Saturday, April 12, 2014
Over the last few years of running Blog Wars I've learnt a lot of things about how to create a tournament that everyone will enjoy. The process is equal parts frustrating and rewarding. For every person you make happy with the event you piss one off it seems. All of the decisions I make about Blog Wars are intended to make the day more enjoyable for the players whilst streamlining things so that organisation is easier. This in turn makes the event more enjoyable as, in theory at least, it should run smoothly. I can't pretend the event is perfect though, I've certainly made mistakes in the past but hopefully the next event is always better as a result.
The way GW are messing with 40K at the moment there are a number of issues I need to address and explain why I've made the decisions that I have. I don't want to put anyone off from attending Blog Wars (which is why it isn't blogger only despite the name) but at the same time I want to run a tournament that's a departure from the norm. It's very easy to feel pressured into making a decision about something but you have to keep telling yourself that no one has to attend the tournament. I'm sure the compulsory special character thing puts people off, as does the tabling rules (more on that in a bit) but ultimately if people don't like it there are other tournaments out there that do things differently. Might sound harsh but it comes back to not being able to please everyone and forcing myself to stop (somewhat forlornly) trying.
There's no question that Forge World units are now perfectly 40K legal. Well at least to me there isn't. The current rules allow for FW units in conventional games of 40K. That being said, they aren't allowed at Blog Wars. I'm always in two minds about this decision. On the one hand there's a lot of interesting units and new combinations that are possible and FW units can often plug gaps in some of the older/weaker codices making them more viable. On the other hand there are some stupidly good units in there (I hesitate to use the term "broken"). One example is the Red Scorpions librarian (Severin Loth) who can simply choose his powers from particular disciplines. It wouldn't have sounded so bad in 5th but since every other psyker (pretty much at least) rolls for random powers it seems a bit unreasonable that you can take him and be sure to get what you need. There are other examples too but like so many other things in 40K a few powerful units give some perfectly reasonable ones a bad rep.
Perhaps my decision to ban Forge World is, in part at least, down to me never having dabbled with the IA books. There's no question the hobby is expensive but FW takes it to another level. It's a shame though that some of the more interesting armies (e.g. Elysians) are prevented by a blanket ban. However, Blog Wars often features tournament newbies and they're unlikely to have had much exposure to FW. It's another set of rules to learn, another set of books for me to consult when checking lists and a difficult expense to justify for some. For now at least I'm sticking with the ban.
Allies and Inquisition
I've said on many occasions that I'm not a fan of the allies system. It's fine in principle but let down by abuse in tournament lists (like soo many things). The Inquisition book has similar issues for me, I can see why they might be present from a fluff perspective but ultimately they'll get used to bring in Coteaz and/or a few servo skulls. That being said this is the first Blog Wars where there Inquisition Codex has been available so I want to use BW7 as an experiment to see how many people will actually make use of it and if they do, how much effect it actually has.
I know some events use a system where Inquisition (or knight titans etc) take up the allies slot but I want to leave things as they are for now and perhaps look down that path if I think it's necessary for BW8. Similarly for allies, there are a lot of powerful combinations that can be created but by banning those you only make some mono-codex builds stronger. In this case at least I think banning allies would piss off more people than it would please so both allies and Inquistion are permitted at BW7.
Dataslates and Formations
As it stands at the moment there aren't really any overpowered dataslates. Of course Cypher is useful but he's quite a points sink and not especially tricky to kill. He hasn't been too much of an issue in the games we've had with him. I've not had much chance to play test the formations but again none of them seem especially "broken". For now at least both will be permitted at Blog Wars and I'll review them after BW7 to see if that's the right call or not.
Escalation, Stronghold Assault and Imperial Knights
Stronghold Assault is inextricably linked to Escalation in a lot of ways. One book counters the other. Without having Escalation I don't feel the Stronghold Assault stuff is necessary. Both are perfectly reasonable in Apocalypse or even higher point limit games of 40K but they're too much for 1,850pts. For that reason neither will be allowed at Blog Wars 7.
