Exigence - or - Why I Felt the Need to Create this Blog

12 August 2012.

Wow. 6th Edition is here, and I feel like it incorporated many facets of our house rules here are the Lower Register.

Go us. GW, you can have those for free.

Plz look for some updates soon as I try to figure out how my precious BA will fit in to the world of Overwatch and Random Charging distances. Gotta say, so far, I am loving the idea of 5 attacks per Death Company Marine (2 base, 2 for charging, 1 for extra weapon).


-Hax out-

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Why Lower Register? Pedro and I started playing various wargames about five years ago, but found that we just didn't have time to complete standard games. We, along with our limited pool of playing partners, decided that we would become good at skirmish games that we could enjoy on a regular basis. So, over time we amassed a body of experience in Kill Team, Warmachine, Infinity, and other such games. This blog is the natural outgrowth of that experience, and our desire to share it with you all.

Sunday, July 31, 2011

Race to Battle! (AKA Dawn of War on the Table-Top)




"Lieutenants debate tactics.  Captains plan operations.  Colonels implement strategy.  Generals manage logistics."


Two opposing forces descend upon a world filled with valuable resources.  The armies race to mobilize their logistics trains while pushing forward in to the enemy territory and defending their own lines of supply.


Rules


Army Selection:  Initial Deployment phase FOC: 1 HQ and 2 Troops, no points limit.  In subsequent deployment phases FOC may not exceed 0-2 HQS, 0-3 Elites, 0-6 Troops, 0-3 Heavy Support.


Initial Deployment:  Players total the points of their initial army selections. The player with the lowest points total their army chooses where to deploy and whether to go first or second.  After infiltrators are deployed and after scout moves are made, roll a dice, on a roll of 1, the player with the higher points total may choose to steal the initiative.  It's simply to deploy cheaper units.


Battlefield:  Table quarters on a 6' X 4' playing surface.  Place five pieces of LOS blocking terrain, one in each table quarter, and the largest in the very center.  Each player may place a Field Headquarters building somewhere in their table quarter.  A Field Headquarters is an AV 14 building with 3 structure that uses the damage tables for Super Heavy vehicles (Apocalypse rules).


Resource Objective:  Players place 6 objectives, placed alternately before the deployment phase.  Each objective must be at least 8" from any Field HQ or other objective.  Each turn after the first, a player receives 200 points from the Field Headquarters and 100 points from each claimed objective at the beginning of their reinforcement phase.  Unspent points are retained from turn to turn.


Reinforcements:  Each player takes a "Reinforcements Phase" directly before his movement phase.  During this phase, players may spend resource objective points on additional units from their respective codex.


Victory Conditions:  Destroy the opposing Field HQ choice.






---Ok, what do you think?  Comments/Revisions welcome... when we settle on something, I'll sticky this to the right-hand column.

Wednesday, July 27, 2011

Wish List for 6th Edition

Hax here.  As rumour would have it, 6th Edition of WH40k looks to be a game changer.  I have a few items that I really really really hope make it in to 6th Edition.

1) The Boxed Set:  I really hope that this is Dark Angels (DA) vs. (very chaosy) Fallen Angels (FA).  This will bring the cannibals from Caliban back to the fore of the collective imagination where they belong.

What do I want to see in the DA codex?  Why thanks for asking.  For starters: PLASMA!  1) Deathwing Termies with a Special Weapon Choice of Plasma Cannons 2) A special rule that allows for re-rolls on "Gets Hot!" (perhaps character driven) 3) Something Ravenwing Plasma...  I'd also like to see Azrael or Asmodai make DA Vets troops.  Imagine an all hooded/robed army on the board.  Belial should be at least on the level with the likes of the SM Captain... But I actually picture him something Tycho level...

