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7th Edition Musings


tjdudey

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So last night I played my first 7th Ed match, a 1750 points game against my Nemesis and his Nids.

 

Here are some things I noticed. This thread has a 2-fold purpose. To discuss how some of the rule changes affect the game-play, and also to check with the community that I was playing the new rules properly.

 

1) I strongly recommend putting your Rune Priest on a bike, and rolling on the biomancy table. If you are lucky to get Iron Arm, watch him own the battlefield, T8 with 2+ armour. My RP took down a Tyrannofex over 3 turns of close combat. However, don't forget to roll for the force weapon in the Pyschic phase, it could have been over quicker if I had done that properly. (Plus, rolling for Iron arm AND Force in the Psychic phase means your oppenent has to split his Deny the witch rolls and lower his chances of denying either one.)

 

2) Perils - My RP rolled double 6 TWICE in the game. I was lucky with the rolls, took a wound on the first one, and got a 6 on the second (3++, Armourbane, Fleshbane) This could have been much worse.

 

3) Its brilliant getting the bonus attack for Counter-Attack without taking a test.

 

On a side note my Wolf Brethren, you will be pleased to know it was a resounding triumph for the Warriors of Fenris.

 

How have you guys found 7th Ed??

 

Tom

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Good for you TJ. I also hit on the idea of Rune Priest going Biomancy heavy (with Iron Arm if lucky), and going after the enemy with assault geared Grey Hunters.

 

Will know tonight, am planning my first 750 points game in 7th edition. Probably going to be a painful lessons as I'm going to challenge the store owner's Astra Militarum, but should be fun nevertheless. Going to be an exercise in understanding psychic phase as well, as almost any description of it is Greek to me.

I have to say the psychic phase seemed to make sense, although it does seem like a nerf to psykers across the board. Far less powers going off, and my opponent actually stopped casting anything when his hive tyrant took a wound from Perils. (COWARD!!!)

 

But so long as you remember to actually do the phase before you start shooting, the process is relatively logical.

Rune priest on bike with iron arm sounds like pure awsomeness!!. I played a few games of 7th edition other day, and i noticed one spell stand out miles above the rest. The new changes to invisibility basically makes your best unit stay alive till the end of the game!!!! 

The new changes to invisibility just make it stand out miles above the rest. bless a friendly unit in 24 inches and units shooting the invisible target count as snap fire. Not only does this mean they hit on 6's blast weapons cannot hit them *this includes d weapons* also in close combat its 6's to hit.

 

I am hoping to may be use this new change to allow me to finally take some TWC!!! and know they might survive the long hall across the table. I really love TWC!! but the cost + lord its meh!! but i think i can live with the cost if i know they will get across the table. Excited to brush the dust of the TWC and get some close combat going ;)

loving the uber cheese idea of invisible thunderwolves...no wonder there's never been any confirmed reports of them really existing biggrin.png is invisibility a primaris power? Realy need to pick up the new rulebook, having to ask way too many questions on all these new shinies hah

congrats on the first victory TJ, biomancy rune priest deffo sounds worth trying out (are we alone in being able to take biomancy, or can SM also take that?)

Rune priest on bike with iron arm sounds like pure awsomeness!!. I played a few games of 7th edition other day, and i noticed one spell stand out miles above the rest. The new changes to invisibility basically makes your best unit stay alive till the end of the game!!!!

The new changes to invisibility just make it stand out miles above the rest. bless a friendly unit in 24 inches and units shooting the invisible target count as snap fire. Not only does this mean they hit on 6's blast weapons cannot hit them *this includes d weapons* also in close combat its 6's to hit.

I am hoping to may be use this new change to allow me to finally take some TWC!!! and know they might survive the long hall across the table. I really love TWC!! but the cost + lord its meh!! but i think i can live with the cost if i know they will get across the table. Excited to brush the dust of the TWC and get some close combat going msn-wink.gif

I actually took 3TWC with a lord on TWM, they were great. Chewed through several squads of gaunts, plus the tervigon and were ripping the hive tyrant plus 3 tyrant guard to pieces when my opponent conceded the match.

I think I will run 2 squads of TWC in 1750 pts and above from now on, put the rune priest biker with one group, and the wolf lord with TWM with the other.

loving the uber cheese idea of invisible thunderwolves...no wonder there's never been any confirmed reports of them really existing biggrin.png

congrats on the first victory TJ, biomancy rune priest deffo sounds worth trying out (are we alone in being able to take biomancy, or can SM also take that?)

