Ruleset
Rules from new rulebook + High Elf Warscrolls
We agreed 3 houserules for the battle:
- 5 minimum units
- army has to have general and she/he must be fielded before the sixth drop
- When a player passes deploying the other player gets to field one drop.
- All in all I think most of our war scrolls capture the essence of the units. Like Phoenix Guard, Swordmasters etc.
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Terrain
We chose 72 inch x 48 inch table. We rolled terrain as described in rulebook. We made that only the arcanum didn't block line of sight.
- I kind a liked the "place certain ammount of features in 2 square foot approach". Perhaps one of the reason for this that in my gaming clubs some players tend to place terrain to far edges.
- I personally kind a miss the 8th style table where the type of terrain is explained. However this leaves that option wide open. It can be river / forest / buiding etc. It also is good to support the idea that you can use any of your terrain pieces, compared to 8th where you might end up in situation that ok, i don't own 5 rivers... But as said battlefield can be done by huge
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Deployment
I won the deployment roll and chose the L shaped deployment zones from the book. Sadly as I didn't take any notes I don't have exact deployment order. Swordie might have one and I try to remember it:
- 2 Great Eagles for me
- 6 Reavers for swordie
- 20 lsg
- Swordmasters of Hoeth
- Skycutter Seahelm
- dragon princes
- shadow warriors
- 20 lsg
- 2 x great eagles
- griffon prince
- RBT
- pass for swordie
- Wizard on foot for me.
-I actually now realized what swordmaster meant or was trying to say during the game. As I won the roll to deploy first I got two extra units instead of one. so perhaps the houserule should be altered that when both players have deployed one of them decides to pass and if both wants then roll for it. dunno
- one of the key elements to "army" building in sigmar isn't thinking before but to act to your opponents drops. Say your opponent decides to field large unit of spears. You will deploy something that can answer that. etc. You don't know how big game you are going to play. This reaction style list building is really interesting.
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As this is more review than actual report I will do it phase by phase
Hero phase:
Having a special skill for the general to use is nice trick. They seem to have decent ammount of diversity and allows really different kind of lists. For example my Skycutter Sea Helm had swoop and attack which allowed all of the flyers do run + charge. Swordmasters prince on griffon allowed to reroll charge dices.
For the wizard I think here fantasy got perhaps the biggest blow. Reduced regullar wizards to be one spell casters and it seems that 18 inch range seems standard (I have looked up only couple armies scrolls, but it seems to be so). One thing I realized head on is that you cast spells at the start of turn. Compared to 8th where you had chance to move your wizard to better location in order to cast damage or buff certain combats atm. you don't have that option. So it seems wizards are really defensive units. This seems little counterintuitive compared to shooting and close combat which are done after.
Movement Phase
Well the fluid movement was somewhat fitting. It is really appealing for little games and small forces. I could never consider playing many hundred figure match without ranking up stuff. Well ranking is still and option with little benefit.
I am also pleased that GW didn't make 40k everybody moves 6 inch or 12 inch. Given different speeds to the models is really good.
Another thing that bothered me is that I cannot avoid my opponent by flying behind his ranks nor behind some obstacle right close to it. Anyone can move before charge and charge 360, over corners etc. This naturally is much more "realistic" in some sense. As the rules are that at the start of turn both players roll who starts this one. And if you were the second player in the last turn there is chance that you start this one right after your last turn. So doing these daring attempts to charge/move beneath enemy lines can be worth in this situation.
Shooting Phase
Shooting with little to modify the shooting in some sense is relieve. As Tomb Kings player I always loved measure distance, throw 5+ to hit.Any other army will have tons of situation ok, these models will be long range, move, short range, cover, hard cover etc. Ends up rolling 2-4 different modifier rolls all the time. Allthough as "hardcore gamer" I like these modifiers as they seem very intuitive, but it can stall the game.
Shooting prior charge seemed really powerfull option here. It was effective impact hits.
Range for regular archers seemed little too low, but that just might be numerous games of warhammer that I have played. Prolly if and when I get my own inner estimations to adjusted to this game it doesn't seem so
One really odd thing is (probably not intended) that by RAW you can shoot to combat and while you are engaged in combat without any penalty what so ever. This seems really odd and makes shooting units even better as most of them are as good killers in rangers as in cc. I would have no problem for idea that if a model is more than 3 inch away from the enemy it can shoot. Given this was tactic that many used in shield walls that there were ranged infantry little back and threw javelins and arrows to other side. But in direct hand to hand situation that seems really... well I don't know was it Eloriel or who said it but this way all archers get a chance to be Legolas
[Edit] Well this certainly was intended when you look reavers rule Swift Volleys: Models in this unit make 3
attacks with their Reaver Cavalry Bows if the unit is not within 3" of an enemy unit.
