Showing posts with label Dark Angels. Show all posts
Showing posts with label Dark Angels. Show all posts

Monday, October 19, 2020

Dark Angels Inner Circle is a Bad (feels) Mechanic and bad for the game

So I KNOW this isn't the full codex

I KNOW this is just a hold over index for Dark Angels

BUT my guess is Inner Circle in the Index is EXACTLY how it is intended for the Codex. And even if GW gets a TON of negative feedback now, chances are the codex has already gone to the printers and they won't do anything about it until after the codex.
So what is Inner Circle? Well its just easiest to post it here:
So that is REALLY GOOD. But even if it does not make Dark Angels the most competitive, it is still not a good mechanic for the game because it nullifies opponent engagement in the game.

The fact that it makes you have to wound on a 4+ is fine. The bad part is that it is "irrespective of any abilities that the weapon or the model making that attack may have"

This means nearly any tool, tactic, trick or stratagem I have to play against it is useless. Transhuman Physiology as a strat is fine, because it can still be nullified by Strat canceling strats, only affects 1 unit a turn at most, AND costs CP. This is potentially army wide and just makes it so you have to grind. That's it.  That is the solution. Just throw more dice... even though volumetric fire/attacks is not necessarily every army's strong suite. 

Do you have Poison Weapons as an army bonus? 

Do you add +1 to your Wound Rolls as an army bonus? 

Do you have ammo or a melee weapon that wounds on a 2+?

Psychic Powers? Stratagems? Auras? 

Oh well. Sorry you are loosing agency in the game. Yes, +1 to wound may be your faction bonus Blood Angels. Alas, my faction rules as DA supersede that. That Vindicare assassin you've paid points and CP to bring as your way of dealing with characters... well now I don't have to bother trying to kill him as much, he is neutered just by DA being DA. 
Its not that it is just a buff to the Deathwing. Its that it is also an active DE-BUFF to their opponent, and that is what will leave bad feels in the game. Anytime you lessen opponent agency in the game, you are doing them a disservice. They have spent countless hours building models, painting them, studying their codex, learning their combos, reading the mission pack. Then they show up and are told that all there carefully planned choices and hard work has no effect this game. This game they just are supposed to bash themselves against a wall and hope they do it enough times to make a dent.

But it isn't just the inner circle component that makes this rough. You have to account for the fact that this keyword is on guys with 2+/5++ OR 1+/4++ with 3 Wounds each. That is just insane. Oh, and they can deep strike. Oh, and they can use teleport homers. Oh, and they have Bolter Drill on Storm Bolters. Oh, and they have power fists or thunderhammers or lightning claws. Oh, and they have a Chaplain and/or Librarian buffing them. Oh, and they have an Apothecary healing/resurrecting them (also where this gets insane). Oh, and as Infantry they can benefit from cover. Oh, and they auto pass morale checks. Oh and there is a new secondary for space marines that gives you points for passing morale checks...
When it is all stacked together, it just doesn't make it a fun army to play against. If you can't remove enemy models, but they can remove you in droves, it is just not fun. Add too it the fact that they will basically score points for just not dying if they take No Mercy, No Respite and it gets worse.  (Sure, its only 5 points for the Morale Oath of Moment, but another is "be within 6" of the center and score 2". Should be easily done by a unit of DW Knights, and is a great way to make sure you are in the table quarters you need to be in for another secondary as well or score a primary objective in several of the missions). 

A 4+ to wound would have been good still. The extra "regardless of" its what ruins the mechanic from a gameplay experience in my opinion. 

Lets just show some basic dice statistics here to drive home the point. I will round up over a .5 roll pass, round down under.

I will present a scenario. 
Stats for killing 2+/5++ Terminators will be in Blue
Stats for killing 1+/4++ Terminators will be in Red

These first ones are to baseline and wouldn't really be affected by Innercircle (EG 10 guardsmen). This is to show the grind.

10 Intercessors inside Rapid Fire Range- Bolt Rifles
2 Wounds to Terminators a Turn
1 Wound to Terminators a Turn

10 Battle Sisters inside Rapid Fire Range- Bolters
1 Wound to Terminators a Turn
1 Wound to Terminators a Turn

10 Guardsmen inside Rapid Fire Range- Lasrifles
1 Wound to Terminators a Turn
1 Wound to Terminators a Turn

10 Scions inside Rapid Fire Range- Hot Shot Lasrifles
1 Terminator Killed a Turn
2 Wounds to Terminators a Turn

20 Ork Boyz in Melee
1 Terminator Killed a Turn
1 Terminator Killed a Turn

Lets now look at tools normally used to killed tough targets an how they compare, and how it just turns into a Grind. 

