to see how resilient vehicles have become with the 5 daemon engines i was bringing.  He took a Draigowing list consisting of a big squad of paladins, stormraven full of DCAs, 3 psybacks loaded with acolytes, Coatez, and a beefed up dreadknight.  The game began with me thinking that I would be giving up first blood with my opponent killing one of my rhinos and yet I didn't.  Even though my opponent put 2 hullpoints of damage on it including a natural roll of 6 I didn't lose the Rhino.  The fact that he needed a 7 to destroy and used a weapon that was wp4 meant that my little rhino not only survived but allowed the squad within to put the hurt on the dreadknight that had failed to kill it.  My maulerfiends also survived the fusillade that hit them as my opponent didnt have a lot of ap2, ap1 weaponary.  What did I take from this, that going forward I and i'm sure the 40k community as a whole will be bringing a lot more ap2, ap1 weapons.  Lascannons will again be in vogue as will meltaguns, meltabombs, etc.  Will we see the return of the MSU armies?  Not necessarily but they will definitely make a comeback in this edition.  What you will see is armies that have great troop units with cheap transports such as space marines, IG, and maybe even CSM.  Drop pod armies with Objective secured will be quite powerful as opponents will need to destroy not only the troops but also the pod themselves to stop them from scoring.  This edition will definitively change how the meta plays making armies more varied.  I am just hoping that GW hurries up and updates armies as some of the older books are really stating to show their age.

On the painting table like I stated in my last post, I am building a Blood Angel drop pod army.  I am going for an army that can be played as either a codex space marine army as well as a blood angel army.  Pics are of my tact squad.  Let me what you think.  

Sunday, July 13, 2014

40K in the era of 7th edition

Sorry for taking forever to update my blog, real life and trying to get a game in using the new rules have caused this enormous delay in me updating.   So after reading numerous blogs,listening to a lot of podcasts, you would think that the release of 7th edition was the death knell of 40K.  Before i start with "guys its only been out for several weeks now" I want to remind everybody that the calls of the end of 40K has happened with the last 3 editions but some how after several months of playing everybody starts to calm down and just plays the game with the knowledge that GW didnt blow it.  Now dont get wrong, i think a huge opportunity was missed here with GW missing the boat on several items that really need to be in all honesty, nerfed.  2 plus re-rollables, no cover save rules, etc. A lot could have been done to make this the best edition out there.

Some positives that I have seen so far, several of the universal rules have been tightened up or improved on, charging through terrain only reducing your move by 2 inches, malestorm objectives if done right sound like a lot of fun.  The new psychic phase sounds like a blast however I can see where this might become cumbersome if you are playing a psycher heavy army.  To the naysayers that this new phase is terrible I say give it a shot.  In my opinion, it is a heck of a lot harder to get psychic powers off, its no longer the near automatic action that its been for the past 2 editions.  Now players need to choose what powers they really need to get off and throw enough dice to make sure it goes off.  Will psycher heavy armies dominate this phase?  Of course they will and they should as they are a psychic army.  Before anybody starts complaining weigh the actual numbers.  In order to get a power off such as the current red headed step child, Summoning, you need to harness 3 warp charges.  Now you can try to just roll 3 dice but chances are that the power will not go off.  Yes you might have hot dice sometimes but chances are the power will not go off.  So far this might be my favorite edition yet.  I will be playing my first game of 7th in the next couple of days as my league starts, I will let you guys know how it goes...

On the painting table at the moment is 2 tact squads, 1 storm raven, and 1 drop pod.  Pics will be coming soon.