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New to 6th ed bat reps,lastone 30/08/12 (index@start)

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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby timewizard » Thu Jul 19, 2012 10:52 pm

mattjgilbert wrote:I need to actually read the rules first!


So what are you waiting for? :lol:
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby mattjgilbert » Fri Jul 20, 2012 1:21 pm

A rulebook, and time to actually read it :)
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby killmaimburn » Fri Jul 20, 2012 2:50 pm

the rulebook seems oppressive.. but actually once you figure out how to treat it. Its bitesize. (switchs to large font mode)
How to read 6th ed very quickly from 5th ed from 4th.
Or how I know whats going on having only looked at 40/500 pages in just under 3 hours.
In order.
> Reminisce over 4th ed with a coffee. It will help getting rid of the "one in all in" state of mind you might still be in. Biggest hurdle cleared.

Photocopy USR section and game summary at back (unless GW have made them PDFs, like last time, to print whilst my back was turned). Reading whilst going back to key words is a chore given the size of the book.

Read first 16 pages or so.. movement is a little different now, read wounding pools 3 times (inc range and stuff in the page over).. then read some web stuff..eg. stuntys link on fast rolling.(edit actually you probably only want to do that after reading look out sir and CH) see below)

Now relax and idly flick through all the USRs p32 (alot of them, watch for subtle changes particularly in ..jink, infiltrate FNP and the deepstrike mishap table) Everything is a USR (apart from mission rules)..lightning claws are basically a USR now-Simples (and as LH says copying warmachine)

Now read the in game summary sheets at back of the books p424 (there are a lot, flick through the ref sheets on ap of close combat weapons and HPs of your tanks..the only thing you'll miss is that force and power weapons can be either a lance maul sword stave axe..dependant basically on which you want in your army list-nothing is exceptionally awesome in them, other than that chaos termies can choose to have int1 str5 ap2 and certain things need a fix..e.g. kharn is currently int1.)

90% complete the rest is spotting the small changes.

Read about characters and challenges a few times (its easier than people (inc GW) write) p64
Look in back codex ref section again at who is a (CH)..all nobs not smurf veterans/command squad nor termies , laugh at inconsistencies.

Read about 'look out sir' (for CH)..which is basically a sentence but they make it 2 paragraphs that they repeat 3 times)I summarised it above.
Read about grenades p60..then pretty much forget it a lot of words for not much if your just bringing out a 5th ed list.

Unit types (which have changed a lot to almost no in game difference other than bureaucracy) although cross-reference back to USRs..hammer of wrath for example, skip the quagmire of flying monstrous creatures unless your fighting demon codex or nids..same skip fliers for now.

Read about snap shots again (p13).. both from moving and when responding to a declared assault- V simple.
Focus fire for (CH) p18 ..(silly but necessary to learn)
Cover, stare at the diagram on p19 about the new sniping default, skim read all the rest spread all over the shop (index..use it :D) (although basically assume 5+, vehicles=25% not 50... that most stuff is now a modifier and everything stacks)

Read about disembarkation (V different virtually same result) p79

Go over vehicles because the summary sheets are misleading when they say fire *all* the in detail bits describe who and how fires snapshots when. Also stare at how the table has changed..a glance is a cumulative damage token up to HP of vehicle=wrecked, a penetrate is a damage token +D6 on table.(biggest in game balance change IMO)p74

Skim read assaults you've already read most of it already- reading rumours may send you in the wrong direction.Only really important bit is 'initiative step pile in' ( top left p23)..and that look out sirs,snapshot overwatch, CH and challenges can happen).V little has changed..meh no +1 charge if multicharge.Read assaulting vehicles and lol.

mission special rules you just want the core 3 setups, the core 6 missions, the secondary objectives, WHO CAN SCORE and contest (big change) and nightfight+ reserves.p118-p131. There really is only 2-3 pages of text in it.

You don't need to read the warlord traits.. just know that prior to game start you roll 1 dice and gain 1 thing that usually isn't helpful.p111

Allies(p113),squadrons p77 (easier IMO),fortifications (p114 silly) and psychic powers(basically read p67-69 and orgasm over how clearly they distinguish 4 types of psychic power.. but all the people who were shouting for the categorisation no longer play so won't notice the joyous clarity,(newcron) chariots only as required.

