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Found 5 results

  1. Hellmouth 2018 2v2 40k Tournament

    https://www.facebook.com/events/131955894147855 This is not my event. But it looks like there are at least 8 teams participating (myself and @Yarium included) ------ Tournament Rules and Players 2v2 Tournament 1250 per Player 3 Rounds of Play 2.5hrs each $40 Per Team ($20 per Player) 20 Teams maximum Player = 1 Persons Army Team = Combined Army All players must have tactical objective cards or BRB Schedule: 8:30am Registration 9AM - Start Game 1 11:30 End of Game 1 11:30 - Lunch - Painting Judgement 12:30 - New Games Announced 1:00 - New Start Game 2 3:30 - End of Game 2 4:00 - Start Game 3 6:30 - End of Game 3 6:45 - Prizing and Awards Registration done through Crafts N' Things Hobbies & Games army submissions are due before January 13th, submit your armies for review before January 6th for 2 extra tickets at the following email address: craftsnthings@cogeco.net or FB. Models and Points Warlord Traits can be Chosen Psychic Powers are Rolled for, if you use a CP to re-roll that CP is permanently gone for the rest of the day. Tactical Objective: We have changed this to 1 deck using the Primary Warlords deck or the Generic Tactical Objective or the BRB (if you don't have a deck) Scenarios will be altered to fit this new change. No Forgeworld 1.) Your team will consist of two separate 1250 Battle Forged armies. Each Team will have access to a total of 2 Detachments. Each army must use a Battalion. Example Teammate 1 Takes a Battalion Detachment and an Airwing Detachment, Teammate 2 must take 1 Battalion detachment and may take 1 additional detachment. Team can have a MAX of 4 Detachments. Player a MAX of 2 2.) All instances of Special/Unique/Named Characters must be unique. For example: a Team cannot field Abaddon the Despoiler twice. This also applies to upgrades to squads (e.g., Boss Snikrot, Sergeant Telion, and the Changeling). SAME is true to artifacts. SO NO YOU CANNOT DUAL GUILLIMAN. 3.) Command Points. Each Team starts off with 6 Command Points(3 per Player) in addition to any points earned from detachments (Battalion 3) or characters. Those command points can only be used on their own detachment’s units and any associated dice rolls. Command Points can not be shared between TEAMS. Self generated command points cannot be shared with your teammates, and can only be added to the pool of the army that generated them. Strategems played by a Player per Phase is Unique. Ex: Counter Offensive can only used once per Team in the appropriate phase. 4.) Army composition must consist of the current version of the rules for the represented army being played. Please try to have the physical source material (digital legally obtained media is acceptable) don’t be that guy that shows up without rules, and has no idea what an item in your army does or behaves. This slows down the game. 5.) All models must be what you see is what you get to a reasonable degree. If you have a Leman Russ and it has a battle cannon on it, but you meant to run a punisher, then mark it with a sticky note or something to let your opponents know. If you’re trying to proxy a cardboard cutout as a Model, we’re going to have words. 6.) Your models do not need to be painted but they do need to be FULLY assembled. It is a benefit if they are painted. 7.) Codices released 7 days prior to the tournament are acceptable Game Play 1.) Warlord Traits – Your team must nominate one Warlord. It can be from any detachment, but is always an HQ choice from any Detachment. Players are allowed to choose between HQs should a Primary Detachment have more than one. Guillaman may not be your Warlord. 2.) Psychic Powers – If your ARMY shares a keyword they are free to use powers as written. Your TEAM is not allowed to share Psychic Powers. Beta rules is affect. HOW THE TOURNAMENT WORKS 1.) Teams will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent. 2.) Each round will last 2.5 hours SHARP. Players may begin playing as soon as they have finished deployment. Should you finish your deployment early and wish to start early, then go for it, but once I call 30min, you have 30 min to finish. Work it out between you and your opponent for equal time for additional rounds. The game ENDS at 2.5 hours. Period. 3.) In the first round, teams will be matched up randomly. After the first round, teams will be matched up as per current rankings in the tournament (based on the number of points they've scored) e.g., the team in first place will play the team in second place and so on. 4.) We will do our best to prevent a team from playing on the same table twice, but be patient as we try to work out who’s played on what table. 5.) The pairings for each round will be posted as soon as they are determined, start moving to your tables right away. 6.) In 2.5 hours it's expected you get to 4 rounds. If you feel you are being slow played, notify a judge ASAP, and we’ll monitor the game. 7.) Every game will be played on standard 6x4 tables. 8.) Prizing is done draw style, you will obtain tickets over the course of your battles. 10. Medals for top placement.
  2. There was recently an article posted on Bell of Lost Souls about whether or not, in game Warhammer 40k, a roll of 6 should always hit (which can be found here: http://www.belloflostsouls.net/2018/01/40k-op-ed-a-6-should-always-hit.html). Would this be a good idea? Dropping Dice responds! So, to recap for those who don't want to click the link (and given the torrent of ads on BoLS, I don't blame you), in Warhammer 40k right now there's something that's... well...it's not really a problem until it IS a problem. I'm talking about negative dice modifiers. Let's look at a totally normal situation. A unit of Ork Lootas (BS 5+) needs to move to be able to hit anything for some reason. With their Heavy Weapons, that's a -1 to hit. But oh no! They're fighting Ravenguard (or Alpha Legion, or Alaitoc), and now when they shoot, they're at an additional -1 to hit. This means that their very best roll is no longer good enough to hit their target, it is impossible for them to hit. With every way there is to take these penalties in the game, -2 is very possible when moving and shooting, or even when standing still against Alaitoc or Nurgle Daemons. -3 and even -4 is technically possible too! Yes, for some units, it would be impossible to hit. And yet... it's always possible to miss. The first time I really saw this in action and saw just how unfun it would be to play against was in this very recent game by frontline gaming: In it, Frankie and Reecius do battle between the new Daemons and a fully mekanikal Ork army. It's not a good list from Reecius, but it illustrates the point. For two turns, despite a great number of attacks, Reecius was unable to do any real damage to the Nurgle forces (always wasted a turn of fire on one thing, so had to engage a sub-optimal target, and even then was hard to get through - though that's a bit more unrelated). As the Nurgle -1 (and in many cases, -2) to being hit also applied in close combat, the Orks sometimes were entirely incapable of hitting targets. And through it, I couldn't help but feel that this isn't what GW intended. I think they intend on things being able to stack these to-hit penalties to make it very HARD to hit something, but didn't intend to make it impossible. Even in the Dark Days of 7th, with Invisibility, you still hit on 6's. I would imagine modifying this rule (4. Resolve Attacks; 1. Hit roll, pg181) to the following: Who would this benefit? Mainly; Orks. Hitting normally on 5's is rough enough as it is, and Orks will often be hitting on 6's either due to these intrinsic penalties or from moving. Having them not even have any possibility of hitting is a bit of a slap in their green faces. Being able to always hit on a 6 would just give them an out against armies that stack up tons of hit roll penalties. In very rare cases, it will also help all the 4+ to hit armies out there, but those situations are far rarer. However, we also don't yet have an Ork codex out there. It's totally possible that GW is going to give that rule specifically just to Orks, though chances are it's too late now (I wouldn't be surprised if, given GW's release schedule, the Ork codex is already being printed). Ultimately, I think this is a change that for 95% of the games being played out there would not make a difference, but would see a big difference and a far more enjoyable time for those folks that get stuck in that 5% of games that do. Happy gaming!
  3. Dropping Dice Does Mega Battles

