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Tactics

I’m back with the second battle report from the opening weekend of the Fate of Konor campaign. This was a friendly game vs Dan and his T’au. Last time we played I crushed him at the end of 7th Ed with a similar list, so there was a little bit extra spice for this game. Sorry it took ages to publish this post, stuff at work piled up a little, then I was away for a couple days on holiday- the memories might be a little hazy.

We chose one of the missions from the main rule book; Secure and control (?), and ended up with Hammer and Anvil deployment. Dan’s list contained roughly the following in a Outrider detachment (4 CP);

Commander with Missile pods, Advance target lock
3 Crisis suits with Plasma rifles and Drone controller
3 Crisis suits with Plasma rifles and Drone controller
2 Broadsides with Heavy Rail rifles
Unit of Markerlight drones
3 Stealth suits
6 Gun drones (to go with a Suit squad)
6 Gun drones (to go with a Suit squad)
2 Missile drones (to go with a Broadside)
2 Missile drones (to go with a Broadside)
Unit of Kroot
Unit of Pathfinders

My list contained the following in a Battlion detachment (6 CP) and Ally Super-heavy detachment;

Captain with Thunder Hammer Storm Shield
Lieutenant with Combi-flamer and Power-fist
5 marines with a flamer and combi-flamer
5 marines with a flamer and combi-flamer
5 marines with meltagun and combi-melta
5 Terminators (stock)
Ironclad dreadnought with 2 Heavy flamers
Land Speeder with 2 Multi-meltas
Rhino

Imperial Knight Warden

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Actually this battle was somewhat special for a couple more reasons; it was the first game of 40k on Dan’s fold-up table (so useful in Tokyo), and I had Serena (my GF) come along as she had nothing else to do and would control the Imperial Knight. Also my list was restricted to painted models to honour the new table! It did add nicely to the visual spectacle.

We played the modified ITC rules for seize the initiative, which will now be in Chapter Approved or something, but I still went first as I had so few drops. Now, in turn 1 I secured first blood by wiping out the markerlight unit, but I failed to secure another point by underestimating the stealth suits- much tougher than they look. But it was a decent start. Dan dropped his suits in behind me to delete two of the 3 Tact squads. Fortunately for me, Dan parked them away for a few turns, allowing me back into the game.

I got pretty shafted for 2 turns on cards, whereas Dan raced ahead into a lead of about 5-6 points as he was gifted cards he could easily achieve. To make matters worse the cards I did get eventually forced me to stay in the middle of the board rather than close down the space between the enemy force. But, I was making in-roads into killing T’au; the Land Speeder managed to snipe a Broadside, the Pathfinders had taken a beating, the Kroot ended up roasted by a couple flamers and small arms fire.

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So as the game progressed it was a case of the Marines hunting down T’au, and them running away in order to survive. The Suits had a go at damaging the Knight but managed to do only 3 wounds. Dan’s army wasn’t really geared up to dealing with a Knight so I wasn’t surprised it waded through a lot of firepower.

The final turn of the game was really tense, I was up 9 points to 8 roughly, with Dan needing just to make a long charge with his drones to steal an objective from me that the Rhino was trying to deny. With that, and another simple card, Dan made the score 10-9 in favour of the T’au. Another agonising defeat to the fishmen was really annoying in what felt like cruel circumstances, but it was still a lot of fun. Dan is a really great guy and in some ways he got justice for the tabling he received from me last time.

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Overall the luck was balanced, Dan was unlucky with some massed firepower, but got lucky on clutch saves or advance rolls. Serena, controlling the Knight, consistently rolled below average; falling a 4″ charge (1 CP used to make up for that), always hitting at 50% across all weapons. Over the course of the game it added up significantly.

