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Spectre Senence
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Post by Spectre Senence on Jun 19, 2017 7:11:03 GMT -5
As I get games in and the more I watch, I started to analyze the direction of 8th edition. When the core set comes out things are pretty simple and games always appear pretty balance. Sometimes units don't work anymore and with edition that doesn't feel like the case. Then GW starts making special rules for new units and their codices. But as I looked at their varied set of ways to play and there more defined it seems. A Quick Play, Narrative, Campaign, and Match. Match offering 12 scenarios of varied choices. It was in these that i noticed these command points more and more. This is were i believe the new stuff will give. Sure there maybe some new units but the basic rules doesnt have a section of special rules. There is a heavy focus on keywords. These then give stragetesm to spend command points on. This makes the game feel managable. Much like Infinity old units are not worthless or replacable. I love what I am seeing so far and looking forward to what does come down the road.
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karg
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Post by karg on Jul 5, 2017 15:34:19 GMT -5
So far I've played a handful of games, each with a different army for me. Right now I agree, I like the core rules quite a bit. It's been pretty simplified and sped up, with the major variances being what the unit types can do. And as you said in the proper combinations it seems like just about anything can be useful, which I really enjoy.
Right now my biggest hang up is just how powerful mortal wounds in the psychic phase are. Now granted, this can be easily balanced out by both sides taking tons of psykers. But those types of tactics have always bothered me. I personally hate jumping on the Flavor of the Month bandwagon to go wreck face. I have yet to see how an immovable hoard like tyranids would do vs, tons of psykers (curse those 1k Sons) so they may be able to stand fast vs. the waves of Smite.
I have also not seen a lot of benefit from command points. As I understand as codices get released, Armies will get their on CP effects so they may do more with them. And maybe as I play more I'll see more use for them.
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Spectre Senence
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Post by Spectre Senence on Jul 5, 2017 21:41:14 GMT -5
The biggest use is to interrupt the Fight phase and get some hits in before a unit would be attacked. So it holds the idea of strategy to make sure your opponent nominates in the right order. As for some crazy stuff. Yeah Grey Knights are pretty bad ads with smite and I guess thousand sons but I haven't seen the latter. But once you get a handle of your armies strengths I believe they will balance out.
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Spectre Senence
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Post by Spectre Senence on Jul 16, 2017 23:30:47 GMT -5
Wow, I got in three games in today. The first a 100 power level game of my Deathwatch with a Imperial Knight versus Blood Angels. The video to our YouTube channel will let you see how that went but it was a lot of fun. Thanks Jacob!
My 2nd game I got to use my Grey Knights for the very first time. Art played Deathwing with a whole army of terminators. No Librarians. So my Smite was very effective to wounding through that terminator armor but surprising to use was the two Dreadnoughts with 2x twin autocannons that did a ton of damage to him. When Art rolled poorly and I mean poorly he did it against these guys and they gunned down many of this units. He absolutely destroyed my Dreadnight but Draigo and my Interceptors finished him up.
3rd game I played my Grey Knights again and added the Imperial Knight. This time I faced Matt and his Sisters of Battle. The challenge here was the Open War match and it was the Relic. The objective was at the farthest reaches of the board deep behind the Sisters line. Here the Dreadnought with Twin Auto cannons and the Imperial Knights fought their way through a heavy amount of Sisters units. Matt got it down to 7 wounds before time ran out on us but it was defiantly ruining him bad. Celestine got wasted by Draigo but resurrected and wiped out my Paladins. Sisters are awesome that they hit very hard in the shooting phase, so when I closed in on him he struggled with high toughness units. I believe I would have had the relic at the end because the small amount of units left were tied in the Close Combat.
Whew! My thoughts. When other armies try to elite up versus Grey Knights I feel the Grey Knights win out more times than not but when you blend quantity and some hitting AP weapons with D+ damage. Not so good. The Twin flamers destroyed most of Interceptor squad. Ouch! but when dealing with the Knight they struggled. For other Marines, Dreadnoughts would be very similar issue for them since the can deal lots of damage and resist a fair amount of the Sisters at least flame attacks. The meltas need to close so popping their ride can help against that.
I also find high damaging melee weapons can seriously help with elite multi wound models. Draigo, Celestine, Canonees were very effective. Also the Force Weapons. Something to think about. I also might add how easy it is to get a game in. I played the Maelstrom of War mission at 100 power then to All out War simple scenarios at 75 Power after. 3 games in 8 hours. Wow! And I built the last two on the fly. Enjoying the new edition, hope to see some of you other players at the FLGS! Check the calendar for the next time we are out!
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Spectre Wile
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Post by Spectre Wile on Jul 17, 2017 0:32:45 GMT -5
I actually think I would have held the objective at the end. Ben only had one movement/shooting phase left and didn't have anyone in range to get to the objective. And I had 1 unit on the objective camping it plus just enough left to stopgap his units enough to slow them down and not reach the objective. I think. But I was definitely getting blasted off the map for sure of anything that was sticking it's head out to see what was going on.
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Spectre Senence
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Post by Spectre Senence on Jul 17, 2017 6:06:11 GMT -5
I did have one Interceptor alive. He goes 12" and ignores terrain to get me with an inch. And I could have gated another 9.1" away. With a good chance to kill that last character. But we shall settle the next one to the end
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Spectre Wile
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Post by Spectre Wile on Jul 17, 2017 8:31:05 GMT -5
And I still had 2 free squads in move/shoot range to the objective and a melta-missle tank in good shape. I still had some money left in that race brother. :-) though of course my dice are a balancing factor to my ego.
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Art
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Post by Art on Jul 18, 2017 11:25:23 GMT -5
25 Terminators a Chaplain and Belail for 75 points felt like alot of eggs in one kind of basket and it was. Don't really think I needed to mix in power armor but a dreadnaught or Predator would have been great and I think a Land raider would have been a huge addition. And when Ben speaks of bad rolls it is more about the timing. All the 1's and 2's showed up in terminator saving throws and the 5's and 6's showed up in my advance rolls and (Ill advised) charge rolls. Just the way dice go. That Smite for every Grey Knight squad is crazy good. Psykers seem really good. Gotta get mine painted up, as well as get my tanks ready to roll
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Spectre Senence
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Post by Spectre Senence on Jul 18, 2017 14:31:47 GMT -5
You nailed it right there about a vehicle. In 8th you gotta field at least one. Marine players should love the Razorback. Twin weapons mean for low cost they bring very effective firepower. Dreadnoughts are also very good, we saw that in out first game
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