Monday, October 15, 2012

6th Edition - The Death of the Ground Transport?

image courtesy of http://www.thiel-a-vision.com/

Brother C is back after a long hiatus. I was changing jobs and completely rearranging my life. Now I am back and better than ever.

We (5 of us from the Lancashire Club) participated in the Battle For Salvation GT. Some reviews and battle summaries are going to follow but for now, I wanted to post something that I noticed at the tournament and was wondering about previously. If 6th edition would be the death of the ground transport.

There has been much hate on the interwebz leading up to BFS about the use of ground transports. And after the win by Tony Kopach at the Nova, it seemed a no brainer, why would anyone take ground transports again? Here are some thoughts I have had on the subjects as well as some tactics as to how these still may be a viable option for your army.

1.       25% obscured target. No longer do you need 50+% to get that cover save. It is very very easy to get a cover save on say a truck or rhino that have very small frontages. Heck, I could put one terminator in front and it would have the save. Don't forget ruins give you a 4+ save, same as it was.  Does this make them more survivable? No, not really, but it means you don't need to rely on smoke launchers as heavily either. Take dual storm bolter rhinos and its like 4 extra tacts at 24".

2.       Flat Out - Moving an additional 6" in the shooting phase. This is HUGE. First, it means you can get across the board faster and to the heart of where the action needs to happen. Having 10 tacticals or those plasma guns from vets where you need them or meganobz getting into that area terrain for the cover, is huge. It can also move to block your troops inside from opponent's fire in the next turn. I have used this to great effect. Move 6" get all 10 tacticals out of the rhino, rapid fire, and then move the rhino to shield them during the next phase. Yeah, you may lose that transport in your opponents phase, but then you are free to rapid fire again, or assault in your next phase. Blocking los to your juicy targets this way is very advantageous, I can see tau, GKs, etc. using this to great effect. I also use this sometimes if my thunder fire is on the ground. Move during the movement so it can see its target, fire, than move that rhino or land raider back to block from return fire. Creating bottle necks is the third reason that I love the 6" move in the shooting phase. Don’t want that warboss in base to base with your IC? Create a bottleneck for them to run through. Try to trick them into a multi assault, make them lose their bonus attack for charging. In many circumstances, the rhino is a welcome trade off for that route. 

3.       Combat squadding when disembarking is also huge. Want to hold off an enemy assault from your objective late game? Keep one combat squad in the rhino and one gets out and assaults the opponent, or lures them away from the goal. There are many reasons why your would want this ability to adapt to the situation. Do you want 10 guys, or just 5? 

4.       The vehicle damage chart is very friendly now. Glances won't slow you down marching across that field to get where you need to go. If you lose the transport when you get there, who cares. If can't score anyways, and once your men are in the position and location you want, its done its job. 

5.       Only 1 difficult terrain test per movement phase. So if you want, take that dozer blade and throw your transport across as many terrain tests as you want. Got a battle wagon? That thing is gonna go cross country all over you. Those boyz or nobs inside are gonna get to where they want. 

6.       The top of the vehicle does not count as a facing. So it is VERY easy to get cover from flyers. 

7.       Passenger inside the vehicle can overwatch as long as it has firepoints. Very nice. Can you say…. Burnawagon?

8.       Your transport can move up to 12" in the movement phase and still fire all of its weapons as snapfires. Not bad. Not great. But hey, better than nothing.


Some cautions to be aware of as well with these ground transports.

1.       You cannot assault out of a transport unless it is an assault vehicle if you move and disembark. If your ride gets blown up in your opponents turn, that unit cannot assault in the subsequent turn if it is not an assault vehicle. 

2.       LOS is not from the haul, meaning.. if you do not have firing points that grant LOS access, you will not be firing off psychics powers from those transports. I have had people attempting to cast invis or something similar from their librarian in a land raider, which has no firing points. Be careful of this. 

3.       Vehicles in assault go down very very fast now. Be careful you don't waste these transports. They have a duty, make sure they perform it, then their life is forfeit.
4.       Unit embarked in transports do not count as scoring for controlling or denying objectives. Be very aware of this.

That is all for now. Anyways, from my experience at Battle for Salvation, people seemed to be scared of transports, but from those few of us that had them, they did seem to last. People seemed to lean towards the anti-infantry shooting more than anti-vehicle. Plus, from all the flamers from the Chaos Demons codex floating around now, the ground transports makes a nice viable option to protect yourself from that devastating first round drop of shooting.

