Monday, April 30, 2012

Connecticon Info is up

Connecticon Open 1750 points
5 Rounds
 All models Must be painted to a 3 color minimum, and must be what you see is what you get (wysiwyg) compliant.
All games will be played using the 5th edition 40k rule set and the Games Workshop FAQs.
Missions will be using the NOVA format. ( For examples please see the Mission Primer located here http://www.novaopen.com/?page_id=906)
Check in Starts at 12:30 on Saturday with first Dice at 2:00.
 Rounds will last 2 hours.
Awards will be given for Best Overall (Combined Painting, Sports and Generalship) Best General, Best Sportsman, Best Painted.
 Schedule
 Saturday
 Check In: 12:30 – 1:30
 Paint judging: 12:30-1:45
 Round 1: 2:00 – 4:00
 Round 2: 4:30-6:30
 Dinner 6:30- 7:30
 Round 3 7:30 – 9:30
Sunday
 Round 1: 10:00 -12:00
 Round 2: 12:30 – 2:30 Awards: 3:00 -3:30

Reservations are not open yet, but if you are interested I suggest booking your Convention Pass soon (its $50 until May 20th, and goes up to $60 after that)

Any questions Feel free to Email me breng77@yahoo.com

Tuesday, April 24, 2012

Connecticon 2012 Warhammer 40k events

So due to some circumstances, I have been tasked with running the Wargamming events at Connecticon; a large Anime/Sci-fi convention here in Connecticut on July 13-15. Given the resources I have available and the price of the con. I am looking at running a 32 man 5 round tournament.

Having played at a number of larger tournaments, and given that I have enough rounds to produce a single undefeated player. I am leaning toward running missions using the NOVA format. Given the time constraints the con presents as well as some personal preferences I am leaning toward running the tournament at 1750 points with rounds being 2-2.25 hours.

I will also be running a 1500 point Team tourney on Friday night for anyone who wants to show up 1 night early.

So that said check back here for more information.  In addition entry for the event and general info can be found here Connecticon Tabletop mini events. Nothing is posted up yet, but I have submitted the events.  More to come.

Monday, January 30, 2012

Why Grey Knight players love IG players (or should).

I wonder if other players out there agree with me on this thought:  I love Imperial Guard players.  As a current Grey Knight player I love playing against well played imperial guard armies.  Many of the games I have played against such players have been my most enjoyable games since the new GK book came out, and win or loss(most have been losses) all of them have been great close games.  The biggest issue I have being a Grey Knight player in the current 40k tournament scene is the amount of whining you have to deal with.  "Grey Knights are so Cheesey/over powered/broken."  "Your army is point and click."  "X unit is so broken, GK players should be penalized for taking it."  I'll be the first to admit that Grey Knights are powerful (even over powered compared to many books), I'm just sick of hearing about it.  Which is why I love IG players.  I never hear these guys complain about how broken GKs are, or how they cannot win.  Perhaps this is because they can beat GKs or at least play a competitve game against them, or maybe because before GKs IG were the 400 pound gorilla in the room that everyone hated.  I really don't know.

What I do know is that the games I've played against IG with GKs are some of my most memorable 40k games.  They are what all 40k games should be, close, competitive, slugfests that come down to who makes the least mistakes/or best moves during the game.  I wish all codices were more balanced against each other.  Perhaps my biggest qualm with 40k as it stands now is that some codices stand very little chance against others simply due to a player's list.  For example Dark Eldar, pound pretty much any foot list (I'm looking at you Tyranids and Daemons) so badly that the game is not really even fun for the winner, let alone the loser.  I think matchup issues like this are bad for the game and are something GW needs to consider more when they create codices.  Ideal like all poinsoned weapons or force weapons are cool when it comes down to fluff, but in the game they end up being far too powerful against certain army builds.

Wednesday, January 25, 2012

Would 40k be better with less Space Marines? Would Marines?

