Showing posts with label Sixth Edition. Show all posts
Showing posts with label Sixth Edition. Show all posts

Monday, July 23, 2012

Tournament Missions and Recap

Setting up for round one
This weekend, one of my buddies and I had the opportunity to run our first sixth edition tournament for 40K.  We had seventeen players, which is three less than our max capacity, so almost a full house.  Things seemed to go really well.  I say that because nearly every one of the players came up to me during or after the tournament and said things went really well.  A portion of that may simply be that we provided a reason to play games for eight hours, and who doesn't love that?  But we also had no real logistical issues, managed to produce pretty clear winners, and were able to answer all the rules queries with pretty minimal fuss.

We opened the day with Crusade (Seize Ground) and Dawn of War (Pitched Battle) as the mission and deployment type.  We figured this would make for a pretty easy first mission for the day.  Everybody has seen it before.  Everyone knows what to expect.  Theoretically, no rules questions to speak of.  It's also a good way to ensure that everyone has a chance to score an equal number of points, since we preset the number of objectives at five.  We were operating on wins to determine the Best General award, but because of the number of players, it was likely we would need victory points as a tie breaker.  This is what eventually pushed us away from using Purge the Alien (Killpoints) since second round match-ups would favor those that scored more victory points.

Tau and CSM:  Surprisingly well represented
Round two pitted the high and low seeded winners against each other with Big Guns Never Tire and Vanguard Strike as mission and deployment type.  Again, we preset the objectives, this time at four.  This allowed for a little more variance in score, as Heavy Support choices gave away victory points, but the window for variation was only three points.  Things actually played out very cleanly for us, with one tie amongst the initial winners.  This ensured only four undefeateds going into the final round.  Even better, two of the players had a significant edge in battle points.  This was significant as they would be paired against each other for the title, barring a draw.

Our final mission was The Relic with Hammer and Anvil as deployment type.  We had judged this mission to be the most likely to produce a winner, while agreeing that we didn't want last editions "roll dice and tie" or The Scouring (because that most definitely is the worst designed mission, whether playing competitively or otherwise).  You may note that there are only six points available in this mission.  That was also an intentional decision.  The hope was that most of the points for establishing yourself as the top contender needed to be earned in rounds 1 and 2, while round 3 would be focused solely on winning.  Additionally, it meant that tanking your score to get an easier round three opponent was mighty risky.  Because of this, we felt like we could pair the best players of the day against each other with everything riding on just that one game.  Again, things turned out how we hoped, with one of the top table contenders winning his mission going away. 

Wolf on Wolf action.  Those on the left would take best painted.
At the end of the day, Tyranids (Tervigons and Gaunts) ended up beating Dark Eldar (hybrid gunline/Wyches) on the final table for the top spot.  It seemed to come down mostly to a few rolls, but that's how it goes in a dice game.  Chaos Space Marines also managed to go 3-0 with an interesting monster mash list, outlasting Eldrad with Eldar.  The Chaos Marine army won best overall, with some fantastic conversion work and paint. 

Interestingly, the field was incredibly diverse.  Seventeen players showed up with twelve different armies.  Miracle of all miracles, none of them were Grey Knights.  The most represented army was Tau (3), followed by Chaos Marines (2), Blood Angels (2), and Space Wolves (2).  Not counting Deathwing, only seven of the entrants were power armored armies.

Maybe interestingly, we tracked First Blood victory points against first turn.  The results may not be what you might have thought.  Out of eighteen games (we counted the first two rounds), ten of them resulted in the player with first turn getting first blood, and that figure includes a couple games where it was not earned on the first turn.  That is a majority, but hardly the runaway number some may have expected.  Granted, I would not consider this population normal, so I hesitate to say we've achieved a statistically significant figure, but it could be interesting if you're a stats nerd.

More pictures and such to come...

Sunday, July 1, 2012

A Few 6th Edition Initial Thoughts

Have you read a thousand of these posts yet?

We had a sort of informal tournament on Saturday at At Ease Games.  There wasn't a prize pool or an entry fee or scoring, but we had a time and a points value and a very large turnout.  By the end of the day, we had improvise extra tables, and there were still people standing, watching, and waiting for their turn.  The excitement was palpable and great to see.

I went 2-0-1 on the day, playing my Chaos Space Marines, with games against Daemons, Tau, and vanilla Marines.  I played the new versions of Seize Ground and Capture and Control, plus one of the new missions called "The Relic."  Overall, I really like the changes, while it also feels like I'm still just playing 40K.
I don't know that this edition will be kind to the tournament-centric mindset.  The random elements seem to be pretty prevalent.  By way of example, I'd pick Warlord traits.  A single D6 can have a pretty significant effect on the game.  In the Relic mission, I turned my Daemon Prince into a scoring unit, while my Tau opponent got the ability to score victory points by slaying enemies in challenges.  To me, that seems like a pretty big disparity.  On the other hand, the game is really fun, seems to play quickly, and does a good job of making things cinematic.  For those kinds of games, I think it's going to be a tremendous rule set.  Woodchuck and Hanover's please.

I'm not too worried about Allies.  It seems like it was written similarly to how it was in the 8th edition Fantasy book, which never seemed to see a profound emergence of allies.  And while there may be some crazy combos, everyone can play them.  It also gives me the opportunity to field a detachment of daemons in my Chaos army while I'm building them up.  Now I don't have to buy a whole army to start playing with it.  I can have an all painted force, even while building one up.

A few other brief thoughts.  First, overwatching Plasma Guns are TERRIFYING.  Second, I like the way vehicles work.  They're more reliable and easier to kill at the same time.  I don't think we'll see a lot of light mech in assault armies because you need to be out of them a full turn to charge, but shooty armies might still spam light chassis.  Hopefully this means we'll see the addition of lizard and Spock to the rock, paper scissors mix.  Finally, I really hope flying things don't become the level 4 wizards of 40K.  They seem to be difficult to handle and able to dish out the punishment.  Most armies aren't ready to handle them beyond praying for sixes.  That may change as each book comes out, but that will take a while.

In the meantime, game on!