Reviewing my tactics, I felt the game did come down to a clutch couple of moments. My mistake not killing the Stealth suits meant I was drawing 1 less card for several turns, which could have given me more points from cards that were easier to obtain over the course of the game. Furthermore, this could have balanced out the 4 cards or so I did get that forced me to stay in the middle of the board. Second, the Imperial Knight, whilst tough, I forgot several rules (and below average dice) meant that the Commander managed to survive when he definitely should not of, denying me 2 points (Slay the Warlord and Kingslayer).

Now I have played against T’au in 4 games of 8th ed, I am getting familiar in how to play vs them- I look forward to the next game!

Finally, sorry it took longer to get this post up, and the fluidity of the report is definitely lacking due to the time that has past since. I’ll be back soon with some WIP from the paintstation.

 

 

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Welcome back readers, here is the battle report from the Fate of Konor week 1 campaign. This past weekend was also the release of the new Space Marine codex so I busted out the Sunbreakers (Salamanders) for a debut into 8th Ed. The Chapter tactics are pretty cool so wanted to try it out.

I will preface this article to say that overall the weekend was great fun (I had a second game on Sunday at a friends). So many small moments that could have changed the results of both battles. The luck was fairly average so if I seem like I am complaining, its more because those tended to be clutch moments. Furthermore I only wanted to use painted models this weekend, which was a self-imposed list building restriction I had on myself.

Fate of Konor;

Harajuku store in Tokyo saw the opening of the Fate of Konor campaign for the Sunbreakers. With roughly 1000 pts I rolled up with clear eyes and a full heart, to make things better I would be teaming up with an Cult Mech player to take on Necrons and Tau. Daniel, the store manager, suggested I give the Redemptor Dreadnought a shot, so it bumped up the 2000 pts battle to about 2500 pts per side as we all scrambled to add a couple things.

On the side of the Xenos was Pham (Tau) and James (Necrons), with some tasty units- definitely pretty tough together. Their army had roughly the following; (Pham) 3 commanders, Longstrike, 1 unit of Pathfinders, 2/3 units of Fire Warriors and 2 Devilfish transports. James had Nightbrighter, a Lord, unit of 20 warriors, 10 Immortals, Ghost Ark, Stalker thing and a 2 units of Scarabs.

Cult Mech (Jon) had Cawl (overall Warlord for the Imperium), a Datasmith, 2 units of 2 Robots, 2 units of Vanguard, and 2 of the tank walker guys.

The Sunbreakers consisted of a battalion detachment (6 CP);

Captain with TH/SS
Lieutenant with combi-flamer and PF
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with a flamer and combi-flamer
Tact squad (5) with meltagun and combi-melta
Razorback with twin lascannon
Dreadnought with AC and PF w/ HF
Ironclad with 2 heavy flamers
Redemptor Dreadnought with a bucketload of stuff

The campaign had a set scenario in which the Imperium are set as the defenders, and Chaos, or Xenos are the attackers. The defenders score points by killing enemy units, and the attackers score by having units in the defenders deployment zone at the end of the game. Hammer and Anvil was chosen (?) as the deployment type, and there was plenty of line of sight blocking terrain for the Xenos to approach our lines intact. Furthermore, the scenario also stipulated that the attackers are to go first unless the defenders can Seize the initiative (I think). This meant I was perhaps a little too defensive with my deployment as I kept my units hidden as much as possible down the right flank. Jon had set the robots up midfield surrounded by Cawl and the Datasmith, with a couple units sprinkled down the left flank.

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One thing I will say is that the Imperium forces did not really combine that well. The Cult Mech force was very elite, and I had a force better suited to a 4’x4′ table, which I thought was going to be the case for several 1000 pt games. It felt we didn’t quite have the mobility to really put pressure on what was a lot of infantry models. Anyway, I was there for a good time so onto the game.

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Turn 1 for the Xenos; they moved, or shuffled up some units closer to the Imperial deployment zone. The shooting phase saw the Xenos load up the blank shells causing very little damage to the Imperial Forces, with the exception of a Dunecrawler that survived on 1 wound. The Ironclad took a few wounds from the right flank by an approaching Devilfish.