Well done you now know about the same as us.
Play a test game whilst flipping back and forth relying on index, with photocopies of USR and game summarys beside you and slowly spot bits you missed- not that much...for us it was clarity about movement in shooting phase (unit types and flat out vs smoke)

Now face the idea you spent longer reading this than you will have to reading 6th ed and go do it

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Other folks, did I leave any giant flaws for a rulesninja on transition?
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby timewizard » Fri Jul 20, 2012 3:15 pm

Good approach KMB and no, you didn't really leave anything of import out.

For those interested, BoLS has an in-depth article on Look Out Sir (which they abbrevriate as LOS! ot differentiate it from Line of Sight LOS.).

Here's the link; http://www.belloflostsouls.net/2012/07/ ... ation.html

Oh, and I'm going to photocopy those pages today, that's a great suggestion!
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby ruffian4 » Fri Jul 20, 2012 4:06 pm

killmaimburn wrote:Now face the idea you spent longer reading this than you will have to reading 6th ed and go do it

Oi, Tolstoy, I want that time back. :evil:

Do close combats crawl about the table a lot (I step moves) or just shrink?
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby killmaimburn » Fri Jul 20, 2012 4:19 pm

ruffian4 wrote:
killmaimburn wrote:Now face the idea you spent longer reading this than you will have to reading 6th ed and go do it

Oi, Tolstoy, I want that time back. :evil:
:P

ruffian4 wrote:Do close combats crawl about the table a lot (I step moves) or just shrink?
In my grand experience of one, which I let LH sort out, it just shrunk and looked a bit tidier quicker than 5th.. it does have the tiered ruleset (fixed from 5th) of into base to base, scale down to just as close as possible as last resort.. so its hard to wander too far. But as I say one in, and I haven't used orks or BA assualt squads.. be interesting to see what happens with for example responses to 10 hammer of wraths against a horde.. where everybody still has pile ins to make at I and end of phase pile in too.
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby KInG » Sun Jul 22, 2012 12:59 am

Great batrep Toby. Keep em coming.
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Re: KMB(Demons)VS Stunty(Smurfs) KMB (smurf) Vs LH(Guard)

Postby killmaimburn » Tue Jul 24, 2012 11:35 am

GRENADES WORK.. HOW TO CHEESE ALLIES, WARLORD TRAITS WERE USEFULL< THE GAME BACK AND FORTHED, but we still didn’t finish>>READ ON!!

Firstly a pinch of salt.. we did not play this game hardcore, we were of an altered state.. I thought I wrote this batrep on Sunday night, but when I woke up it turned out I just wrote a load of 40k erotica involving necrons.
That in mind game on

Viper1 was the grown up watching, (we’re enjoying all the people popping back round to see how 6th ed is working out)

By the rules for terrain we took the terrain Table density test, we got 3 pieces per 2’ square.. so our table was pretty dense.(we’re going to ignore this in future)
Mission, Big guns never fire on the Diagonal.
Which means heavy can score and are worth VPs.


LISTS
My list- How to use allies. I dropped the termies from smurfs.. dropped the relicblade down to a lightning claw..This gave me enough to upgrade the dreadnought to greyknight psyfleman (also move to heavy so can score) switch to scoring termies, with lots of shooty and ablative IC to sit at front. (no stormshields though sniffle)

Captain on bike with lightning claw and artificer armour. 165
Bike squad 2 melta MM attack bike 185
Bike squad 2 melta MM attack bike 185
Bike squad 2 melta MM attack bike 185
Bike squad 2 plasma MM attack bike 195
Single MM speeder 60
Autolascannon pred 120
Autolascannon pred 120
Autolascannon pred 120
=1335

Secondary
Ordos Mallues Inquisitor Termie armour damon hammer, psycannon 80
Grey Knight terminator squad 2 demon hammers, 3 halberds 200
Psyfleman with(T?L autocannons and psybolts)- 135
=415


=1750
Vs
40k-army-lists/army-lists-for-6th-t6261-15.html#p66567

IG 1750:
HQ: CCS - 140
3 x melta, krak grenades
Chimera

Elite: Stormtroopers - 105
2 x melta

Troop: Platoon - 370
PCS - 3 x plasma gun, chimera
Troop 1 - plasma gun, chimera
Troop2 - plasma gun, chimera

Troop: Platoon - 360
PCS - 3 x plasma gun, chimera
Troop 1 - melta gun, chimera
Troop2 - melta gun, chimera

Fast: Devil dog - 140
Multi melta, smoke launchers

Fast: Devil dog - 140
Multi melta, smoke launchers

Heavy - Leman Russ - 165
Lascannon

Heavy - Leman Russ - 165
Lascannon

Heavy - Leman Russ - 165
Lascannon

Total: 1750
60 infantry
12 tanks (3 AV14, 9 AV12)


3 objectives (silver fantasy chaos warriors).. I got +1 cover save, Handy ,James got reroll to hits of 1s..