10 Hellblasters inside Rapid Fire Range- Plasma Incinerators
1 Terminator Killed + 1 Wound a Turn
1 Terminator Killed a Turn

10 Hellblasters- Heavy Plasma Incinerators
1 Terminator Killed a Turn
1 Terminator Killed a Turn

3 Eradicators- double firing melta rifle inside half range
1 Terminator Killed a Turn
1 Terminator Killed a Turn

Shadowsword Volcano Cannon- Blast shooting at a unit of 6-9 models
2 Terminators Killed a Turn
1 Terminator Killed a Turn

Shadowsword Volcano Cannon- Blast shooting at a unit of 5 or fewer models
1 Terminator Killed a Turn
1 Terminator Killed a Turn

Pask in a Leman Russ Punisher- double firing turret, rerolling 1s and plasma cannon sponsons super charged
2 Terminators Killed a Turn
1 Terminator Killed + 2 Wounds a Turn

5 Alarus Terminators- Axes Shooting rapid fire then charging and fighting in melee
4 Terminators Killed a Turn
3 Terminators Killed a Turn
*note Custodes here are doing multi-wound damage in 2 phases and they still can't kill a squad

10 Guardsmen Lascannons
1-2 Terminators Killed a Turn
0-1 Terminator Killed a Turn

The Last one is super swingy because the low # of successes and the D6 damage. Thus the range. Some turns it is 1 or 0. Some turns it is 2 or 1. Just depends on how you roll damage.
If you took everything above in some random hodgepodge army and went first without being shot at/having any casualties, no one was in cover and got the orks and custodes to charge, you'd manage to kill 20 normal Deathwing Terminators or 14 Deathwing Knights in your turn. And that's with the Custodes in there with 2D shooting and d3D melee attacks. Remove them and there is a 20% drop. And it is a HUGE points mismatch for sure.

But that's not what is going to happen. They will be in cover. The will have character support. They will be FIRING AND PUNCHING BACK. And then Apotecaries will be resurrecting guys each turn. And likely have a banner nearby so they'd be fighting you when they die, just for the Apoc to stand them back up.

But what's worse is this proves my point above. When Pask in a Leman Russ, or Eradicators or Hellblasters are killing terminators as effectively as bolt rifles.

It is just not a good feels mechanic IMO when you can throw the weight of the world at them, and they just shrug it off no matter what you bring to the table.

Monday, January 27, 2020

Allies of Inconvenience- Episode 24: Blood of Baal and Ritual of the Damned


Join us this month and Evan, Chris and Jason discuss their recent hobby progress and games played and then launch into reviews of the most recent Psychic Awakening Books- Blood of Baal and Ritual of the Damned- all containing 4 factions that we all collectively play!

00:00 Intro
01:52 Hobby Progress & Games Played
32:32 Blood of Baal Review
1:05:42 Ritual of the Damned Dark Angel Discussion
1:25:24 Ritual of the Damned Grey Knights Discussion

Songs and Soundclips
Blue Mark- Atlan Urtag
Kaap mere- Bugotak
Clip 1- Newline Cinema The Hobbit
Clip 2- Warhammer TV Pointy Aelves
Clip 3- Warhammer TV Ritual of the Damned
Clip 4- The Lord Inquisitor Grey Knight Teaser by Warpgazer/Erasmus Brosdau

Wednesday, May 1, 2019

Post Adepticon Breakdown Finale: 40k Team Tournament

Coming back to you with more Adepticon Coverage, this time the 40k Team Tourna,ment.

As always this is overall a great event. You meet some awesome teams, and if you do it a few times, you start to meet the same teams ever (two of the 5 teams we played against this year were teams we had faced at a previous Adepticon).

Now with our last minute change to EVERYTHING for the 40k team tournament, and one of our players as a result essentially being a 40k novice, we had a challenge ahead of us at the outset. However in the end we came in 47th out of 127 teams and had our best performance yet (overall and battlepoints). Placing above 63% of the competition IMO is excellent for bringing Blood Angels, Dark Angels and Grey Knights. Here are our lists.
Some other impressive rankings for us:
We were tied with 5 teams for 10th in appearance (which is nice since most of the models we had were just from our collection). Overall score considered, we would have been 18th in appearance.
We got 8 Line breakers, in a tie for 3rd for that with 9 other teams (8 teams had 9 LB and 1 had 10 LB). Overall score considered, we would have been 11th for Linebreaker.

Our performance listed below with some pictures
BA 1 will be Evan
BA2 will be Zach

For a detailed description of the rounds, skip to 23:07 of our Podcast coverage here or below

Round 1- W(GK &; DA), maxed /L (2 x BA), overall round win
Played against a mix of Guard and Admech vs a team we had played in the past

I completely forgot to take pictures of this round because it was just such a fun game against great guys. I will say though, whiffing with Captain Smash against a Castellan stinks.

Round 2- L (GK & BA2), Tabled /L (DA & BA1), did not 0 out
Played against Guard, Custodes and Blood Angels vs a team we had played in the past
I totally whiffed against the Custodes and only killed 1 bike with 1 wound left...

Round 3- W (GK & BA1)/W (DA & BA2), maxed
Played against Ultramarines, Orks, and Guard
The middle building made a great dice tray. Captain Slam finally performed and whacked a LR off the table like he was golfing this game.

Round 4- L/L (GK & BA2), Tabled/L (DA & BA1), did not 0 out]
Played against Daemons and CSM /DG/TSons representing the full Pantheon
This was the worst designed mission EVER. For some reason the team that got the split deployment zone AUTOMATICALLY went first. And then table quarters were controlled by models, not units, so our vehicle heavy lists did very poorly. Overall the mission made no sense.
This game Captain Slam managed to kill a GUO, but instead my siege dread whiffed against a Blood Thirster.
We actually killed more points of the enemy this game than they did of us, however, because of the mission design, we lost, but the differential was rather close.

Round 5- W/L (GK & BA1), maxed/L (DA & BA2), Tabled
Played against Ultramarines, Eldar and Necrons
This game was our most fun for all of us involved (even the DA and BA on the other table who got tabled). Since I've been reporting on Slam in all of these, this game he failed a charge, but survived getting charged by a Wraithseer and killed him for it.

And with that, here are some cool display boards from the event