I think SM can take it too.

Th great thing is, you take 2 powers from biomancy (I got iron arm and endurance) then you get the primaris for free. So you can use the assault 4 witchfire power Smite in the Psychic phase, and you still can still shoot in the shooting phase if you have a plasma pistol or use the twin linked Boltgun on the bike.

loving the uber cheese idea of invisible thunderwolves...no wonder there's never been any confirmed reports of them really existing biggrin.png is invisibility a primaris power? Realy need to pick up the new rulebook, having to ask way too many questions on all these new shinies hah

congrats on the first victory TJ, biomancy rune priest deffo sounds worth trying out (are we alone in being able to take biomancy, or can SM also take that?)

If you thought invisible thunderwolves was bad :( try playing vs a invisible warhound titan :(

It's number 5 on the Telepathy table, so not the Primaris, and it's a Warp Charge 2 power, so you're going to want to throw about 5 dice at it to keep those TWC hidden, if you're lucky enough to get the power in the first place.

 

V

Was a bit hit and miss for my first game up against DE. Firstly, I rolled enfeebled and haemorrhage then got smite for free. Not the best set of powers as most things were in vehicles and my LFs got flattened by very good (bad for me) rolls on turn 1. One thing to remember is. the new rules give templates d6 hits on opened top vehicles, so make sure you use those flamers first before popping the transports. The wounds are randomly allocated too which can be a blessing. In the end I lost by a decent margin, something like 8 12. Had managed to pull it back on turn 4 but it got away from me again. I really seem to struggle with eldar in general and the new mission real favour fast moving units.

On that note, I'd just like to point out that the reference card in the new psyker cards didn't actually change any actual rules (So random C:sm librarians and sorcerors still can't generate from divination, no matter what the card says. Just Tigrius and any Black Legion psyker who takes that relic).

 

Just to head off any complaints about them getting access to new disciplines when we didn't.

On that note, I'd just like to point out that the reference card in the new psyker cards didn't actually change any actual rules (So random C:sm librarians and sorcerors still can't generate from divination, no matter what the card says. Just Tigrius and any Black Legion psyker who takes that relic).

 

Just to head off any complaints about them getting access to new disciplines when we didn't.

Oh, true. I hadn't cottoned on to that and my choler was rising. Well-played!

Sigh, sad to say my first 7th edition game for 750 points didn't go too well. To be fair, was more because of my idiotic deployment which resulted in my whole long fang squad being wiped out by a well placed leman russ tank round, and I couldn't roll 5+ cover saves to save, well, my long fangs.

 

My list:

 

Rune Priest with Runic Armour (took Biomancy, was aiming for Iron Arm but got Enfeeble instead. Kinda wasted on his T3 Guard but at least I got smite as well)

 

3 WGPL (combi melta accompany Pack 1, Combi plasma Pack 2, combi flamer Pack 3)

 

8 Grey Hunters with Banner, Wulfen and Melta (led by Rune Priest and WGPL1

7 Grey Hunters with Plasma, Axe, combi Plasma WGPL2

2 Rhinos each

 

5 Long Fangs - 4 Missile Launchers joined by WGPL

Razorback with TL Lascannon.

 

His list (awesome metal cast Vostroyans)

 

CCS with Voxcaster

 

10 Veterans with 3 Plasma

10 Veterans with 3 plasma

 

Commander Pask with Exterminator Russ (Lascannon and HB sponsoons)

Leman Russ Battle Tank (Lascannon and HB sponsoons)

 

Sigh, too many mistakes to count

 

1) Deployment short table edges. I thought it was 12 inches from the EDGE when in fact, it was 12 inches from the CENTRE. So yeah, my troops were all embarked in their transports, including the LF, and really far away from the Russes, which had range but I had a lot of cover.

 

2) Vehicle movement - I thought Rhinos could only move 12 inches flat out in movement phase. Turns out I could have moved another six inches in the shooting phase, with total 18 inches movement. Again, my Rhinos failed to get near enough and were glanced to death midway through the board, nearly in the open. Same thing with the Razorback, could have hid it in LOS blocking but didn't and disembarked Long Fangs into a place where the Russ could see them. One shot later, all my newly painted LF were gone.

