Knight Castellan FAQ September 2018
Imperial Knights, Tournament, Warhammer 40K, Warhammer 40K 8th Edition

Warhammer 40K: Should Command Points be Faction-Specific?

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.

  1. This should probably be an event/tournament-only recommendation, similar to the „rule of three“. The extra bookkeeping is probably unnecessary outside competitive events.
  2. This should clearly be a „beta-rule“ giving people the opportunity to test things (and TOs the option to ignore it).
  3. This is just my opinion on this. YMMD.

Anyhow.

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.


Example 1:

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“.


Example 2:

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“).

Etc..

Let me know what you think!

 

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Warhammer 40K, Warhammer 40K 8th Edition

Send in the Next Wave! – Reinforcement Points?

Games Workshop published another preview for the upcoming Astra Militarum Codex. The strategem „Send in the Next Wave“ caught my attention.

amfocus_valhallan_boxout3ob

Question: Would you have to pay for this new unit with  Reinforcement Points?

Let’s look at the rules for Reinforcement Points:

Reinforcement-Points-1

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!

Reinforcements

 

What do you think?

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Hobby, Miniature Painting, Space Wolves, Warhammer 40K

Painted Wulfen for my Space Wolves

As noted, I am working on a Chaos project for the new, 8th Edition of Warhammer 40K. Nonetheless, there is still stuff from my current (and still main) 40K army on my table, including these lovely Wulfen I managed to finish. Weiterlesen

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Warhammer 40K, Warhammer 40K 8th Edition

Information about Warhammer 40K 8th Edition from the Live Q&A

I listened in on Games Workshop’s live Q&A on the new edition of Warhammer 40K. Here are my notes, in case you’re interested.

Rule Changes

  • Rules from the Warhammer Community Preview Article are still in.
  • Armour Values for Vehicles are gone. Vehicles use a stat line like other models.
  • Vehicles will become less effective and “lose” abilities/stats similar to how big monsters in Warhammer Age of Sigmar become less effective as they take wounds.
  • Each vehicle will be affected differently and in a unique manner.
  • Monsters will work very similar to vehicles (and vice versa).
  • The new Edition still uses D6.
  • An average game of, say, around (currently) 1500 points will last about 90 minutes on average (about half of what it takes now).
  • New version is designed with 3-ways-to-play in mind with strong support for narrative play planned.
  • There will be two sets of point values for units/models.
    • One called „power level“ for narrative play. Very „rough“, not taking into account individual equipment, etc.., but allowing „rough“ balance.
    • For „Matched Play“, point values go into all the granular details of individual weapons, etc.
  • Key words are used to define abilities (i.e. a Space Marine Captain may buff units with the „Adeptus Astartes“ keyword, but not, say, Imperial Guard).

Command Points & Army Organisation

  • Command Points are a new mechanism to make the game more tactical and better reflect army selection (narrative & matched play).
  • Narrative and matched play requires armies to be “battleforged” (organised long detachment rules).
  • Compliance with detachment rules will give an army command points.
  • Lots of detachments/force organisations will be available.
  • One command point per phase.
  • Command points can be used, for example, to re-roll dice, interrupt actions of an opponent during an opponent’s turn, etc.
  • “Generic” Command points will be in the general rules and army specific command points will be featured in future Codexes to reflect the flavor of different armies Codexes as a product will still exist (including command point rules).

Rules & Codexes

  • On launch there will be 5 books: Space Marines, Forces of the Imperium, Xenos, ??, ?? to cover all armies at launch (cheaper than Codexes). These include points.
  • Expansions such as Planetstrike and Cities of Death will reappear eventually (as well as new narrative supplements).
  • free core rules will be available digitally. GW stores and stockists will have a limited supply of printed free rules.
  • A Warhammer 40K app with army builder is being worked on, but will not be available on launch.
  • No currently existing factions and models will disappear (no „Bretonnians“).

Matched Play and Tournaments

  • Matched Play section will be updated annually (along the lines of Age of Sigmar General’s Handbook), including adjustment of point values.
  • New Edition was playtested by external playtesters (e.g. Frontline Gaming, etc..) as well as internal playtesters.
  • There are no specific tournament rules over and beyond „Matched Play Rules“ (but guidelines/recommendations to help tournament/event organisers).