How are you using your ground transports? Or have you throw in the towel as well and are simply foot sloggin your way across the board?

Monday, August 6, 2012

Templar Trouble- The Death Crusade

Greetings, all!

Thanks to Brother C, I can now contribute, and that is exactly what I am doing right now. As we know by now, the assault phase just isn't what it used to be in 5th. Additionally, as a Black Templars player, our army was hit hard with the new FAQ. I loved it how GW beefed up Preferred Enemy and then took it right away from us, giving us Rage instead (and for all you naysayers who said that Black Templars weren't good in cc anyway with Preferred Enemy, maybe our normal marines weren't top tier but our Assault Terminators and HQ's were top notch with the rerolls especially with the claws reroll).

So what is a Templars player to do in 6th? Although we don't have as many unit options for shooty goodness, what we do have is shooty leftovers from 4th edition, and CHEAP shooty options, which ironically makes us really good at shooting now. I have been tinkering with what I want to run for a standard 2k list and after a few test games I think I have a list I'll be using until our army gets nerfed harder with a WD codex. So, without further ado, 'ere we go:

Black Templars Death Crusade- 2K list

HQ
110 Emperor's Champion with Abhor the Witch vow (free D6" move at game start plus additional 5+ save against psychic attacks)

180 Marshall, Terminator armor, power fist, storm shield, Adamantine Mantle (no Instant Death from double toughness). Keep in mind that our HQ's still get an extra attack from Term armor or honors, just like the good 'ole days that some of you kids don't remember.

Troops
101 5 bolter marines, plasma gun, lascannon
101 same as above
106 5 bolter marines, plasma cannon, plasma gun
157 6 man bolters, heavy bolter, plasma gun, 2 Neophytes with bp/ccw, all in Drop Pod (Emp Champ is along for the ride)
140 5 bolter marines, meltagun, multimelta, Drop Pod

Elites
265  5 Terminators, 2 cyclone missile launchers, Tank Hunters
280 7 Assault Terminators- I haven't decided firmly on numbers for my deathstar unit but I have been running 5 TH/SS termies and 2 Lightning Claw termies and that seems to work fine. Also considering a 6/1 unit.

Fast Attack
75 Land Speeder with Heavy Flamer and Multimelta, Deep Strike
75 Land Speeder with Heavy Flamer and Multimelta, Deep Strike

Heavy Support
265 Land Raider Crusader (Marshall and Assault Terminators ride here)
145 Predator, TL lascannon, 2 lascannon sponsons

Alright, there we are. The thing that really stands out in my mind is that beefy unit in that beefy Land Raider. Not only has all of that done something in every game I have played, but that marshal soaking up wounds and not going down on S8 has been a HUGE factor and has really been worth the steep points cost. Besides that unit, I now have to get used to playing as a "standard" marine player with shooty goodness rather than trying to bash in the skull of everything on the board in close combat.

I won't go into basic tactics unless prompted, but there's my list. Thoughts? Opinions? Criticism? Your criticism is wrong by the way :-)

Tuesday, July 31, 2012

Dark Angels - 6th Edition



Brother C here,

so I have been tinkering with some DA lists for 6th edition.

I really want to use some of the tools that DA has not had access to in the past... I feel like there were some definite weaknesses to the army as a whole. mostly due to cost of units. most people would simply take another power armor army and save anywhere between 40-50 points just by choosing a newer book. I tried to take that into consideration when designing the list.. but still keep it fluffy and play the models I have and want to use. oh, and its competitive so I dont' want to make it sound like a fluff bunny list.

so I started with a simple Dark Angel primary - Space Marine Secondary list. I am using the 1999+1 strategy, so not to have double force org charts, just simple allies.

and the list looked like this:


6th Edition list Dark Angels and Space Marines allies. 2000points.
Flying V.


