|An arctic battlefield for our 7th Ed debut|
The big changes I wanted to try out included the amendments to the psychic phase, which have added more of a sub-game to how psychic powers work; the new Unbound Army rules which allow you to skip some army-building requirements albeit at a small cost; and the new Maelstrom of War missions, which have random objectives that vary as the game goes on. In the end neither of us made Unbound armies but the other two new ideas would be tried out.
|Double the basic missions to choose from! We rolled Contact Lost, Maelstrom of War mission #2.|
So we sat down with 1000 points of troops, Dave's hardcopy of the rules and print-outs of a 7th Ed summary to play a wee game
Dave's army was far larger than mine - as usual, Chaos Space Marines tend to be a small elite army and even more so when I love Noise Marines so much. Best of all for Dave, the amendments to the allies rule mean that all Imperial factions ally at the best level so he could finally do what he'd always wanted to do - stick a jump-pack Space Marine psychic in one of his Sisters jump-pack units for flying telepathic burnination death.
|The combo he only got to try once before, until he realised it wasn't legal in 6th ed.|
Poor ol' Dave's luck didn't hold out early on, though. My numbers were small but my firepower immense - each Noise Marine unit, if it stood still, could bash out 21 standard Bolter shots 24" as well as two longer-range armour-punching hits. My very first randomly rolled mission was to kill his general and I did that (plus almost all his bodyguard) in turn one. My mission was worth D3 victory points. I rolled a 3; everyone always scores 1 point for killing a general; and I scored 1 point for killing the first unit of the game. We had only played for 30 minutes and the score was 5-0 in my favour.
|See Dave's unit up the top?..... No?.... Oh, I must have taken the photo a second too late.|
|The jump-pack unit ponder an assault on the iceberg.|
|The Sorcerer and his unit find themselves surrounded on all sides.|
|The Chaos Sorcerer swirls his Force Sword again and again.|
|More sisters perish in turn 5 but the game goes to Dave regardless..|
Random objective missions? Something I'd pondered doing before, and a lot of fun. The feel was of a more mobile game where players had to scamper about the board reacting to new victory possibilities rather than just camp down around the one objective to defend and stay still. I'd be interested to play on a larger table, where the objectives are further away to see how it affects play. I did enjoy that half of the list are dependable "Hold objective X" while the other half are a bit weirder.
|First half of the list is a bit repetitive but it gets cooler after that.|
Anyone can claim an objective? Didn't play up hugely here, but with Unbound Armies it would be more interesting. I'm still suspicious of removing the one big trick Troops have but I don't want to judge without playing. Chances of an all-Dreadnought army in my future are high....
Finally, the psychic phase. This proved enjoyable enough - a bit more involved than the old rules without being as unwieldy as the old 2nded Dark Millennium card system, which was my big fear. It also looks like it'd still be OK to play through without any Psyker, again unlikely Dark Millenium.
|Not like this.|