We had a large debate about Line of Sight. Does this affect individual models or whole units? I think on reflection James was right, if a model can’t see a target then it can’t shoot. We played that if a model in a unit can see then another model that can not see is ok to shoot. I would have this clarified by Dan the next day. I don’t think this error affected the result of this game, but important to clarify during the infancy of 8th Ed.

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Imperium turn one saw us draw first blood (but didn’t score a point as per mission rules) by wrecking a Devilfish, then proceeded to wreck another Devilfish- one by the Ironclad in combat. The Ironclads rules, and Salamanders chapter tactics (CT) were key in this combat. I rolled 1, 1, 2, 2 to hit, Ironclad rules let me re-roll 1’s as I had two combat weapons, and CT lets me roll another- now I had 3 hits. CT secured me 3 wounds, and at 3 damage each the Devilfish was no more. Awesome! A few Firewarriors perished along with the vehicles, but overall the Xenos came out of the turn ok.

Xenos turn two saw the arrival of the third general. Some guy (who was known in the store) began to coach the Xenos players for every shooting attack, order by which they should occur etc. This dramatically increased the length of the turn, changed how James and Pham were going to play, and so the outcome of the turn. This guy, although very nice, ruined the flow of the battle. Several times Jon and I encouraged James and Pham to just play the game. I get that doing things correctly is important, but tactical mistakes and target priority is often how games of 40k are won. If the players cannot see that, then it is their mistake.

At the end of the turn both Robot squads had been nerfed, including 1 Robot blowing up causing a bunch of wounds to the surrounding units. The Dunecrawler was finally taken down, and the Ironclad dragged down thanks to more shooting, and then the Scarabs dragged it down in combat (although they took a beating from Overwatch).

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The Imperium was in a tough spot as the large amount of Dakka we had was now gone. The Redemptor dreadnought was not having a great day, some of our damage rolls were terrible, and we still had the unkillable phalanx of Necrons bearing down, Tau commanders to drop in and Longstrike chucking out chunks of damage. We managed to clean up more Scarab bases including a beastly overwatch from the Ironclad, and kill off more Fire Warriors.

Xenos turn 3 saw the Commanders come down and compound our misery. More wounds going in on the final Robot, the other Dreadnought was hurt, the Redemptors bad day got worse, and the Necrons were now coming into rapid fire distance to heap more shots onto anything within range. Our rebutal was swift; we hurt the C’Tan with Lascannon shots from the Razorback, killed a few drones with bolters and 1 Commander in the backfield was hurt.

Turn 4 saw the Xenos really swing the game as they finished of both remaining Dreadnoughts, killed the Datasmith, killed a bunch of Vanguard and moved into scoring positions. Jon and I knew we had kill as many units as possible to give ourselves a chance to draw, or steal a win. We finally killed the Commnader in the backfield, killed the C’Tan, killed more small units like Drones or Fire Warriors. At the end of the turn we didn’t have much left but we had about 8/9 points to a maximum potential of 11 including Slay the Warlord for the Xenos.

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At this point the details are hazy, and this post is becoming very long so I will wrap up now. The Xenos had 10 units at the beginning of our turn 5, so we have to try to kill two units to draw it up, 3 would give us 11 points. We managed to kill 2, Jon got unlucky with his damage rolls vs another Commander with Cawls meltagun thing. Instead of the game ending on a draw, it continued with the Xenos managing to kill Cawl for the decisive point. 11-10 to the Xenos.

Overall, it was a good game. Plenty of fun, and cool things happened from a narrative point of view. Everybody had a good time and I enjoyed using the new Salamanders Chapter tactics, they helped a lot without feeling overpowered. I know my army was limited by mobility, something I have to address by painting more, but it was fun nonetheless. I didn’t make use of the buffs the Captain etc gave as much as I should- something I have to work on tactically in the future. Perhaps I will detail more about tactics in another post but for now that’s me signing off, hope you enjoyed reading this.