Dark Angels [Primary Attachment]

HQ: Belial with TH/SS [130 points]
            +apothecary upgrade [+30 points]
            +banner upgrade [+25points]
Total = 185 points


Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Fast Attack: Land Speeder [65]
            + Multi-melta [+ 0 points]
            + typhoon [+10 points]
Total = 75 points

Fast Attack: Land Speeder [65]
            + Multi-melta [+ 0 points]
            + typhoon [+10 points]
Total = 75 points

Heavy Support: Predator [70 points]
+ heavy bolter sponsons [+25 points]
Total =  95 points

Heavy Support: Predator [70 points]
+ heavy bolter sponsons [+25 points]
Total =  95 points

Space Marines [Secondary Attachment]

HQ: Librarian with Nullzone and Gate of Infinity [100 points]

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + flamer [+0 points]
            +Multi Melta / Missle [+0 points]
            + rhino transport [+35 points]
Total = 205 points

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + flamer [+0 points]
            +Multi Melta / Missle [+0 points]
            + rhino transport [+35 points]
Total = 205 points

Fast Attack: Storm Talon Gunship
[135 points]
            +missles [+20points]
Total = 155 points


Heavy Support: Thunderfire Cannon
[100 points]


Total = 2000 points.


ok.. so.. that was a decent start. I go to throw in a space marine librarian which is great. cheap tactiacls which i like as well, and I got a flyer and an artillery piece in there as well. not too bad. lots and lots of anti-infantry fire, not a ton of anti armor or anti-flyer, but i have a flyer to deal with opponents who don't have anything skyfire. I kept feeling like the speeders were out of place in this list. and the predators were just more expensive than their vanilla counterpart. so I massaged this list a bunch and discovered that if I ran a VERY similar list, but instead took the space marines as the primary and dark angels as the secondary, I could build a list that I was more happy with in the end. I would still include all of the toys I wanted to have, and still maintain a very Dark Angels feel to the army. 

The list looks like this:

6th Edition list Space Marines and Dark Angel allies. 2000points.
Orion’s Revenge.

Space Marines [Primary Attachment]

HQ: Librarian with Nullzone and Gate of Infinity [100 points]

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + melta guns [+5 points]
            +Multi Melta / Missle [+0 points]
            + Melta bombs [+5 points]
            + rhino transport [+35 points]
Total = 215 points

Troops: Tactical Marines [90 points]
            +5 additional marines [+80 points]
            + melta guns [+5 points]
            +Multi Melta / Missle [+0 points]
            + Melta bombs [+5 points]
            + rhino transport [+35 points]
Total = 215 points

Fast Attack: Attack Bike Squadron
[40 points / bike]
            + additional bike [+ 40 points]
            + multi-meltas [+20 points]
Total = 100 points

Fast Attack: Attack Bike Squadron
[40 points / bike]
            + additional bike [+ 40 points]
            + multi-meltas [+20 points]
Total = 100 points

Fast Attack: Storm Talon Gunship
Total = 135 points

Heavy Support: Predator [60 points]
+ heavy bolter sponsons [+25 points]
Total =  85 points

Heavy Support: Predator [60 points]
+ heavy bolter sponsons [+25 points]
Total =  85 points

Heavy Support: Thunderfire Cannon
[100 points]


Dark Angels [Secondary Attachment]

HQ: Belial with Lightning Claws [130 points]
            +apothecary upgrade [+30 points]
Total = 160 points


Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points

Troops: Deathwing Terminators [215 points]
            +2 lightning claws [+0 points]
            +3 TH/SS [+0 points]
            +cyclone [+20 points]
Total = 235 points


Total = 2000 points.

ok so I really feel like this is what I am currently going with as my power build. I essentially just dropped the speeders for attack bike squadrons which during playtesting have done amazing. the base t5 and multi-meltas and a constant jink save. man, that is just pure money right there. I kept the storm talon in only because I think it will be fun to play at the club and to teach people about flyers and so I can make sure I learn the rules myself. However, I think if I would take these boys to Battle for Salvation, I would drop the talon, throw in another attack bike squadron (played as ravenwing for fluff) and throw in the +1 attack banner on the deathwing squads as well as give my libby a combi weapon. 

so what are your thoughts? do these lists inspire you for allies in 6th edition? I am playing uber cheese? can it be tweaked even further?

please feel free to leave your comments and thoughts and flames below:

- Brother C

Friday, July 20, 2012

Growing the Gaming Club


What gaming clubs can do to continue to 

grow the youngbloods, support the veterans, and 

draw new people into the hobby



There has been a ton of hate for Games Workshop over the past year. 2 prices increases, new rule sets that utilize most of the products that saw prizes jump the most, and under utilize previous builds so its very rare that you can use the same army.. (aka, you gotta buy new stuff) they have also canceled the ‘ard boyz tournaments or the new codex/army book that comes out is the best, enticing you to buy new… this leaves many many people feelings like GW just does not care about their customers and simply are all about the bottom line.