Warlord traits I got my inquisitor personal trait is 6 a living icon of scoring..

LH got inspiring presence.. comms relay awesome for guardthey could use his leadership in quite a generous radius.
I put a river on the table, but as soon as LH realised it had to be mysterious he moved it to the far board edge to make sure noone went near it.
Nightfighting is in effect. (obviously)
Table at deployment
Image



My turn 1
Bikes zoom up bisecting the triangle.. right into his face (not charge range though)
My guns ping off him. I radically decide that my ablative meatshield for my termies (the inquisitor)..should actually run back and hold my objective..(since he has the warlord trait of being scoring). So he runs off to hide. (2+5+, 4++cover 3 wounds)

I still haven’t figured out a way to move forwards into range,wihtout shooting less guns also and giving my enemy a load of advantages…but I am being relatively lucky with my saves- this turn is positioning for the bigfat kill.
Image

LH turn 1,
His melta chem. Dog things move forwards and shoot a lot at the closest pred and dreadnought..(1 glance and wrecked respectively)..his command squad zooms to the middle of the table, disembarks into a pyramid just so he can get side shots to snipe out the melta bikers (I also had been really lazy with who was closest..this was not a challenge for LH)
His 10 man plas, and command squad do V little damage to the 2 bike squads. And the one sent over the far right also does nothing much.
Image
Image

My turn 2. (that bit where the action happens)
My speeder Deepstrikes but fails and is place in a far away corner by my opponent.
I opt not to shoot a thing (well my preds ping off his left hand chemdog IIRC)

I move my termies to engage his command squad (kill them, that’s slay the warlord and that’s his trait of leadership bubble and his orders gone ,my happy face)
1 bike squad into a gribbly platoon, 1 with IC into 2 chimeras to bust down his castle wall. On the close right bike squad multi charges a platoon and a chemdog.. (the no plus 1 for multi doesn’t effect the grenade placement but it does mean I kill very few guard (handy to stay safe in his turn).
Allcombats go as planned.

Middle objective is optional skyfire rule BTW.
Image
Image
Image
Image
This leaves James in a very clear position.
Image

His turn 2
Now traditionally (4games lol) this is the game breaker.. is momentum with me, or have I over exposed myself?
His mass plas at the back can shoot single shots, he disembarks a squad to take out my termies, He deepstrikes his stormtroopers close to my objective.(right in front of my inquisitor)take a cheap sideswipe at a predator and take it out.
It leads to a lot of death..
Fortunately at the end I remind him that we haven’t had assault phase, my right hand bikes kill his men and move off unfettered to wreak havoc.
Image
Image
HOW MUCH PAYBACK DOES HE GET, Its over 9000!!
Image
My turn 3
Speeder zooming back to action, lone attack bike in middle hold objective.

Inquisitor looks out of window.. my what have we here?? Shoots fails to do much even with a relentless psycannon.. decides to charge with his demon hammer, wins combat lone melta running back across the table.Whilst inquisitor lurches back into the shadows. Lone melta misses his chance against speeder and gets shot in the back by mr inquisitor next turn.
ImageImage
Predator pops a chimera.
Bike liberated from combat move up on disembarked tightly packed troops..FIRE frag/blast GRENADE from a bolter gun guy.
Kills many they run away. (BTW sorry LH it appears plas guy was way too close to your still viable chimera not sure how that happened..my bad)
1 bike squad climbs on top of a chimera(danagerous) and takes out a leman russ
1 Bike squad climbs around a chimera, then realises its not needed and takes out the chimera.
Terminators take out the plas squad and then consolidate towards the remaining leman russ in a “we’ll do better than we will against that death star!!” get it so he can’t shoot us tactic.
Image
ImageImage
Image

Somewhere around here I skippeda chunk so rather than trying to stitch it together I’ll let your imagination lands fill in the blanks.
LH
He rallies his fleeing squad (no within 6” regroup forbidden thing(nor multiple chase vehicle shocks, should have chased them down in combat.. will know next time), gets out all his transports/craters. And kills the bike squad in his lines and the termie..He levels all his battlecannons at the remaining bikes to the left. But Ic and bike squad on chimera stand proud.
That is actually the end of turn 4 I just seem to have merged 3-4 a bit.
LH called it there as it was 11 oclock (start time 8 but we did have a few smoking breaks).
ImageImage

As it stood, I had my base (3) middle base (with attack bike) (3)
He had his base (3)
In addition I got slay the warlord, he did not.(1 vp to me)
He got first blood (1vp to him)
Heavies count for victory points.. I’d killed 1 leman russ he’d killed a predator and a dreadnought 1VP 2VP
Giving me at time we called it RESULTS of end..8 vs 6.