Making decisions about these things without testing them is always difficult. That isn't to say I don't playtest them at all but rather that I can't hope to test them on a full tournament scale. No matter how much testing I can do in my own games or by visiting other events, there's still the possibility that things will be very different at Blog Wars. Perhaps there'll be something that I should've permitted that I haven't or vice versa but unfortunately the only way to find out is by experimenting.
I've said before and it's still true that I want Blog Wars to be different from other events. What works on the competitive scene doesn't always mesh well with my (perhaps naive) ideal of a friendly tournament. I hope people appreciate the thought that goes into my events and that it shows in the relaxed and friendly atmosphere. Anyway, in the next post I'll be talking more about the scenarios and scoring. I appreciate I've done these kind of posts before but there are new issues (mostly of GW's creation) that I wanted to address so please bear with me.
As ever, I want your feedback on these decisions and I'm always prepared to listen to compelling arguments for why I'm making the wrong choice about something.
Thursday, April 10, 2014
He's never done any wargaming in the past so all of the concepts are new. Obviously it's easier to introduce 40K to someone who's ever role played or even played Risk. My original idea was to start with Kill Team as a means of learning the basic mechanics without drowning in depth. Still though you find all the exceptions creeping in. Think about the different rules required to play a legal game of 40K. There's the core rulebook, codices, supplements, dataslates, Forge World, White Dwarf, Escalation and Stronghold Assault. You could potentially add Planetstrike, Cities of Death, etc to the list but they don't usually feature in games. Still that's quite a list. I'm sure if you listed out all of the individual publications there'd be a huge number. Of course some of these are optional and in casual games you can pick and choose. Go to an official GW tournament though and all of those things are legal.
You might say that you only need to know the rules for your army. That's true to an extent. When you play a new army for the first time your opponent will explain what his units do. Think about it though, if you play an army you've never played before, how much of that explanation do you actually take in? If I'm running my Wolves and I play Dark Eldar or Tau there's very little an opponent can do to surprise me (rules-wise at least). That isn't to say I won't lose but I'll know exactly what his army is capable of and I'll tailor my tactics accordingly. Every time I play a tournament game I learn something new though. There's always some rule I thought I understood but I realise I've been interpreting incorrectly.
To really be any good at the game you need to understand the capabilities of your opponent's list. That doesn't mean you need to have a thorough read of his codex but you at least need to know what his army is capable of and what units need to be avoided or else killed first. There's already a huge number of factions in the game and each has it's own little nuances. Having played the game for a few years (since I restarted that is) I've got a fair grasp of all of the books. Writing this blog helps as I review each new codex and learn a lot about the army in the process.
Trouble is, even if you think you've got a handle on everything involved in 40K as it is today, there's the potential that a new codex will be released next week (and indeed the AM book is out Saturday) that could change things dramatically. Before 6th edition you realistically had 3-4 months (if not more) to learn about a new codex before another army got an update. Some armies rules stayed the same for years at a time. Of course it's in GW's interest to keep updating army books so we buy them and the new units they introduce but this is a difficult concept for a new player.
I don't think this problem is limited to 40K. I don't have much knowledge of other games like Warmachine, Malifaux, Infinity, etc but I'm sure they have similar new player issues. Still though, the way 40K is going recently I'm amazed anyone manages to pick it up. Veteran players are being put off by the constantly changing rules and poor FAQ support. They're the ones with hundreds/thousands of pounds/dollars/euros invested in the game. New players may have only bought a few units so they're much more likely to be put off.
Has anyone else had difficulty introducing a new player to 40K? How did you go about it? What could I be doing differently?
Thursday, April 03, 2014
Game One - 4 X-wings
I've been trying to work out lists based on the models we've got between us so, assuming Matt had brought his stuff we'd have had 4 x-wings. As it was we had to proxy a B-wing and Y-wing. Similarly Matt didn't have all the TIEs he needed so there was an A-wing that'd gone over to the dark side.