Having said that, it is clear that the support of the hobby will come from local gaming clubs.. NOTICE, I did not mention store. Stores, are in the market to make money, not grow a club. It is very rare that you have both and if you do have one of these in your local area, you need to consider yourself lucky.  Plus, there are plenty of areas where no game store exists, period. Our gaming club is a prime example of such a location. Yet here we are.

Here are some of the things that Lancashire Wargaming has done to try to support the hobby in general. We are committed to our young bloods, the new people to the hobby. Not necessarily age wise. We are also committed to our veteran players, people who have come out of the wood work when we started this club, that were from the local area, but we never knew about. These people have very different needs and desires from a club than the young bloods and both need to be considered and supported.

Finally, we also understand the importance of bringing in even more new people into the wargaming community. Notice, I have specifically left it open and general. We are not trying to create a GW fan club. Simply trying to follow the trends of a community as a whole and provide for those people, based on their needs. Flames of War, Warmahordes, Maulifaux, Dust, Infinity, Magic the Gathering, LOTR and bloodbow(yes its gw but not very plentiful) you name it, if you want to play the game, we try to give you ample times, and resources to do just that.

Alright, enough introductions here, lets move onto what our club is doing for our local community of gamers.

  1. Proxies: We allow the club patrons to use proxy models so they can try before they buy or even use other gaming systems to represent others. This allows for maximum flexibility and maximum coverage for all gaming.
  2. Stand-ins: note this is very similar to proxies except.. this takes it even a step further. We allow people to use paper cut outs and make shift models before they can afford to purchase the real deal. Now.. this needs to be verified with each of your opponents before hand. Many people may not want to play with said paper cut outs, but honestly its how I learned how to play the game and I do not want to deter anyone else from learning this way as well. I can’t tell you have many months I used old irish spring boxes painted black to represent rhinos. Its surprising how similar in shape they really are.
  3. Club Codex Library:  This is even making more waves now that allies are part of the 6th edition rules. We have club codex library started. Now its not complete as of yet, but its growing steadily. It is important to know all your opponent’s tricks and nuances, but it is also a great way for players to try out allies before they purchase them on their own.
  4. Free place to play: we are a completely free place to play. We are a donation club. So whatever each person can donate to help fund keeping the lights on and the dice rolling is greatly appreciated, but we don’t charge a monthly fee to come and game. We also have very flexible time schedules. We have a large gathering each month from Noon to 9pm. And we are also open Thursday nights from about 5:30-9:30pm. Now I know this doesn’t work for everyone’s schedules, but there are plenty of opportunities to get a game in. Have an opening on some other day of the week? we have a facebook group where you can post on there. See who might be able to stop by for a challenge.
  5. Free book exchange: we have grown a little collection of black library and other fantasy type books for everyone’s use. Just borrow and bring it back when you are finished. Its important to have some fluff behind our nerd gaming.
  6. connections with local stores: Now this is a little contested because we really don’t have a ‘local store’ as it were. However, we have made connections with the closest stores nearby and we are in the process of developing a keychain which will give you discounts at these stores. The Adventurer’ guild, the comic store East/West, hobby lobby, etc. We also offer an in-house independent retailer who can get some deep discounts on some of the models and products our members want.
  7. Raffle: every monthly meeting we offer a free 10$ raffle to the previously mentioned independent retailer just for showing up. How cool is that?

Again, I know every club/store is doing many of the same things we are to support the hobby. I just wanted to highlight some of the things we are doing.

Do you any suggestions for us? How could we be reaching out more? Are we stretching too thin? Have we overlooked something?

Please leave us your feedback below.

Monday, June 25, 2012

Axes will Fall and Empires will Crumble!!!

Dwarves....

Stoic Pride....Unbending Will

Their Grudges will be Reckoned!!!

This is a warning too all the Lancashire Armies who have ever crossed the Dwarves and left them with a Grudge....they are coming and the Axes will Fall.