I was thinking as I drove home from work yesterday (commutes are good for that type of thing), and a thought occurred to me.  Would the game of 40k be better if their were fewer Space Marine armies?  Lets face it, at most events, at least the ones I go to, I see maybe 70%+ of the field running some sort of Marine army:  Grey Knights, Space Wolves, Blood Angels, Dark Angels, Black Templars, Chaos Space Marines, or Codex Space Marines.  Power armored armies are undeniably popular, I mean who doesn't want to play super humans in the 41st millennium. Now I don't want anyone to think that this is just me hating on Marines/Marine players, I have 3 marine armies, and they are the armies I play most frequently.  My thought was simply this do we need to have nearly half (7/16 or 43.75%) of all Codices to be Marine Books?  What this means is that even if we assumed all the codices were equally popular (they're not) that you would still play against power armor in 4-5 out of every 10 games, or about 2 times in a 5 game GT.


Now what many people will argue (and they are not entirely wrong) is that many of those books are for "unique" chapters.  I mean Grey Knights are the super elite, Wolves have their own Norse flavor (theoretically), and the list goes on. To these people I would argue the following, if Marines themselves were unique, would we really need separate books for so many chapters.  In other words if there were not so many Marine books would we need marines to differentiate themselves so much.  I know the fluff says x-chapter acts like this, and y-chapter specializes in that, but what if there was some way to add a little flavor to your own marine army (though modeling, painting, upgrades, and unit choices.) that would set your own force apart.  Would this be enough?  Or do we really need 7 Marine books.

What I think further amplifies this problem is the "counts as movement".  I'm not against this movement in general as I believe that it provides players the opportunity to be creative with their models to design a force that is unique looking.  I've seen Skaven count as Guard, and Dark Eldar for instance, and both armies were cool and different.  Where I think this runs into a problem is with marines (and this is a GW created problem), if you own a Marine army, and paint it up in your own paint scheme (i.e. not Wolves, or Angels, or Ultras.)  you now just bought not 1 but 5 armies.  On top of that if you keep with that paint scheme, with a little extra purchasing you can move into the other 2 marine armies (chaos and Grey Knights) as the vehicles essentially all overlap.  Heck if you designed a renegade Marine chapter you could probably pull off using the Chaos Dex with no further purchases to speak of.  For me this is where I think a major part of the popularity of Marine dexes comes from.  Why buy models for one Xenos race (Necrons Counting as Orks or Nids is proxying in most circles unless you did some major converting, and any such army would probably not be a functional necron army.  I mean I could see a Flayed one horde being used for say a Genestealer army, but no one is running tons of Flayed Ones in the Necron book) when I can buy marines and get 5-7 armies in one.  Whats more is that because I now own 5 armies it is far more likely I will get a set of updated rules.  Dark Eldar went what 10 years, Crons about the same, in that time how many updates did marines get 10?  More than 10?  Why chance my army becoming obsolete(competitively) when I can play marines a basically guarantee I will always be able to compete on some level.

SO all that said let us consider what the land scape of 40k would look like if Marines had say only 2 codices  Loyalists and Chaos (I don't really see these books working well as one army book).  This would drop the army count from 16 to 11 and Marine books would make up 2 out of 11 or 18%.  I'm not going to go into what I think each dex should contain (at least not in this post) so lets assume for the moment that we are looking at the current books.  Would the game be overall more balanced if you took Blood Angels, Dark Angels, Wolves, Templars and GKs out of the game.  Well IG would still be on top, probably followed by Dark Eldar, but I think the rest of the books would be incredibly well balanced.  With a few tweaks to these dexes I think you would end up with a larger variety of armies (less marine players because fewer books, and as such more xenos armies), and a more balanced game.  If GW did not need to update 7 Marine armies then other armies would hopefully get updated more quickly.  Just look at releases for 5th edition, there have been 4 marine armies released (Codex Marines, Wolves, Blood Angels, Grey Knights.) and 4.5 Non Marine (IG, Nids, Dark Eldar, Crons, and Sisters).  Dark Angels and Chaos Marines were released just prior to 5th ed as were Daemons.  SO if we assume those as 5th ed updates we have 6 Marine Books and 5.5 Non Marine Books.  What this means is that we have had 11 full updates (and one White Dwarf article) or the same number of updates as the total number of books I have proposed, which means that every book would have been updated in the 5th ed cycle.  Which would mean no terribly outdated books, which in an ideal world would be more game balance.