Story & Other Things

  • New faction(s) coming, including at least one at launch.
  • A design goal to position Chaos more fully as the main antagonist.
  • White Scars still exist (despite being absent from the new map).

Codex Refund

  • If you bought a Warhammer 40K Codex or rulebook within 8 weeks of last Saturday’s announcement of the new edition, you can contact Games Workshop customer service for a voucher.
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Hobby, Shadow War Armageddon, Warhammer 40K

Armageddon Blog 2 – Building a Ferratonic Furnace

The main attraction of Shadow War Armageddon box, at least visually, is clearly the terrain. I started by picking out the two sprues from the box that make the terrain piece GW calls, individually packaged, the Ferratonic Furnace. Weiterlesen

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Hobby, Shadow War Armageddon, Unboxing, Warhammer 40K

Armageddon Blog 1 – Unboxing Shadow War Armageddon!

Look at what the mailman brought. A shiny new box of Shadow War Armageddon!

It has been a while since I played with my Warhammer 40K miniatures, but Games Workshop latest skirmish tease has me back in a flash, ordering a box of Shadow War Armageddon (which also sold out in a flash, so I’m clearly not the only one). Weiterlesen

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Deathwatch, iPhone games, Uncategorized, Warhammer 40K

Retro Gaming on the iPhone – Deathwatch: Tyranid Invasion

Deathwatch CarnifexAs I move house, my paints and miniatures disappeared in boxes. Deprived of „proper“ hobby time, I took to playing on my iPhone. Deathwatch: Tyranid Invasion is a really cool retro game with shiny modern graphics

Playing Deathwatch feels a lot like playing Space Hulk or Imperial Assault (if set in Games Workshop’s grimy 40k-universe, not Star Wars).


What is Deathwatch: Tyranid Invasion?

Genestealer Overkill Deathwatch

Deathwatch plays as a turn-based strategy game. You command a „kill team“ of 5 Space Marine to battle hordes of the insect-like Tyranids.

You select one of your Deathwatch Space Marines and order him to move, shoot, attack in close combat or use one of many special abilities (like setting a Space Marine, Space-Hulk-style, on overwatch) with a limited number of action points.

After that, it is the Tyranid’s turn. And more than once I found myself nervously fidgeting, hoping a Space Marine of mine would make it to my next turn alive.

As I said, very retro. And a lot of fun.


Choosing & Equipping the Space Marines

A big part of why Deathwatch: Tyranid Invasion is great fun is the ability to train, personalise and equip the various Space Marines serving in your kill team.

Deathwatch_Blood_Angels_Tactical_Marine

A newly recruited Blood Angels

At first glance, Space Marines would appear to be fairly uniform. It is also worth mentioning that the game (currently?) only comes with Space Marines from three chapters, the Ultramarines, the Blood Angels and Space Wolves and in four variants: Tactical Marines, Assault Marines, Devastators and Apothecaries.

Deathwatch_Ultramarines_Tyrannic_War_Veteran

A veteran of many bloody battles!

Though this might seem limited, the game more than makes up for this in the various skill-trees, equipment options and variants it offers within this selection.

Surprisingly, the developers truly managed to bring „personality“ to the Space Marines. Playing the game, I really became attached to my band of grimdark heroes.

Rodeo Games even added a bit of banter between the Space Marines of different chapters, which sometimes plays during a mission. A cool touch!


Accomplish Different Missions!

Deathwatch Carnifex Mission

Take down that Carnifex!

Rodeo Games also added variety to the game by giving you different missions: Break through and reach a base, secure vital information, defend a position for a number of rounds or take down a particularly tough opponents like a Carnifex or Hive Tyrant.


Give Deathwatch: Tyranid Invasion a try!

Does Deathwatch: Tyranid Invasion replace the tangible gameplay of a board game with miniatures? No, not for me. Probably not for you, if you are coming from the miniature-games side of the hobby as well.

But if you’re plastic soldiers are packed away, as mine currently are, Deathwatch: Tyranid Invasion is a great game to scratch that particular itch.

It truly plays like a miniatures board game on a touch screen and very different from most smart phone games. And it really makes you work hard to achieve those missions (on Veteran and Heroic difficulty) with some nail-biting challenges.

Give it a try. Highly recommended!

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