What should be in the Fallen codex?  Well, trick question, actually.  IMO, it should be the new Chaos Legions codex, with a Cypher/Astelan character option to make a FA army.  You see, FA really turns the 40k universe on its head.  It's the best way to play the bad guys who think that they're the good guys; and just might be... maybe.  I have to admit that the Descent of Angels book is so far my least favorite Horus Heresy novel.  However, it really did make me think about the DA.  If you read carefully, you can interpret the massive secrecy and craziness with the orders, combined with the massive time-fudgery in Fallen Angels to mean that the Order was infiltrated by Fallen who were hurtled back in time.  That is to say that the order was infiltrated from at least the start of the first novel.  Ouch - it hurts my brain behind the eyeballs to think on it too hard.  To summarize.  The DA were overly screwed before they were screwed over.  Ye gads, what might that look like?

Updated Cypher rules for starters... make him a Special Libby along the lines of Mephiston (but a pistol specialist vs. crazy sword expert).  There are hints of him being Zahariel from the current HH series.  In the novel he has some pretty well defined Terrorsight psyker abilities... Matter Phasing, Crazy Endurance, and Time Slowing.  Easy peasy in game terms.  Psychic powers: 1) All attacks ignore armor saves and count as rending.  2) FNP.  3) Strike first in combat (Init 10) or move in assault phase.  Twin pistols rule from before...  Lion Sword that he never uses.  Perfect.  So, bring him in line with that.

Oh, Astelan... you are a piece of work, no?  Astelan should be something along the lines of a chaosy version of Shrike/Sicarius - SM captain level at least (he was actually a "Chapter Master" pre-heresy).  Maybe somewhat stealthy and morale boosting.  Perhaps allow Astelan to take allies from Codex: Anything-At-All.  This would represent his (multiple) successful planetary uprisings with strange bedfellows for allies, and bring some form of allies back to the game (missing since DH and WH updates).  Something along the lines of: Must fill required FOC with C: Chaos Legions, optional FOC choices may be taken from any other valid codex.  You want Knights of Lupus, add a dash of SW.  You want grimdark cultists, add DE.  You want Xenos love heresy, add Eldar.  You want a leader for the Blood Axes, add Astelan + Ork Troops.  You want Genestealer invansion, add Tyranids.  You want traitor guard, add IG.  You want SCIENCE!, add Tau.  I really like this flexibility.

2)  Overwatch... See the right sidebar for how we would do it here at LR.  It's a tactical element truly missing from the game.  Although, I think that I would choose to exclude vehicles from being able to go in to Overwatch.

3) Some sort of small points games larger than KT, but < 1000 pts.  A very simple 500 points game like Combat Patrol, but with fewer restrictions and more elegant rules.  Let people scale their way in to the hobby in a defined way.

4) Measure if you have LOS.  I think that it's dumb we cannot measure distances when targets are clearly visible from the model POV.  Rangefinders are pretty simple tech.  Even orks could have a "Ragefinda".  Nids could call it proximity sensing magnetics.

5) Scenarion that switch up the turn phases.... instead of MOVE1 SHOOT1 ASSAULT1 MOVE2 SHOOT2 ASSAULT2, it might be interesting to try MOVE1 MOVE2 SHOOT1 SHOOT2 ASSAULT1 ASSAULT2.  Of course, somebody else needs to playtest this.  Not I.


Some say this is Merir Astelan.

Monday, July 25, 2011

A new low?

So as my first post I wanted to throw something out there that would really challenge the minds here on the "Lower". So carefully take some time and think about how you would set up a game that is based around the final climax of a battle, when both opposing heroes have that game changing epic duel that decides the fate of both sides. What would be the point restrictions? Would you allow an honor guard? How would you structure this game?

Wednesday, July 20, 2011

NoVA Open Excitement

I have my ticket and am preparing my (open gaming) lists for the NoVA Open.

I am going to be bringing my terminator-heavy Blood Angels, and my Black Reach Orks.

I actually just hope to get in a few good games.  Originally, I had hoped to be able to play a full NoVA 2,000 points, but it looks more like 1,500 is going to be the points level that my friends want to play.  Happy to accommodate!

If I am reading the warp correctly, there should be open gaming tables in various forms from about 5:30 PM on Thursday, 25 August.  Then after 10 PM on Friday.  After that, it's pretty much GT straight through 'til Sunday.  But maybe there will be an odd table or two to snag for a game.  Maybe.

