@ Plastic Legions HQ -7/10
Lots of Terrain was awesome!, mysterious terrain rules?, not so much we dropped them.
With our new 528 page rulebooks in hand Steve and I played another game of the new 8th Edition of Warhammer Fantasy battles. This time at 2400 points as, the increases needed in Infantry make you run out of points really fast and I just don't think the old standards of 2000 or 2250 are going to be in favor for very much longer. Our overall opinion after this game is once again, the game has totally changed. After soundly beating Steve for the 1st time ever against his Lizards..he even said " I have to totally relearn how to play" that's comment of itself is pretty indicative to the new rules. Armies and the players themselves are going to be changing drastically over the next couple months and I'll say it again- if you are a fan of Warhammer, "the game", "the world" in its macro terms you will love this! but if you are really just a fan of competitive Warhammer in 6th/7th edition and its nuances..I'll probably be seeing you on the tables playing something else.
Game setup was 2400 points and I rolled a wopping 9 pieces of terrain, there was no Mysterious terrain on the board. That's a house rule because we think it sucks, I think you will find the limiting or elimination of mysterious terrain very common in upcoming indy events. to be clear we played with terrain rules, just no mysterious effects.
Empire List- (note the changes in comments after 2 games, and some rules I missed last time have change my opinions on some units)
General- Armor of Silver Steel, Holy Relic, GW, Pistol
Captain BSB- Sword of Sigismund
Battle Wizard- Level 2, Lore of Fire, Seal of Destruction
Battle Wizard- Level 1, Lore of Beasts, Rod of Power
Warrior Priest- Armor of Meteoric Iron, , GW
(note: added a second, level 1 Wizard this time, wanted to try Lore of Beasts for default spell alone as a unit buff, The Rod of Power is waste of points as with the high casting values, I never came close to having any dice left, maybe with a couple level 4's it would be worth it.
overall my character were solid)
30 Swordsmen FC w/ War Banner
15 Swordsmen Detachment
(didn't fair as well this, game as last and I am still second guess detachment choices and overall usefulness in this edition...I will always run these guys the question is what detachment and configuration)
30 Free Company FC
(still a great choice at 170 points, although can definitely NOT handle a 3 x 3 unit of Monstrous infantry)
30 Flagellants, in 3 x 10 Horde formation.
( unstoppable, insane amount of attacks with the ability to martyr and being unbreakable
they are now better than the Steam Tank, yes you read the right, this was my biggest threat
ranking over 1300 points in kills including the Slann!)
10 Crossbows, Musician
10 Handgunners, Musician
(at 85 points and being able to reform in movement and shoot in the shooting phase a much needed change, great!)
5 Knights, Musician , Great Weapons
( still good as protection for my BSB, but dont think they can take a infantry block alone!)
10 Inner Circle Knights, FC w/Steel Standard
(much better than last game, with the back rank striking they are really now, the hammer..ever more so, with Warrior Priest and Great Weapons, the steel standard really help with a potential low dice roll on the charge)
5 Pistoliers, Outrider with Repeater Pistol
(Still good, but not as good as last game with the addition that pistols now suffer range penalites!! ouch..so up to 6" as normal..6"-12" -1 to hit...make Pistoliers with multiple shots hit on 6's at 12". (5's for the champ)...not a good as I thought they'd be...but still good)
Great Cannon, Mortar,
(both were great but the mortar didnt do as well as it should have, mainly because of what I was shooting at, "indirect fire" is a great option thou)
Slann Mage Priest, ,Level 4, General, BSB, Focus of Mystery, Focused Rumination, Forbidden Rod, Lore of Life.
(Still the King of Magic just dont expect those Temple Guard to protect you after you inevitably miscast, the Lore of Life and the Forbidden Rod..is an awesome Slann combo as he has 5 wounds
We both think thou running him alone in a "High State of Consciousness" is the way to go thou)
Scar Vet x 2 , various trinkets, 1 had the initiative 10 weapon.
