Mr. Ramsay at the Competitive 40K facebook group went through all the army lists submitted for the upcoming 2019 ETC, counting the more popular models that will be used at the event. All credit to him (I did not verify his count). I found the numbers quite interesting.
For reading this, there are 36 teams of 8 players competing at the event. Each team can only make use of each codex once. Thus there are, at most, 36 Chaos Space Marine armies, 36 Drukhari armies, etc.. . If a players uses, say, both a Chaos Space Marines and a Chaos Daemons detachment, his team-mates cannot use either codex.
58 Imperial Knight Crusaders
21 Imperial Knight Wardens
12 Imperial Knight Gallants
4 Imperial Knight Castellans
1 Imperial Knight Errant
1 Imperial Knight Valiant
3 armigers Helverins
1 armiger Warglaive
3 Shadowsword Superheave tanks
76 „Smash Captains“ from various Chapters
58 Leman Russ tank commanders, including Pask
21 Custodes Shield Captains
12 Colonel Straken
2640 Guardsmen (incl. Conscripts)
240 Space Marine Scouts
10 Devastator Marines
2 Leman Russes
9 Repulsor Tanks
6 Sisters of Battle Rhinos
1 Space Marine Rhino
Zero Predators, Land Raiders, Vindicators, Tactical Marines or Space Marine Flyers
6 Renegade Knights
3 Renegade Armigers
47 Daemon Princes
34 Lord Discordants
1987 Plague Bearers
661 Chaos Cultists
513 Blood Letters
70 Chaos Space Marines
3 Chaos Rhinos
102 Harlequin Skyweavers
31 Swooping Hawks
60 Dark Reapers
30 Fire Prisms
20 Night Spinners
36 Wave Serpents
82 Crimson Hunter Exarchs
23 Crimson Hunters
58 Razorwing Jetfighters
20 Hemlock Wraithfighters
12 Voidraven Bombers
Zero Wraithknights, Wraithguard or Wraithblades
Zero Shining Spears, Warp Spiders, Striking Scorpions or Fire Dragons
33 Genestealer Cult Patriarchs
53 Big Meks
35 Ork Warbosses
10 Flying Hive Tyrants
1 Old One Eye
2038 Ork Boyz
1166 Genestealer Acolyte Hybrids
828 Tactical Drones
197 Smasha Guns
23 Doomsday Arks
5 Traktor Cannons
9 Doom Scythes
3 Wazboms Blastajets
Zero Carnifexes, Trygons or Mawlocs
Spiel 3: Eldar vs. Space Wolves
Obwohl ich zwei Spiele gewonnen hatte, war mein letztes Match, erneut gegen Space Wolves, mein leichtester Sieg im Turnier. Weiterlesen
Spiel 2: Eldar vs. Space Wolves.
Im zweiten Spiel konnte ich gegen die Best-Painted-Armee des Turniers, großartig bemalte Space Wolves, antreten. Weiterlesen
Castellan Knights and Smash-Captains Everywhere!
Summer is ending and for Warhammer 40K, the next big FAQ is approaching, most likely in September after the NOVA Open tournament in Washington DC.
The NOVA Open will probably also shine a light on an issue that hopefully will get addressed in the upcoming FAQ for Warhammer 40K. Or, perhaps in the 2018 Chapter Approved later this year, though the FAQ in April demonstrated Games Workshop’s willingness to tackle issues in 40K with these updates.
The issue I am talking about is the abundance of lists built on a) a Knight Castellan (typically House Raven), b) Blood Angels (typically Jump Pack Captains with SS/TH) and c) an Imperial Guard Brigade or Battalion for command points (or CP).
For the NOVA invitational, lists similar to this allegedly make up 50%+ of the field, and probably more if we’d simplify this list to a concept of „very good, CP-hungry units/detachments + Imperial Guard CP farm“.
To me, this appears to be the kind of issue Games Workshop’s rules team might want to tackle this fall, just as they did with Smite, the „rule-of-three“ or 1st-turn deepstriking in the past (though, clearly, I could be completely wrong here).
The Command Point Problem
Is the solution a points increase to the Knight Castellan and/or the Blood Angels Thunderhammer-Captain?
Maybe, though I think the units as such are fine. The biggest problem is the ability of these lists to (re-)generate near unlimited CPs for very good stratagems, allowing them to use expensive, „game-changing“ stratagems every turn.
A Blood Angels Captain using Wings of Fire, Descent of Angels, Red Rampage and Honour the Chapter all in one go (7 CP) would leave most „normal“ armies near-out of CPs, having spent all on a single action of one character.
No „normal“ Knight army could possibly afford to use Rotate Ion Shields, Order of Companions and Machine Spirit Resurgent on a Dominus-Class Knight turn after turn after turn.