 

3) Psychic phase: Was a bummer that I didn't get any blessings, only Smite and Enfeeble, but both could still be used and in the end, this was me cutting my teeth on something really new in 40K. The one thing I was told though, I can't use the same spell again even though I had a lot of power dice. Is that true? Meaning I cannot cast Smite twice, and instead must cast different powers all the time? Anyway, what was really annoying and contributed to my defeat, was that he rolled 6+ deny the witch TWICE when I tried to smite him on different turns. Sigh, that was luck on his side so I don't really begrudge him that.

 

4) Wound allocation: OK, somebody help me out here. In the past, one of our traditional techniques was placing a Wolf Guard with Terminator armour or IC with Runic Armour in front of squad to tank wounds from the front. Now I hear this is no longer the case. i read the rules but its all Greek to me, and basically the way my opponent described it was something like 5th Edition wound allocation, except that instead of allocating wounds to models with different gear, the wounds are allocated to the "Outer circle of guys", not just the nearest guy or guy in front of the firer. 

 

Is that true? If this is the case, yet another Space Wolves cheese is rendered mouldy and situational. Heck, it wasn't even strong cheese and 7th ed still took that away from us.

 

When all was said and done, the Rune Priest alone survived a leman russ tank shot thanks to his runic armour. Which was then rendered useless by the three plasma guns wielded by the veterans. I had originally placed him RIGHT IN FRONT of the pack with his runic armour up front to do that, before the store owner explained the new wound allocation which was confusing to me.

 

Sigh....... and he denied smite at 6+ again.

 

In the end, the only good thing is that the plasma squad actually broke at one point and ran away from the Russ and Pask towards the objective (lol, 2D6 run for the... well... not so big loss)

 

In the end, I had only one objective held by plasma squad, while everything else died.

 

Double sigh....

 

Track record so far - W/D/L = 1/0/5.

 

Triple sigh....

 

I forgot the Space wolves motto from learning from mistakes..... in most of my 5 losses, was due to bad deployment and failure of the GH squads to support each other.

On the good side though, the Rhinos proved themselves extremely tough, making their way up the board even with my limited movement before they were glanced to death. Except for 1 Lascannon, he had no AP2 weaponry so no little chance of going boom in one shot.

 

So looks like the Rhino + Dreadnought will look much more feasible in 7th Ed.

In regards deployment, I think he didn't know that I didn't know so didn't highlight to me. And even if he did, well, one thing for certain is that I'll NEVER forget it now. 

 

In terms of sportsmanship, I don't think its that bad NOT to point out stupid mistakes of an opponent unless it is made out of ignorance. Anyway, like I said, 90% of game failure was my own limited understanding of the rules. Even himself, as a veteran, forgets rules as well. 

 

Besides, he is the store owner. :) And I'm the one who challenged him. Damn, I'm a glutton for punishment. 

 my newly painted LF were gone.

 

 

It was never going to end well for them.

 

I was also impressed with the Rhinos durability. Remember don't forget smoke launchers are your friend. What I tend to do is send one Rhino ahead of the others first turn to give them cover and pop smoke. Then second turn if I'm they are still moving swap the one at the front so that the next one can pop smoke.

 

On a side note, I noticed something about the hammer and anvil deployments in this new addition. It doesn't specifically say that the longest table edge is your table edge, it says you need to decide. This could have a big effect on outflanking so it is worth taking into account if you roll this deployment map.

 

Final random point I noticed (and wondered if it would be fun) was the warlord. It now states that it needs to only be a character. Therefore, Arjac or dare I say a lone wolf as warlord?? It would be funny to have a lone wolf as warlord in a kill points game. 

I'm starting to feel long fangs are not up to much unless you can give them relentless.

 

Unfortunately I think there is only 2 ways to do it.

 

1) Put Logan with them what a waste (unless in a drop pod so they are closer to CC action)

 

2) Cast endurance on them.

 

With tougher Rhinos, I reckon a squad of LF in a Rhino, 2 firing from the top makes some sense.

I'm starting to feel long fangs are not up to much unless you can give them relentless.

 

Unfortunately I think there is only 2 ways to do it.

 

1) Put Logan with them what a waste (unless in a drop pod so they are closer to CC action)

 

2) Cast endurance on them.

 

With tougher Rhinos, I reckon a squad of LF in a Rhino, 2 firing from the top makes some sense.

 

razor backs would be cheaper I think if you're going to do that

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