After a little discussion, James agreed he’d run out of guns.
I suggested next turn I’d have thrown my HQ at his men (no leadership boost might possibly have cleared objective).
My landspeeder and bike on chimera squad at his 2 leman russ. (2VPs) whilst predators carry on taking out chimera. Of course that might not have happened.
HYPOTHETICAL
Image
Big difference, not really the tooing and froing was greater, and we both killed stuff in turn 3 and 4.
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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby Ljundhammer » Tue Jul 24, 2012 12:13 pm

It was a good game. The main point from my pov was to check if tanks are viable in the game still. In prior games I'd taken a 5th ed list with 4 chimera, they died very quickly. So adding in another 3 and then adding AV14 on top of that worked a treat. Added to that, I drastically increased tank busting at range, which worked well.

I think I overdid the tanks slightly & can reign back slightly, the reason being that I had 2 chimera that did nothing all game (although admitidly that's 2 of the 3 still alive), but I didn't have enough plasma! I can sort that out very easily, by swapping one platoon for 2 plasma vets which increases my plasma, increases the accuracy of the plasma AND drops me down 1 chimera (happy days).

I was very happy that the devil dogs worked as expected (taking out a vehicle, nearly taking out another and taking a vast amount of firepower away from my other tanks). In addition the way the bike army works against mine is to get in my face on turn, knowing that I circled my plasma up, made him fight through a wall of tanks & then plasma's his army to death, which worked, save for the caveat on needing more plasma to soften him up more on the way in. The Russes didn't notch up the tank kills I was expecting (AP3 does not a tank killer make) but they blew great big holes in bike squads, so I can't say I'm unhappy...

Easily the best game of 40k we've had for a good 2-3 years I'd say. KMB had me on this one, but I think the way his army plays has been less affected than my meltavet spam 5th ed army, so I'm on steeper learning curve with these armies at this stage. I'll get there soon enough. That's my excuse & I'm sticking with it!

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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby killmaimburn » Tue Jul 24, 2012 12:23 pm

Excuse wise.. ( :) ) did you work out if you had deployed all your squads?
At one,brief, point you thought you were a mech vet squad down..
T'was good.
Next mission, I guess I'll whip out demons and trying to get to the actual end of a game :lol:
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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby Ljundhammer » Tue Jul 24, 2012 1:47 pm

Yeah, I stupidly counted one of my plasma PCSs as a normal inf squad, so 2 plasma guns down :( not a game killer by any stretch...

Next game, I have 20 models. If we can't get to turn 6 I will be astounded. Not as astounded as if we don't get to turn 6 because I wiped your sorry face off of my shoe.

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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby timewizard » Tue Jul 24, 2012 3:40 pm

Good batrep KMB!

Looks like most of the 6th ed changes have been for the better as far as playing the game is concerned.

Would have liked to see the mysterious terrain river though, but maybe next time.
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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby killmaimburn » Sun Jul 29, 2012 9:58 am

Anybody want to see a Tzeentch vs Deathwing batrep?
Lurkers shoutout.
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World of ME First try at Apoc Batrep WHAT/WHO is AOS?
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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby killmaimburn » Fri Aug 03, 2012 2:37 pm

No one want it
Ok then
TL:DR LH sets an overt trap..so the game takes a while to get going..I choose when to trigger it, but dice get in my way.. then I pull a rabbit out the hat in the aftermath.
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Re: New to 6th ed bat reps,latest added 24/07/12 (index@start)

Postby killmaimburn » Wed Aug 29, 2012 9:27 am

Stunty and LH had a game
1500 Pitched battle, kill points.
Stunty (Necrons no fliers not much guass) kicked LH's (guard emch vets and HWS) ass.

Me and stunty had a game before that..was a tight draw.. but having taking ork allies everything was so slow I called it quits end of turn 2.
I really don't feel these batreps have the same impact as the picture based ones you know.
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