Reavers seemed really powerfull option right now. With the extra mobility and tons of shooting attacks.
Charge
I think one of the real mistakes here is that there is no penalty of trying long charges. If failed you don't move closer nor opponent doesn't have ability to stand and shoot. (some might, but atleas no-one that I have seen can stand and shoot)
Also the fact that models first move and then do charge is really hard for me to realized that ok, they could do this also. But that is solely on fact that I have so many games of Warhammer behind me that I need to adjust my thinking (same goes for 40k)
Atleast by the covers most charge bonuses are lost. There wasn't any impact hits for chariots nor lances only gives +1 to wound etc. Think about tiranoc chariot here that it gets rerolls to wounds that are 2 x 4+ to wound and 4x 5+ to wound. Given that they weren't particular good before now they are certainly not good and this doesn't fit for my idea of chariots, how they really should work.
Combat phase
Losing the initiative was little... i don't know... bad..., but in away perhaps it wasn't that big of a deal. before chargers got the first strike and that was acceptable. The thing that we had with Swordie is that multiple combats will have really big importance in which order does player activate the units. MSU technic charging tons of small units against one real big one will be bad news. You pick one of you small unit then the big unit will do all of its attacks.
Then again with big units you can dictate their pileups really well by doing nasty corner charges and deny tons of attacks that way. It would be best solution to fight some horde style when outnumbered. In our game I could have done that against swordmasters and most likely received couple attacks less. it also denies your opponent swarming over you as easily.
The actual combat seemed rather straight forward. At first I was really upset of the losing good old str toughness, but in most cases increased wounds on monsters / heroes actually compensate this. It is also more exciting when the hero is going to get wounds, rather than just simple deflect them with armor / high T and die after 2 wounds, here you need 5 wounds to kill wizard on foot. I personally like the idea that they "Starts to bleed" and it is more thrilling. Also the fact that monsters will have reduced abilities when wounded badly is really niche system, allthough given how simple they made the game I am surprised they included so complex system in it but good for that.
Battleshock phase
First of all realizing that every lone model is effectively unbreakable was real downer for me. As battleshock test is required only if unit suffers casualties (not per wound) and well. lone model suffering casualty is equal to dead model. so this was really odd for me. On the other hand characters are meant to be more adamant figures in the battlefield so... k. But no rules to include character inside unit so really odd. However here is implication that it is possible from battleshock rules "For each point by which the total exceeds the highest Bravery characteristic in the unit, "
Another curious note is that it is possible that you manage to deal tons of damage (and in terms of old warhammer win the combat by alot) but still your forces might end up retreating. I don't personally find this too bad idea that both sides takes the test. I can easily imagine that they might be allready running and just managed to cut some enemy troops while doing so, perhaps some just exhaust their stamina to fight more. From individual perspective it would be really really hard to say how the battle is really going.
I also liked the idea that battleshock includes all the damage from shooting, magic, cc, but there are few ways (mainly inspiring precense) to complete ignore this.
The things that I certainly don't like and think is essential for these kind of miniature games is panic tests. Or have modifier to your bravery should units be wiped out nearby etc. Anything that would simulate panic somehow. The way I have understood most battles (in real life) isn't really won by killing all of the enemies but rather breaking their morale. Swordmaster said very well during the battle that "this isn't wargame..." then I though well yeah. this isn't
Another thing is lack of surrounding effect etc. It should be much more devastating for the fighters to be surrounded from flanks / rear. How ever perhaps this can be simulated by dictating those pile up moves. If model has melee weapon only 1 inch range and you attack the unit from two ends effectively most models in middle are played out -> less damage which confers the idea of flank attack. It still exist but more in a way how the models are fielded. This also makes the wide spread formation worse compared to ranked up. In ranked up you can move those models accros enemy and still keep the 1 inch rule to your own models more easily. This would simulate the effect of the ranked models really well. SO again something that could be think "rank bonuses"
I also didn't like one bit of idea that you cannot overrun / flee / pursuit. Well, new game new things.
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All in all game has more merit than it seems. there are many mechanics that seems really simple but they have effectively similar results as much more complex rules. The thing that I really liked is that the rules them self are written with much proper english than we are used to see from gw. There isn't as much vague things.
Free rulebooks and warscrolls are superior thing.
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For the actual battle in summary it went like this:
- I moved as quickly as possible in to close combat. Swordmaster hacked me to pieces end of story