Starthalas the RuneLord and his Engineering Guild are sending out their reckoners and looking to cross out the names that have wounded our pride and wrecked our Honor..Guard your Necks

Guild Lord and Guild Masters

Starthalaz the Runelord  241
-Great Weapon, Rune of Gromil(1+save Armor Save),Rune of preservation(reroll armor saves),Master rune of Spite(4+ward Save)

Thorne the RuneSmith  81
Rune of Stone(+1 to his armor save),Gromil Armor(4+armor save),Shield
(all together he has a 2+armor save), Great Weapon

Matthiaz the RuneSmith  81
-Rune of Stone(+1 to his armor save),Gromil Armor(4+armor save),Shield
(all together he has a 2+armor save), Great Weapon

The Dwarven Throng

 Thorne's Warrior Engineers 265 (Thorne Goes here)
-24 Warriors with Great Weapons, Heavy armor, and Full Command

Matthiaz's Warrior Engineers 265 (Matthiaz goes Here)
-24 Warriors with Great Weapons, Heavy Armor, and Full Command

Starthlaz's Counsel of LongBeards 337 (Starthalaz goes Here)
-24 LongBeards with Great Weapons, Heavy Armor, and Full Command
(LongBeards are warrior upgrades that are immune to panic, act as a Anti Panic Standard bear for all Warrior units within 6 inchs, and they have +1 Strenght and +1 Weapon Skill)

The Rune Encrusted Toys of the Guilds

Cannon-Rune of Burning(Wounds are Flaming),  95

Grudge Thrower 105
-rune of accuracy (re-roll on scatter dice)
Grudgethrower 110
-rune of accuracy, Rune of Burning (for Regen/Monster sniping)
Bolt Thrower-Engineer(allows BS4 and extra crewman) 60
Bolt Thrower-Engineer 60
Bolt Thrower-Engineer 60

Organ Gun 120 (24 inches, unit takes hits  = to Artillery die at STR5 Armor Piercing)
Organ Gun 120


This my RuneSmith Engineering guild That I am currently in the process of collecting and building. So far I am the proud owner of one Cannon...but the Dwarves are not getting a new Army book for awhile and they are still quite competitive with Awesome Magic defense, rock solid units, the ability to spam Great Weapons on every model, and Magical warmachines that can be tooled for every occasion. I have some time to collect and build and this I will do.

The Army is based upon my love for RuneLords and my Love for Dwarven Warmachines. The Army is centered around the RuneSmiths...they are RuneSmiths and Engineers. They Craft their own Warmachines for Reckoning and Enscribd their own Runes too. That way they are in complete control of making sure their Grudges are Met. The Great Weapon Warriors represent all the underming workers of my RuneSmiths....they do not wield Shields as they are Craftsmen and Choose to go to Battle with their Large Working Tools...Giant Hammers and Pick Axes and Crafting Axes and Mattocks that they use in their Forges and Craft Halls and Mines. They dig their own ore, they Craft their own Metal, and they enscribd their own Runes. Complete Ritualistic Warriors in every sense...and they represent that on the battlefiend by going shieldless with only their Heavy "Armor" work gear and Large Craft Tools. The LongBeards Represent the Eldest and most respected Guildmasters and Craftsmen of the Guilds. They too represent their Role in Life on the BattleField with their Work Gear and Heavy Craft Tools. These LongBeards form the Personal Retinue for Starthalaz the Rune Lord and the Warriors act as Guardsmen for the Master RuneSmiths Thorne and Matthiaz. The Load of Warmachines that follow their host in the personal Toys of the guild and are used extensivly to Settle the Grudges for the Guildsmen.

Tactics:

This Army is completely a Turtle Phalanx style army. When deploying Terrain I make sure there is highground in each deployment zone, that way I can set up my Warmachines to face any threat and shoot over my Warriors. I use the Warmachines to the full extent and pick off one unit a turn with them from concentrated fire...after the other players army is weakened I either back off and continue shooting or I push forward with all 75 of my Great Weapon Wielding Toughness 4 Dwarves and finish off whats left.

Each of my Runesmiths Generate a dispell dice, and my RuneLord generates 2 Dispell Dice,,,so I start the magic phase off with 4...and the average of two dice is 7 so I typically start the phase off with more dispell dice than you have casting dice ^.^ Their roles in the squad is just magic defense and extra str6 attacks in combat, sort of like a powerfist wielding champion in 40k. Same goes for the RuneLord...he is just extremely durable and I plan to use him as a Wall for any DeathStars that come on my side of the board...with toughness 5 and a rerollable 1+save and 4+ ward save he is an extremely tough nut to crack, and he also has some str 6 action going on as well.