With the Imperial Guard, providing an additional supply of CPs and, more importantly, „farming“ (e.g. regenerating) CPs from the Warlord Trait Grand Strategist and the Relic Kurov’s Aquila (plus the Blood Angels‘ Veritas Vitae), this kind of army can do all of that, simultaneously, effortlessly, through all game turns.
Should Command Points be Faction-Specific?
Here’s my idea on how Games Workshop should tackle this. But a few caveats first.
- This should probably be an event/tournament-only recommendation, similar to the „rule of three“. The extra bookkeeping is probably unnecessary outside competitive events.
- This should clearly be a „beta-rule“ giving people the opportunity to test things (and TOs the option to ignore it).
- This is just my opinion on this. YMMD.
Make Command Points and, perhaps even more importantly, Command Point regeneration faction-specific.
- CPs should be tied to the faction that brings these CPs into the army, allowing these points to be spend only on Stratagems from and for this faction.
- CP farming should only work on CPs/Stratagems from the faction that brings the CP regenerating rule to the army, or, if it is gaining CPs from Stratagems spend by your opponent, convert them into CPs for that particular faction in your army.
- The three „free“ CPs for bringing a battleforged army are assigned the faction of the army’s (true) Warlord.
In other words, an army from three different factions (say, Catachans, Blood Angels and House Raven) would work with three separate command point pools for each of their detachments.
The army consists of:
- A Catachan Brigade Detachment
- A Blood Angels Battalion Detachment
- A Super Heavy Auxiliary House Raven Castellan Knight
This army would bring 12 „Catachan CP“ (useable on generic Astra Militarum Stratagems and the Catachan-specific one), 5 „Blood Angel CP“ and 0 „House Raven CP“, +3 CPs to the faction of this army’s warlord.
Moreover, if this army featured a Grand Strategist Warlord, Kurov’s Aquila and Veritas Vitae, the Grand Strategist would only roll for „Catachan CP“ spend on Astra Militarum Stratagems, the Veritas Vitae would only roll on „Blood Angels CP“ spend on Blood Angels Stratagems and Kurov’s Aquila would turn all CPs gained as a result of the opponent playing stratagems into „Catachan CP“.
The army consists of:
- A Black Heart Drukhari Spearhead Detachment with an Archon as Warlord with Labyrinthine Cunning (1 + 3 = a total of 4 „Black Heart CPs“, since it includes the Warlord. Labyrinthine Cunning would regenerate only opponents‘ and „Black Heart CPs“ into new „Black Heart CPs“).
- A Prophets of Flesh Battalion Detachment (5 „Prophets of Flesh CP“).
- An Craftworlds Alaitoc Air Wing Detachment (1 „Alaitoc CP“).
Let me know what you think!
The rush of 8th edition codex books has been impressive. While I patiently wait for the Space Wolves book to drop, the most recent release, Craftworld Eldar, looks so cool, I picked up at the book, dusted my Eldar off and drafted a list. Weiterlesen
Games Workshop published another preview for the upcoming Astra Militarum Codex. The strategem „Send in the Next Wave“ caught my attention.
Question: Would you have to pay for this new unit with Reinforcement Points?
Let’s look at the rules for Reinforcement Points:
The key sentence here is „Sometimes a psychic power or ability will allow you to add units to your army, or replace units that have been destroyed.“
The second half of the sentence clearly describes the effect of this strategem.
Thus it would seem that the Reinforcement Points rule applies and you would have to pay for this replacement of a previously lost unit through the use of a strategem.
And there are even some FAQs that go with it!
What do you think?
“It was I who allowed the Alliance to know the location of the shield generator. It is quite safe from your pitiful little band. An entire legion of my best troops awaits them.”
–Emperor Palpatine, Star Wars: Return of the Jedi
Shouts and screams echo around you—the din of pitched battle. The air smells acrid from blaster fire as lasers hiss past your squad. A scout trooper roars past on a 74-Z speeder bike, weaving between trees and firing at someone you can’t quite see through the underbrush. You raise your blaster and fire in the same direction, hoping to avoid any shrapnel. Ahead, you see Darth Vader, towering over a group of fallen Rebels strewn across the forest floor. He flicks his lightsaber forward, and your platoon charges…
Fantasy Flight Games is proud to announce Star Wars™: Legion, a new miniatures game of infantry battles that invites you to join iconic heroes and villains, lead your troopers into battle, and battle for the fate of the Star Warsgalaxy. With Star Wars: Legion, you can build and paint a unique army of miniatures. You can command your troops in battle and devise masterful tactics. And you can conquer your opponent’s army to bring victory to the light side or the dark side!
With thirty-three unpainted and easily assembled miniatures, and all the cards, movement tools, tokens, and terrain that you need for battle, the Star Wars: Legion Core Set is the perfect way to bring Star Wars battles to your tabletop.
If you’re here with us at Gen Con 50 in Indianapolis, head to our booth to get your first taste of Star Wars: Legion, but in the meantime, read on!