Cheers

Wow, so its been a while since I have been able to sit and breathe. Sadly I have neglected the blog, partly because of work but also because I didn’t want to comment too much on 8th Ed 40k without trying it first. Spoiler season was just crazy so whatever I had wrote would probably have been lost to the warp the very next day.

Alas, I managed to get two games in over the weekend (using modified ITC) with my Craftworld Eldar. The event was Save vs Summer at Camp Zama, Japan. The restrictions were 1250 pts using only 1 detachment. Also models had to be as close to WYSIWYG as possible. I had a patrol detachment (3 command points, CP) and my list was as follows;

Avatar of Khaine
Autarch with Warp jump generator and Death Spinner
Guardians (10) with Shuriken Cannon platform
Wraithguard (5) with D-Scythes
Wave Serpent with Twin Bright Lance
Warp Spiders (6)
Vyper with two Shuriken Cannons
2 War Walkers each with a Scatter Laser and Star Cannon

Not very powerful or efficient but I wanted to try out things. I had never used Wraithguard or a Wave Serpent so I was interested in their resilience. The Avatar was an experiment also, mobility hurt him last edition so I wanted to see if this still existed. I knew this list was better in midrange distances, and I didnt have much high strength weaponry as I would like. S6 is ok, but not vs many T7 vehicles. Overall, my aim was to have fun, try new units and get to grips with the rules- these were my first games of 8th!

I won’t go into too many details of the games but I played vs Tau (Longstrike) and codex Marines. I lost vs Tau and table the Marine player (who I think was fairly new to 40k). A word about CPs, I only had 3. I would have loved more especially in a tight game. So I clearly made an error choosing the patrol detachment instead of the Fast Attack detachment for an extra 2 CP (duh!). The CP’s I used didn’t change a huge amount, but they at least gave me or my opponent a chance to change the odds. For example I needed a 3+ to kill a crisis suit but rolled a 2 then a 1. Or a hammerhead doing an extra 3 damage. Having the chance is better than not having the chance at all.

So I lost vs Tau. Now I can accept losing, however I made things difficult for myself by not taking the chance to move the 1 piece of LOS blocking terrain we had before the game started. Therefore, my opponent (Julian) could castle up at the back with a large killing field in front of him. This really affected how I deployed and acted in turns 1 and 2 as I didn’t know how deadly things were- I was too conservative and didn’t put pressure on when I should have. Even then I had a couple chances to steal it had a couple rolls went my way. The final score was 5-11 mission points which was perhaps a fair reflection of my naivety, but overall an enjoyable game given how close it was.

Game two was a bit of a blow out. I played vs Bruce who had a Marine army consisting of two Rhinos filled with dudes, a Dreadnought, then a large assault squad and terminator squad to Deep Strike. Now there is nothing wrong with Deep Strike, but you have to be sure that it will pay off otherwise the counterstrike will be hard as your army is now split. Unfortunately for Bruce he only succeeded in heavily damaging the Wave Serpent. In my turn I deleted both his deep strike units, was fortunate with the maelstrom to go ahead. It didn’t get better for Bruce as by turn 5 he was table and I had only lost a couple Wraithguard and a Vyper. I am certain we was new to 40k so I chatted with him at the end about little things he could have done differently to break up my army better. This game we had LOS blocking terrain and it made a huge difference to me- crucial part of 8th Ed I feel.

This comes to my first unit review. The Avatar of Khaine. This guy is a bruiser. He chops stuff up easily in combat, has a meltagun, a 12″ fearless bubble and is extra resilient. However, he is still slow. Vs Bruce I couldn’t get him where I wanted because I cannot Advance and Charge meaning he can only move 7″ plus 2d6 if you want to charge (re-rollable). Therefore for him to work well the enemy has to come to you. Is this a guarantee in a tournament setting? No, as he got blasted off the table vs Tau thanks to my poor positioning and bad saving dice. If a tournament had a side board then I would consider taking him but otherwise he will be relegated to casual games vs an army I know.