Per the NO website, the current list of sponsors/vendors is: Battle Foam, Back-2-Base IX, Games Workshop, The Black Library, The WarStore, SpikeyBits, Portable Warfare, Bitz Box, Privateer Press, Wyrd Miniatures, Amazing Magnets, War Cast Studios, and more.

As this is my first time attending anything like this, I am very curious as to what is in the Stuff We All Get (S.W.A.G.) Bag.  Also happy to see Battlefoam and Portable Warfare on the list above.

If you see the guy with the poorly painted Golden Blood Angels Terminators, you'll know it's me!





P.S.  I was very shocked to read the below in the NoVA Open PDF newsletter.  Score a point for brutal honesty:

"A common misnomer (or not) about tabletop wargamers is that they forget to shower and develop an atmosphere similar to that caricatured by Pig-Pen in the Peanuts cartoons. Obviously, from a NOVA Open point of view, should a player cause another player to reel backwards from the game seeking clean-fresh air, a certain level of “respect” will have been violated!   Please keep the showers regular and the deodorant handy."

Monday, July 11, 2011

Dark Eldar Kill Team





3x Reavers, 1x Cluster Caltrop (FnP or Tank Hunters if there is AV on the board... S7 hits, plox!)
3x Kabalite Trueborn, 2x Splinter Cannon, 1x Shardcarbine, Plasma Grenades
5x Wyches (Inflitrate, Scouts)

So, ok... this is all theory.  But I think what I would do is bum rush with the Wyches, strafe from cover to cover with the Reavers' bladevanes/caltrops, and snipe with the Trueborn.

That actually sounds vicious.  Notwithstanding that every one of your enemy's units gives up a pain token when they croak.  Hmm.... I may have just spent some money on Reavers; everything else I can "counts as" pretty well already.

Hax out.

Sunday, July 10, 2011

Eldar Harlequins Kill Team


Harlequins were made for Kill Team.  Mine were literally assembled and painted with Kill Team in mind.  Currently, under straight KT RAW, I run 7 Clowns w/ 2x Kisses (, 1 Troupe Leader w/ PW (Infilitrate), and the Death Jester (Stealth).


The Shadow Seer - Now under house rules, with our "may join and leave units as Independent Characters", I would find a place for this Shadowseerix.  Her veil ability just seems too good to pass up...  But her plasma grenade effect is moot due to 5th edition terrain/assault rules and the Flip Belts on the rest of the squad.


The Death Jester - Adding some much needed ranged ability to the team.  Nuff said.  Stealth plus high cover gives him some ability to snipe as needed.

Sanguinary Guard Kill Team



What's not to like about a Sanguinary Guard Kill Team?  They all have Assault 2 S4 AP4 bolters, Power Weapons, Artificer Armor, and Jump Packs.

Well, there are a few cons.  Namely the low wound count.  5 wounds... ouch... ok well that almost makes it mandatory to take FnP on one of them.  Also, vs. Power Armor they will struggle.

USR's:  Always Feel-no-Pain on one of them.  In general, I would give one Furious Charge, and another one Infiltrate.

Versus Marines, it would be about sneaking up for assaults.

Versus Tau and Guard, I would take it down the middle, guns blazing.

Versus Orks, I would try to use terrain to snipe as much as possible.

Hax out.

Why I Like Bolters for my Death Company Kill Team

Hax here.

For my 10 man Death Company Kill Team, I prefer the simple boltgun because you can get two shots off, then charge in with relentless for 3 more attacks... giving each bloodthirsty madman 5 chances to inflict a wound in my player turn and then (on the off chance the enemy has survived) inflict 2 more in my opponent's player turn.

I tend to give my guys Universal Special Rules that will get them in position quickly:  scouts, infiltrate, and fleet are popular with me.  This ability to position also helps alleviate some of the effects of rage; i.e., I can simply line them up on the enemy that I want to trigger their rage.

However, flexibility is still key.  I would consider running them with Bolt Pistols if I were up against a less mobile shooty enemy.

Hax out.