(still awesome combat hero's)
20 Saurus Warriors w/ spears and Shields, FC X2
(Great Infantry but the argument for a unit HW&S for the parry save is their no doubt..I'm definitely building one myself)
20 Temple Guard FC,
(totally marginalized in this edition, cannot hold thier own against strong units in horde formation, what used to an impenetrable wall, collapsed like a house of cards at the sheer number of attacks a strong horde can spit out with there needed 150MM frontage @ 16 points
a piece these guy are only if your doing a theme/fluffy game or maybe run them solo without a Slann as a small unit elites to engage lesser infantry)
10 Skinks x 2- Skirmishers
(non factor this game so no comment..assume they are as useful as they were however skirmishing changes make redirection..way more difficult)
( Monstrous Infantry, is were its at...I pounded these guys with magic and shooting and they near about collapsed my whole left flank before I took them out..watch out!)
( new line of sight rules or not..these guys are shooting fodder and barely made past there vanguard move before being shot to pieces...I had some bad dice that gave them an extra turn
still good, but not the factor they were in 7th editon)
Salmander with 3 handlers x 2
( with changes to Skirmishers and that they can now march and shoot makes these guys better than ever)
(poisons still a great choice, got killed too early to comment)
another shot of the battle lines......
Games again go so much quicker..first turn I charge my IC Knights thru the woods at the Chameleons I can see on the other side..I lose my Champion due to failing my "dangerous terrain' check going thru the wood, but wipe them out...I get a few other shooting kills. on Steve's turn..he moves the Slann over the hill and casts "throne of Vines" which I wisely drop my "seal of destruction" on, he then goes for the big kill ( my General, over the conservative kill , my horde of Flaggies) the Slann drops the "dwellers below" on my Generals unit but also miscasts! (were throne of vines..had I let it go would have saved him on a 2+) "Dwellers" does 17 kills including my Warrior Priest of the 32 guys in my unit but also kills 8 Temple Guard..my next turn my Flaggies charge the Slaan..crush the TG to a man..and put him on Snake eyes for the break, he fails with cold blooded and the reroll and is gone after only 1 magic phase. They also overun (being 10 wide) into the flank of his unit of Saurus crushing them the next turn. I kill a bunch of other stuff as well the next couple turns and by turn 3 the game is pretty much over but we play it out...Steve's Kroxigor..raise some hell crushing my Free Company and my General (who'd moved over there after my swordsmen got decimated but again we forgot about Steadfast so I would have held but broke) He also takes out my BSB and Knights who can't take a charge from 20 Saurus with Scar Vet. My IC Knights plow into the flank of those Saurus on my turn...and break and kill them (although we forgot they were stubborn due to ranks, it didnt really matter. by that point I had killed all his support and the Krox..and even with my Knights and those Saurus still in combat, I had alot of support my Flaggie horde coming up the rear) Steve conceded at the top his turn 5.
Unbreakable Horde on the Flank?...probably the worst potential outcome for anybody.
Empire- with two big wins in both games I've played, the Empire is looking good. Flagellants are now crazy scary and the Greatswords are again now looking viable, Ranked unit with a Warrior Priest and the Razor Standard (look for me to try them my next game) I havent found the Block/ Detachment combo that's quite right yet..but all options other than the Steam Tank (again I've changed my mind here, even at the FAQ'd T10 @300 points just isn't worth it over say Flaggies and Greatswords) Empire is all about Infantry and Artillery with magic support.
Lizardmen- The kick ass old MSU Lizards list doesnt seem so viable...blocks of troops, a solo Slaan and Stegadons seem the way to go...1 normal Stegadon over those Temple Guard, and more expansive Slann that could have traveled alone would have give Steve and extra 70 points to play with and a Stegadon on his left flank with his Krox on his right would have given me fits.
I look forward to getting my lizards on the table..and I have no doubt Steve's will be back for vengeance.
Sunday, July 11, 2010
@ Plastic Legions HQ -7/10