The Autarch was great, he flew across the table thanks to the jump generator (so did the Warp Spiders), and the re-rolls of 1 was an excellent bonus. The Wave Serpent was tough, and Twin bright lances are good, the S8 -4 AP did a lot of good work. The Wraighguard were great, so tough, great weapons (unless you roll a 1 or 2), but underwhelming in combat with only 1 A. The Vyper and War Walkers were solid as they are fast, but the mass S6 weapons wasn’t that good. On the Vyper 2 Shuriken Cannons was good as there are no penalties to moving and advancing thanks to Battle Focus, and the -3 AP on a 6 to wound is nice. The War Walkers can be a little tricky, -1 to hit if they move, and with S6 weapons they are suited to killing infantry/T6 vehicles. Maybe I will try Missile Launchers or more Bright Lances.

Overall Craftworld Eldar are solid and fun to use. The army list should be built to take advantage of Battle Focus. I will try to get a couple more games in with a similar list to really get the hang of Eldar- and use the correct detachment!

Thanks for stopping by, and I will try to get all the painting updates on here in the next few days.

 

Floorhammer 40k fans, we are back with two short battle reports for you! Actually, these battles took place on the tables of GW Ikebukuro, Tokyo, rather than the floors of a suburban Tokyo home in true Floorhammer battle style. Alas, games were played, models were picked up from the table- blood for the blood god, right?

My opponent was Kyle, a fairly new arrival to Tokyo and has thrown himself into the wargaming community around Tokyo. I have a huge amount of respect for him considering I know how tough it can be moving to Tokyo. Kyle has settled with Thousand Sons, and I had played him before- Rubric marines are scary as hell with a 3+/4++ and AP3 bolters. However, several constraints have meant Kyle hasn’t had the chance to expand his force yet. I knew  roughly what models his force would be comprised of, and perhaps I had this in the back of mind when I made my lists. I didn’t specifically tailor my lists against him to counter what he could do, but I’m saying a bias could exist. Alas, Kyle said he had a great time and thats the main thing.

I decided to take my Space Marines out for their first battle. Named the Sunbreakers, akin to the Salamanders chapter, they use flamecraft to purge the enemies of the Emperor. If you have seen any of the blog before you can see how they look.

We played two games, Purge the Alien and the Relic on a 4′ x 4′ table as it was only 500 pts. Sadly I didn’t take pictures, I will do better next time. Kyle took first turn in both games, which was perhaps a slight advantage for my Pod coming down to pick off an isolated unit.

My lists were as follows;

Purge the Alien

Techmarine; Servo-harness (with Centurions)

Tactical squad; Combi-flamer, flamer, Drop pod

Tactical squad; Combi-flamer, flamer

Centurion Devastators; Twin-linked lascannons, Hurricane bolters

The Relic

Techmarine; Servo-harness (with Pod unit)

Tactical squad; Combi-flamer, flamer, Powerfist, Drop pod

Tactical squad; Combi-flamer, flamer

Land Speeder; Multi-melta

Dreadnought; Assault cannon, heavy flamer

Game 1; Purge the Alien

Kyle had roughly a Chaos lord with Mark of Tzeentch plus some wargear, Rubric marines, Cultists and a Helbrute. These units are solid and caused plenty of problems, however the lack of mobility and heavy weapons are issues that can be exploited. Something like Obliterators and Warp Talons would go a long way to resolving these problems. Alas, onto the games!