Charge into Battle
Star Wars: Legion casts you as a commander in the heat of battle, pitting the Empire’s finest against the ragtag forces of the Rebellion. You’ve received your objectives from high command, and the tactics that you execute in battle will determine if you can restore freedom to the galaxy or crush the resistance of the Rebel Alliance forever.
The heroes, villains, vehicles, and squads of troopers that you command are the heart of your army, and each round, you’ll command your units to press your advantage. Whether your unit is a squad of Stormtroopers or a salvaged Rebel AT-RT, each unit can take two actions to march across the battlefield, launch a devastating attack, take careful aim, dodge away from enemy fire, take a moment to recover, or hold their action until the optimal moment.
Movement in Star Wars: Legion is fast and organic as you maneuver your troops around the battlefield using jointed movement tools. Unlike many miniatures games, you don’t need to measure movement for every miniature in a unit! Once you’ve measured movement for your unit leader, you simply pick up the other soldiers in the unit and place them in cohesion with the unit leader.
Not only does this make movement fast and intuitive, it lets you strategically position your troops to take cover from blaster fire or control strategic terrain. Sending your Stormtroopers charging into just the right place to line up a devastating crossfire or catching your opponent’s forces between Luke Skywalker and a powerful AT-RT walker are some of the game-changing moves that can turn the tide and decide the fate of the galaxy in any game of Star Wars: Legion!
Movement and positioning are important, but you’ll need to send your troops forward if you’re going to defeat the enemy army. Combat in Star Wars: Legion is driven by the weapons each soldier wields—whether you’re firing blasters, throwing grenades, igniting vehicle-mounted flamethrowers, or drawing a lightsaber. For every attack, you’ll choose the weapons you want your soldiers to use, adapting to the evolving battlefield by choosing between a blaster and a rocket launcher, for example.
Just as important as choosing which weapon you use is choosing when to attack. If your opponent is taking cover behind terrain or prepared to dodge your attack, then it may be better to reposition your unit and maneuver your forces to create a better opportunity for your onslaught. The choices you make will govern the fates of your soldiers—but if you lead them wisely, then victory is assured! For more information about movement and combat, visit the Star Wars: Legion minisite and keep an eye out for future in-depth previews.
Command Your Troops
To win the battle, your troops will need to move and attack, but first they need orders—and that can be challenging at times during the heat of battle. Luckily, you have your army’s commander to ensure you can activate your units at the critical times.
While every unit you control on the battlefield will activate each round, the command system for Star Wars: Legion presents you with the opportunity to outmaneuver and outthink your opponent. Adapting to the changing tides of battle is one of the things that separates truly great commanders from lesser officers.
You can find more details about the command system and ordering your troops on the Star Wars: Legion minisiteand in future articles!
Build Your Army
Like other miniatures games, Star Wars: Legion also gives you the chance to build a unique army. Before the game begins, you’ll select the exact heroes, villains, troopers, and vehicles that you want to use. Within the Core Set alone, you already have choices to make with thirty-three miniatures, including Luke Skywalker, Darth Vader, Rebel Troopers, Stormtroopers, an AT-RT, and 74-Z Speeder Bikes.
While the Core Set gives you everything that you need for your first battles, you’ll find even more options as you expand from there. You may choose to build an army that uses swarm tactics with large numbers of troopers, or you may focus on the improved armor and firepower of vehicles, but whether you’re planning a small-scale skirmish or a pitched battle between dozens of units, the game allows you to build an army that fits the way you want to play.
The choices and customization don’t stop there, either. Every unit in Star Wars: Legion has the option for you to tweak it to fit your preferences and playstyle with upgrade cards. You may upgrade Darth Vader with the ability to throw his lightsaber, load a rotary blaster onto your AT-RT, bring heavy weapons specialists into your trooper unit, or equip your 74-Z Speeder Bikes with long-range comlinks. No matter how you upgrade your units, every upgrade card is another step to making your army different.
And of course, perhaps the most entertaining step of army building for many players is to paint and customize your miniatures! All Star Wars: Legion minis come unpainted, so after you assemble your army, you’ll be able to paint them to create a truly unique army and bring the Star Wars galaxy to your tabletop. Although you don’t need to paint your army, many players find it more enjoyable to play with a painted army—and we’ll have plenty of articles and video tutorials to support your painting in coming months, including help for beginners. Even if you’ve never played a miniatures game or painted an army before, the Star Wars: Legion Core Set is the perfect entrypoint to the hobby.
Build. Command. Conquer.
Your troopers’ boots are on the ground, and battle is about to be joined. If you’re with us at Gen Con 50 in Indianapolis, head over to the Fantasy Flight Games booth to be among the first to experience the infantry battles of Star Wars: Legion!
Take command of your forces and give the order to charge—the Star Wars: Legion Core Set (SWL01) is scheduled to be released in early 2018.