Wedge w/ Veteran Instincts
Darth Vader w/ Veteran Instincts
3 Academy Pilots (TIEs)
2 Named TIE Pilots (Dark Curse and Night Beast I think)
This game was over pretty sharpish. I'd arranged my X-wings in a box formation with the rookies out front. The rebel opening salvo was able to damage a couple of TIEs but I realised quickly that I should've focussed fire on a single target since I was at range 3 and they were evading. Over the next couple of rounds I quickly started to lose X-wings to the sheer volume of green beams coming my way.
It was tricky to pin down a particularly TIE so several of them ended up with damage without being totally destroyed. One by one the X-wings fell (Darth had a lot to do with it) and Wedge found himself alone with three TIEs and Vader to deal with solo. He put up a brave fight, managing to down a TIE and damage another, but with limit mobility the result was somewhat inevitable and Darth finished him off pretty sharpish.
The good news was that meant we'd got time for a second game!
Game Two (the photo uploader is being useless so I'll add photos soon)
This time I wanted to try out a mixture of Rebel ships so in stark contrast to the previous game I ran 4 different ships. This gave me a chance to try out ion weaponry and put the Y-wing through it's paces. This time there'd be no proxies as with Matt taking named pilots there'd be enough TIEs to go around.
Red Squadron Pilot (X-wing) - some upgrade I forget
Gold Squadron Pilot (Y-wing) - Ion cannon turret, R2 Astromech
Dagger Squadron Pilot (B-wing) - Ion cannon, Engine Upgrade
Green Squadron Pilot (A-wing)
Empire (from hazy memory)
Tempest Squadron Pilot (TIE Advanced) - Cluster Missiles
Turr Phennir (TIE Interceptor)
Night Beast (TIE fighter)
Mauler Mithel (TIE fighter)
Dark Curse (TIE fighter)
This time arround I paired up my ships with the Y-wing and X-wing taking the left flank and the A-wing and B-wing taking the right. Expecting Matt to blast his ships forward at full pelt I decided to play more conservatively and keep my range and my options open. Pretty early on (might have even been first phase) I was able to down one of the TIEs which took away the number advantage of the Empire. The shields on the Rebel ships would now come into play.
As per usual the game ended up with a bit of a close quarters melee in the middle of the board with the B-wing managing to score an ion hit on one of the TIEs. This game me a huge advantage as I could plan my moves knowing exactly where the TIE would be. In the subsequent turn it was easily downed by the B-wing's primary weaponry. On the other side the Y-wing and X-wing had combined well to do damage to the TIE advanced and without Darth Vader's two actions Matt was struggling to make it effective. His cluster missiles had failed miserably to do damage. Sadly the Y-wing's poor manoeuvrability had left it exposed and it was downed by combined fire from the TIEs.
The TIE Advanced was destroyed a short time later and Matt was now limited to Turr Phenir and Night Beast, both of whom had damage. They'd have an uphill struggle to down the three remaining rebel ships despite them all having little or no shields remaining. Unfortunately at this point we'd run out of time and Matt had to concede there as it was unlikely to end favourably for him.
Another couple of excellent battles here. I have to say these went against the grain of our previous games which have all been pretty close and usually come down to shootout between a single ship each. I apologise for my poor recollection of the squadrons involved and details of the fights. Also the pictures have come out badly in places thanks to the bright sunlight so again apologies.
The first game taught be a valuable lesson about target priority. There's no point having several enemy ships with face-down damage on them as it has no effect on their capabilities. I'm pretty sure I forgot Wedge's pilot ability a fair amount but I don't think it would've made much difference. X-wings are far from weak but I think they need support from other ships to be more effective.
We've yet to understand the benefits of secondary weapons. They seem like a waste of points and target locks to us but I can only assume we're missing something. Care to enlighten us anyone? On the other hand I can certainly see the benefit of ion weaponry. Knowing exactly where an enemy ship will end up next turn is huge and with the right moves you can almost guarantee it's demise. I'm not totally convinced the B-wing is the right platform for it though as it feels like a waste of it's primary weaponry, especially at range 1.
I'm off to Matt's tonight for a few more games (in fact I'll be playing when this post goes up). There'll be no 40K at all tonight so I'm hoping we get plenty of X-wing battles in. I will, of course, write these up as soon as I can.