Purge the Alien started with me Podding in close to the Cultists and burning them off the board to score 1st Blood and a kill point. The Centurions and the Rubrics+Lord were doing a Waltz around the main line of sight blocking terrain in the middle to avoid each others line of site. Turn 2 saw the Hellbrute kill a Marine from the Podded squad, and the Lord jumped close to  assault the Pod. In the assault phase the Lord’s melta bomb immobilized the Pod again to reduce it to 1 HP. On my turn the Centurions blew up the Helbrute.

In Kyle’s Turn 3, the Lord failed to finished the Pod- the 1st of about 4/5 snake eyes Kyle rolled over the course of the afternoon. Horrendous luck. The Rubrics took out a couple more marines from the Podded squad but they held morale. At this stage, the second Tactical squad were in support of the first squad and hid in cover to get in better position for next turn. The Lord finally wrecked the Pod scoring Kyle a kill point.

The next turn saw the Lord reduced to 1 wound from Lascannons (he had Eternal warrior) and rapid firing bolters. Another flamer killed 3 Rubrics in a crazy combo of Salamander chapter tactics rerolls, and some awful armour save rolling. The coup de grace was on turn 5; the Chaos Lord was killed in overwatch to more flamer fire. At this point we called the game with the final score 5-1 to the Sunbreakers.

Game 2; The Relic

With a changed list, I wanted to mix up the tactics a little to see what worked and what didn’t. 1 of my marines was killed by the Cultists heavy stubber. Kyle jumped the Rubrics onto the Relic, however the Pod came down with the Techmarine and deleted them off the board. Between 3 flamers and a few rapid firing boltguns the squad caused about 15 wounds. The Land speeder jinked from the Helbrute’s multi-melta.

Turn 2 saw the Cultists managing to take down the Powerfist Sarge and the Lord charged the Dreadnought. The Dreadnought caused 2 wounds that would instant kill the Lord, however both were saved thanks to the Lord’s 3++. The Lord’s meltabomb penetrated the Dreadnought but Kyle rolled a 1 on the damage table, taken to 3 thanks to AP1.

On my turn 2 the Tactical squad targeted the Helbrute missed 2 Krak grenades (shooting and assault phase), and the Techmarine’s plasma cutter, and powerfist attacks all did nothing. The Hellbrute squished a guy and the squad fell back. The other tactical squad charged the Lord to support the Dreadnought. The Lord has to issue challenges so it meant the Dreadnought was safe for a turn. The Lord cut up two marines, and the Dreadnought missed all its attacks. The remaining two marines failed morale and ran.

Turn 3 was a turning point. Having the momentum turn favourably for the Thousand Sons, the screw was there to be turned. In hindsight, Kyle could have moved the Cultists out of the fortification to try to close down the Relic and at least try to down my Marines in volume of fire. However, the Helbrute missed with its Multi-melta. This was extremely crucial as when it charged the Hellbrute caused 3 wounds- enough to kill the remaining Marines with the Techmarine but leaving the Techmarine alive. If the Multi-melta had hit, and likely killed, then the Techmarine would have been dead too. In response, the Techmarine proceeded to wreck the Hellbrute with its Servo-harness. To compound the misery, my Dreadnought instant killed the Lord. In my turn, the Techmarine moved onto the Relic.

The next couple of turns were a forgone conclusion, and with the Sunbreakers scoring Linebreaker, Slay the warlord, 1st blood and the Relic for a final score of 6-0.

Redux

Both games were a lot of fun, and had a plenty of tough tactical decisions. The balance of luck was definitely in my favour. Kyle was a great sport about it and a pleasure to play him. Once his army takes on a couple more units, the games will get tougher and more interesting. The scores belie how both games were on a knife-edge during the middle turns. Also in such small points games, the effect of luck becomes more pronounced. We each have so few units that the loss of a couple means the game can completely swing against you.

Some specific learning points. I learnt that Space marines are really quite average at combat, especially vs a Chaos lord who prefers combat (whoops). In this case, they saved the Dreadnought but its something to keep in mind. On the other hand, the Salamanders chapter tactics are awesome, and a lot of fun. The rerolls are definitely nice, and catch people out- its turns the humble flamer into a devastating force. But I can imagine against higher toughness units, or units with Feel no Pain the effectiveness will drop significantly.