My last thought on the subject is this:  would having fewer marine armies make marines better.  Space Marines are supposed to be the best of the best, super strong, super tough, and highly skilled.  Does the game make it feel that way?  Now I know we will never have space marines as they are in the fluff where 5 guys kill whole armies, but at the moment the Space Marine Stat line (4s across the board) really just feels average.  Part of this issue is that a D6 system only allows for so much variation (BS 5 is twice as good as BS 4, so it would be a huge upgrade), but part of them feeling average is that they kind of are when half the armies in the game boast the same stat line.  Would that stat line not feel a bit more elite if only 2 (plus some necrons) armies boasted those kind of stats?  Would marines (with a few tweaks) not feel a whole lot stronger in shooting and hand to hand, if they were not always fighting against other marines.  Bolters are a whole lot scarier for a bunch of Guants, Orks, or Guardsman, then they are for other marines.  Marines might actually be ok in combat, if not for the fact that they don't get enough attacks to kill other marines with a 3+ save (they actually do pretty well against guardsman or eldar guardians.)

Just some food for thought.  I know it will never happen, because GW wants to sell models, but what do you think?  Would 40k and Marines be better if there weren't so many of them?

Tuesday, January 17, 2012

Conflict GT day 2

SO going into the final Day I was sitting in around 5th place as far as battle points.  Both of my games today were against great players and both were great and very tactical games.

Game 5:  Mission was 3 objectives (one deepstruck at the end of 3 and scattered 3d6, then at the end of turn 4 scattered 2d6, then if the game went on to 6 it scattered 1d6)  Deployment was pitched battle.

My opponent was playing IG
 3 Vendettas
2 Matacores
1 x 2 Hydras
1 squad of vets
2 Special weapon squads
a PCS
2 Infantry squads (autocannons)
and a CCs
a Pskyer squad

lots of melta , and chimeras for pretty much everything.

I won the roll to go first and turn 1 killed his psykers (blew the chimera, they lost 4 guys and ran off the table.), killed a vendetta, and weapon destroyed another vendetta.  My opponent fired back, killing one dread with a mantacore, and one of my Razorbacks.  The game continued in this fashion with us trading blows in the middle of the table.  ON turn 5 I had most of my stuff out of vehicles, my opponent had His Infantry platoons hiding on one objective, I had 1 Acolyte left on mine, and we had the middle contested.  But I forgot that he had a heavy bolter on his mantacore which was able to see my acolyte and he died.  The game went on but I was too far away from my objective, and he was able to contest the middle with a chimera that I was unable to kill.  My mistake this game was not reinfocing my objective with my second acolyte squad, but as I said I did not see him having any guns that could hurt the remaining model.  I should have been more cautious and played to ensure a draw, but I played for the win and made mistakes in the process.  My opponent outplayed me turns 5 and 6 and he won the game because of it.

Game 6:  Mission was 3 objectives, Deployment was quarters.

My opponent was Dark eldar
3 Ravagers
5 venoms
3 x 6 jetbikes with 2 heat lances each
the barron with a big squad of hellions
a bunch of warrior squad
3 wraks
1 haemonculous

This was a very close game, where my shooting failed me, when it came to killing DE vehicles.  My opponents Flicker fields were very hot as well.  SO between his saves, and my bad damage results on the hits that went through, this game was very close.  The hellions did very little as my opponent charged my vehicles with them Wiffed then got charged by 2 squads of DCA and cotaez.  The bikes were very annoying to deal with as the provide a threat to your vehicles, were fairly durable through the use of cover, they get 9" melta range, and then can jump back out of assault range.  I actually think these are a very good unit for DE (at least as a GK player I prefer to see venoms to these guys).  I barely got out of my quarter after dealing with all the forward elements (bikes, Hellions), but was able to control one objective, and contest a second (after a 6" Difficult terrain roll, followed by a 6" run by a purifier squad).  We ended on 5 but agreed to play on to see if one of us (likely him) could win.  We ended on 6, still with a draw after a number of rolls going my way.