The Warmachines do what Warmachines do BLOW STUFF UP...they also focus on Deathstars and rip them apart...and they Really hurt Monsters and the Grudgethrower is designed for Monster/Regen Unit sniping. It can re-roll its scatter die to ensure that it hits the Target and with those flaming shots it will cause havok upon any regen monster..hydras, Rat abominations, troll units, Varghulfs. Same goes for the flaming Cannon

Deployment:    Warriors-Organ gun-LongBeards-Organ Gun-Warriors
                                 Grudge thrower-BT-BT-BT-Grudge thrower
                                                       Cannon                                                  
-the right hand Warrior unit extends out a little so that it has some reach on any Flanking Units that would cause any harm to the Warmachines. the Organ guns are closer so that they can make sure their 24 inch range comes into effect as soon as the other player moves.

Thursday, June 21, 2012

Thoughts upon moving into 6th ed.




We are finally on the cusp of 6th edition for 40k. and its about time.

there have been hundreds and hundreds of rumors flying around. will these new edition bring balance to the game? who knows, probably not. It is extremely hard to balance a complex miniature wargame while keeping it unique. At the club, there is a strong contingent forming to playing Mordheim. the fantasy game where you roleplay a warband and you can level up your different models, etc. Honestly, it is much fun but some of the rules for the bands seem a bit.... stale.. to say the least. they were written about 7-8 years ago and has not gotten any support from GW. Some internet fans have tried to design more factions and updated rules but even those seem a little much, lets just say, its very easy to see which factions said rule maker liked to play and which ones he could care less about.

What is the point?

Well, some of us have started delving into revamping certain factions for Mordheim. giving them back something unique to how they play. but there has been much talk of balance. and.. balancing the balance versus uniqueness/style of an army. 





The ultimate balance, as we seen is chess. it is completely a mirror match. each player has the same peices, the game board is always  exactly the same, and the winning conditions are exactly the same. the only thing chess tests is individual tactics and strategy.

so how does one now add some individuality to a game?

dice is a good place. now, all of a sudden, we introduce and element of chance in the game. maybe that rook cannot just move in and take out that bishop. Now, maybe that bishop wins the fight. oh snap! what now? Now, you have to work some new strategies. you have to have back up plans, you have to play precentages... well.. how likely is that bishop to live and what if he does lose? then what?

the game becomes very complex very fast. It also makes the game very exciting. you can cheer on your units as they fight your opponent. you never know when you can pull out that under dog move. However, this comes with a price. you will lose some of your competitive audience because now the game has become unpredictable. competitive players do not like random 'chance' events. they want to know that if I do this move, than this will happen. cause and effect.

From my recent tournament experience, 40k has become very much cause and effect. I can look across the table at what my opponent has brought and I can pretty well determine how the game will play out. and likewise he can look at my army and see the same. We really do not even have to play the game.  Granted, I am doing a good deal of generalizing here, but on the whole, I think it is true. It is one of the reasons why there has been such a strong push for warhammer fantasy at the club this past 6 months. our guys simply look at what is being presented on the table and say, eh, played that fight before, and I don't have any interest in doing it again. I know I am going to win or lose in this manner and I'd rather just not play that game.

Fantasy however, has introduced many of us to a new level of chance in a game. there are so many rules and things you must roll for in WHFB that is has become fun again for all of us. down to spells  you receive, the winds of magic, the charging, fleeing, and running down of units. warmachines, giants, you name it. everything has a chance to work or not work. the spell has a chance to go off, not go off, or go off and damage you in the process. now 40k does have some elements of the random, but not to this level.



The rumors for 6th edition in general appear to be placing some of these more random/chance elements back into the wargame, which I believe will make the experience more enjoyable for those playing it. Sure it will probably lose some of its competitive edge but at the same time gain a ton of uniqueness and fun and enjoyment to the game. That is trade I, and most players, will make every time.

So bring on the 6th edition, and more 'chances' of things to happen, that are out of my control. Lets let the dice gods have more a say in the game rather than the list hammering calculators. It is the dawn of a new day!

- Brother C

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