Moving forward, I really want to get some WIP for a bunch of models I’ve been working on. Also I want to get my Dark Angels showcase up too as there are some cool models in there. If time permits I will try to get one of these up by the end of the week.

For now, I’m signing out, and happy wargaming.

 

 

Happy wargaming all!

This past weekend I got my first couple games with the new Gathering Storm 2 book, the Ynnari faction. I played 1200pts vs Tau, and 1000pts vs Chaos. Here I won’t go into any details about the games (I didn’t really record much of those games). So today I am going to talk about my first impressions of the book, and some highlights/tactical points. Bare in mind that I’m not a fantastic player, or look to use only the most powerful combinations. This is just one gamers opinion 🙂

Firstly, the Reborn warhost detachment is very powerful, especially if you meet the requirement of 7+ units. This is super easy to achieve, even at 1000pts. One of the main benefits having 7 units has is that it gives you 2 Soulburst activations rather than 1. This very powerful at any stage of the game. In the early turns, you can get extra shots with your long range firepower, or extra movement with fast units such as Warp Spiders, Windriders etc. In my case, I was running an Autarch with Banshee mask, Fusion gun and Hawk wings; being able to wreck a vehicle, then move 18″ was hugely advantageous. As well as the second unit’s Soulburst action. In later turns, it was great as I was able to perform some shenanigans. For example, I finished off some Kroot with my Dire Avengers, had the Autarch charge a Firewarrior squad (with no Overwatch), and then Avengers shoot another unit. Fantastic.

What I really loved was that I was able to interact with my opponent on their turn. It definitely influenced their strategy on how to deal with my army. Furthermore, it gave me a chance to answer a problem before it got out of control. In a Maelstrom game, the cards can still wreck you, but Soulburst can give you a fighting chance to table your opponent given how good eldar shooting etc can be. I think when I get the hang of positioning my units better, I wont miss out of any activations -it is criminal if you do! Make sure your units are buddied up in case the worst happens. I made this mistake a couple times, but only hurt me once.

This book is great, but where does it fall apart? Of course there are some restrictions and issues. Well the fact you have to be within 7″ of the destroyed unit means either your stuff is dying, or you are up close with the enemy. Perhaps a little too close, especially if you are in a meta that features close combat armies or about to be smashed by 20+ rapid firing Pulse rifles. Generally, being close to the enemy isn’t necessarily a bad thing, but requires you to have sufficient support to take advantage of Soulburst. I’d also say that in Maelstrom games, objectives win the game. Being in bubbles within 7″ of each other really hamstrings your ability to capture objectives unless you have a list that has this problem in mind. Therefore, you are in a bit of a tug-of-war between maximising Strength from Death and the mission objectives.

Another issue was that Strength from Death only activates for non-vehicle units. Eldar and Dark Eldar have some really nice vehicles that would love to be able to move, Flat Out or shoot etc that cannot take advantage of this rule. Don’t get me wrong, if one of your vehicles is destroyed your units within 7″ get to Soulburst. However, I feel this will influence the way you build your Reborn warhost to maximise the number of units that have to opportunity to Soulburst. In addition, it could lead you running units that you might not necessarily think is optimal. I could be a little paranoid and will have a play a few more games before my verdict is truly out.

Finally, there is no Ob. Sec. This I think will not generally be an issue, but certainly something to consider, especially competitively against Battle Companies with their 1 million Ob. Sec. units.

In summary, the book is a heap of fun- and iv not even scratched the surface with the special characters and formations. If you get the chance to try your Eldar/Dark Eldar/ Quins with this book then leave comment below as I would love to hear what your experiences have been like so far. Now I am eying up the Ulthwe strike force as that looks like it will cause most people many headaches.

Chris