Conflict GT Day 1 Games

SO my games from day 1.

First my list

Grey Knights

Cotaez

2 x 3 Acolytes in Chimeras
2 x 10 Purifiers (4 Halberds, 2 Hammers, 4 Psycannons) with Psybolt Razorbacks (Psybacks)
5 Strikes with Psycannon in a Rhino
5 Death Cultists in a Psyback
5 Death Cultists 1 Crusader, in Psyback

3 TL Autocannnon, Psybolt Dreads.

Game 1:  Spearhead Deployment (quarters), Mission was 3 objectives, that were placed prior to deployment and then scattered 3d6 inches(always scatter).  Terrain was also placed and similarly scattered prior to the game(though the terrain did not always scatter.)

My opponent was running Blood Angels
Libby with Fear and Shield
Death Company with a chaplain and a Talon Death company dread in a Storm Raven
3 Minimum assault squads in land raiders.

So not a great match-up for me unless my psycannons can pop his raiders.

This game really came down 2 my vehicles getting immobilized (1 by him, 1 by terrain) and bottlenecking my Psycannons so I could not get to his land raiders.  Which resulted in him contesting one objective while we each held one (I would have contested 2 and held 1 on turns 5 and 6 we went 7).  So we ended with a Draw.  Not an exceedingly fun game as it was a lot of my ineffective shooting at land raiders, and killing anything that got out of them. 

Game 2: Pitched battle (12" in), mission was to get troop units into your opponents deployment zone.

My opponent was playing Dark Eldar (Venom heavy)
His list was
3 Haemunculi
a wych squad in a Raider
Grotesques in a Raider
a bunch of warriors in venoms
a squad of trueborn in venom
2 Ravagers
1 Void Raven Bomber

My opponent won the roll for first turn and really agonized about going first, or reserving and letting me go first.  He chose to go first, his shooting really failed him (he shook or stunned maybe 2 vehicles), and that was pretty much game as I shot down both Ravagers, stunned his Bomber, shot down 2 Venoms, and killed nearly all the warriors inside those venoms turn 1.  Turn 2 was more of the same.  He ended up with I think a couple of models left turn 5, and conceded when we rolled to go on to turn 6.)

Game 3: Spearhead, Killpoints

My opponent was running Space wolves
Thunderwolf lord with Bear, Storm Shield and Frost blade
3 x 3 Thunder Cav (allocated 2 Shields, one fist, one naked)
Rune Priest with Jaws and Livign Lighting
2 x 4 Long Fangs with 3 missiles each
3 Grey hunter squads (2 Plasma backs, 1 Rhino with 9 guys)
 or close enough.

I won first turn, and shot up his Cav a bit.

HE came forward and charged my Vehicles and  2 Dreads with 2 units of Cav (not the lord.).  The ended up getting stuck in with the dreads, and got counter charged by Purifiers and Death Cultists with Cotaez, and got wiped out.  His other non lord squad got killed by my other DCA.  My shooting then took out most of his vehicles, as his lords squad killed some purifiers before losing to another DCA + purifier charge.  THen I spent the rest of the game throwing shots at his long fangs and remaining hunters, and tabled him turn 5.

Game 4:  Mission was Dawn of war (night fighting for 2 turns), and Table quarters (scoring units control anything contests.

My opponent was Orks
3 Battle wagons
3 squads of boyz (1 slugga, 2 Shoota)
30 Lootas
A big NOb squad(allocated out)
and a Big mek.

HE came forward during night fighting and managed to charge my lines turn 2.  He killed a few vehciles, but then got his nobs charged by Cotaez and Death Cultists, and his boyz by purifiers.  My purifiers failed to cleansing flame (which happened 3 times this game), and ended up tying combat with the boyz.  My DCA all died but won combat against the Nobz since Cotaez lived, the nobs broke and ran, and then got shot below half before they could rally.  I eventually killed off the squad of boyz with a second squad of purifiers, took out all the battle wagons, and ended up using my mobility to contest 2 quarters while controling the other 2. to win.