Today myself and Glynn teamed up in a 750 per person game at hq against Glen and Jon (on his birthday of all days).
I made sure to take some photos this time around, mostly to save me words later at the rate of 1000 to 1 inversely. The set up is below.
I tend to find battle reports in the written medium can be a little difficult to keep track of so I’ll just straight to the spoilers and concentrate in some thoughts on my 3rd game of 7th.
We played a maelstrom mission (the one where you start with 6 objectives and count back). The long and short is that Glynn and I (team fist) helped ourselves to a dose of retribution at the expense of Jon and Glen (team chaos scumbags) . Overall it was a pretty close game with team scum starting well out of the blocks and us turning it around in the final straight (in a battle as epic and as least as important as played out in similar one 10,000 years earlier).
So to keep things short(ish) of the first salient points was that vehicles seem to be a lot more reliable now. Despite having a combined 7 rhinos on the table we didn’t see first blood until the second half of turn 2. By the end of the game there were still 4 left which must have been some sort of record. Also on a related point, smoke also seems to have been given a buff as it seems like it translates into the equivalent of extra hull points for a turn rather than a Hail Mary save. It’s strange because the overall change is small but it feels like it has a big effect.
Next up the maelstrom missions are a fantastic crack. It’s the biggest shift we have seen in mission for design for as long as I have been playing the game and it does seem to make the missions much more dynamic. I do feel though that the luck of the draw can come into it a bit too often though, although I feel like some house rules along the lines of
i) you can redraw any mission which is impossible,
ii) you have to redraw duplicates
iii) 4 of the 6 objectives must be placed outside deployment zones
Would go along way towards fixing the perceived issues.
Third, biomancy is actually a pretty handy discipline. I took it on a terminator Libby with a squad snooty terminators. Admittedly I did roll iron arm (which got my Libby to s8 t7 which isn’t bad) and endurance (fnp to the squad), but there is other good spells in that discipline and the primaris isn’t half bad either. I let Glynn talk me into it before the game and I’m glad I did because I don’t think I would have considered it otherwise, but I definitely will again.
Lastly, both myself and Glynn took a unit of 5 tac terminators and a character in terminator armour, and they were absolutely fantastic. Admittedly plasma is always a worry but glen and Jon between them had probably 6 plasma guns and we managed to dodge that bullet (do plasma guns fire bullets?).
Anyway they dropped down and cleaned house and probably won us the game. I have a bit of a soft spot for the cyclone missile launcher. Take half a devastator squad on your back for 25 points? Why wouldn’t you?! I dropped them into the list at the last minute and it turned out to be a good choice – good job I didn’t run into any grab guns though.
So there it is. That’s to Glynn, Glen and Jon for a great game and Jon especially for the kind bits donation.