Kill Team Victory Conditions

The more I think about it, the more I believe that a KT victory condition should depend on a "Morale Test" vice a "Leadership Test".  This would allow for things like stubborn, fearless, and mob rule to come in to play.

This would slow down the game a bit, but not overly much.  It might make Deathwing Terminators a viable KT.

Tired today.

Friday, July 8, 2011

These are a few of my favorite teams!

Sample KT lists I like (I cannot be arsed to be exact on the points here... my math is approximate, the goal is to come in at 200 points):

10 Boltgun Death Company - already FNP, Relentless, FC - make one infiltrate, one scouts, and one move through cover

10 BA Tactical Marines - take all the free stuff you can, Sergeant w/PW & SB, 1 Heavy Bolter (infiltrate) or Missile Launcher (relentless, use that 48" range), one Plasma Rifle  (don't forget to roll Red Thirst after deploying) (198 Points)

5 BA Sanguinary Guard - Fleet, FnP (1/12 of taking a wound), and FC (don't forget to roll Red Thirst after deploying)

9 Eldar Harlequins - + Death Jester (Stealth) +Troupe Master (free PW, so Inf), 2x Kisses (one with scouts) Harlequins were made for KT!

10 Chaos Chosen - +Icon of Slaneesh (debatable here)

5 Deffkoptas - 1x Kustom Mega Blasta (FnP), 2x TLRL

13 Burnaz - Big Mek (KMB + FnP), Big Mek (Big Shoota, Infiltrate), Big Mek (Rokkit Launcha, ?) 10 Burna Boys

1 Baal Predator with TLAC and HB; 1 Techmarine w/ JP & SB... gotta love this one... bolster defenses for a 3+ save on the Baal, and stick around to fix the tank when it gets immobile/weap destroyed.  Synergy, baby!

7 BA Sternguard - Sergeant w/ LC (Fleet); 1 Plasmagun (FNP)

5 DC + 1 PA Chaplain - Bolters all around... or not.  This list depends on the semantics of squad vs. unit for KT rules.

and many more....

One or Two Teensy Little Things that I would like to see altered in Kill Team

It bothers me that squads lose their buffs in KT.  I understand that it is a fundamentally different game than standard; but, the upgrades for the KT lists cost just as much.

I wish that I could enact a fiat to alter the movement phase thusly:  Models join and leave units as independent characters.  That one elegant little change brings FnP back to Nobs, Marks of Chaos CSM, and it brings back the Shadowseer in to the fold for my Harlies, it would let Swooping Hawks and Psyker Battle Squads do their thing, and it would allow an open field for wound allocation shenanigans (not sure that last is a good thing.)

It also brings realistic vehicle tactics back in to a 200 point game.  Again, it would change the dynamic a lot if you had to account for popping vehicles; and I know, it's a different game suddenly when you can hide power fists again.

Also, perhaps something that would account for the purchase price of Fearless and Stubborn units would be nice...  Again, game changing, but instead of a Ld test with a cumulative penalty, I would like to see each unit of the kill team simply have begin taking morale tests once the model count is below 50%.  Stubborn would have an advantage here... being able to ignore the cumulative penalty.  And Fearless would simply ignore the failed morale.

But who am I to screw with the rules?

Things to Consider in Building Kill Teams

Here at Lower Register, we loooooove Kill Team from the Battle Missions book.  We tend to play on enough terrain for a standard NoVA style 4' X 6' board, but we smush it in to a 4' X 4' board for funzies.

1) Model Count - The 1/2 Model Count is the easiest way to lose.

2) Wound Count - So, keep those models alive!

3) Volume vs. Strength vs. AP in the Shooting Phase - Keep the fight one-sided by having a strong/balanced shooting phase.

4) Initiative - If you must (or choose) CC, you'll want to strike first.  (*cough* eldar, death company, slaneesh *cough*cough*)

5) Power Weapons - Deny that armor save.

6) Save Value (inc. FNP) 3+ = 1/3; but, 3+ and FNP = 1/6... 2+ = 1/6; but 2+ and FNP = 1/12.  Use that geometric progression to your advantage.