    Welcome to Dropping Dice, a blog about gaming life and having fun! What to do for a first post? That's pretty challenging... need to set the tone somehow. How about Mega Battles? Whoa boy. The type of everyone loves, but no one can figure out. Ooh wee! What is a Mega Battle? Pretty much, it's a giant-normous game of whatever tabletop wargame you enjoy playing. You take a ton of models, slam them on the table, and are often part of a team of other players doing the same thing against a bunch of opponents. It could also just be 1v1 with two huge armies. Whatever it is, it's going to be huge. "Mega" even. Playing this kind of game is an experience that you should have, at least once in your gaming life. It's truly amazing to see so many models on the table, smashing against each other in huge waves and tides, getting aid from other players or lending your aid to other players. For as great as these games can be, they have a lot of challenges. For one, these games take a long time. Even if everyone is using a force smaller than what they normally would, people tend to go as slow as the slowest player. This means you're going to want to give yourself a lot of time to do this, and everyone involved should be aware of that time. Furthermore, you can actually use a "time limit" in a way that encourages fast and reckless play, but we'll get into that in a bit. You will also need to have a clear concept for the battle. Two big forces smashing against each other is fun, but without a clearly defined concept and goal, there will be problems. The biggest problem I find that occurs during a Mega Battle is the First Turn Advantage. Normally in a tabletop wargame, going first is very useful, but not back-breaking. This is because, while a good start is important, the size of the game gets players to really focus how powerful their lists are going to be, and so both sides are often of similar strength simply because players will have discussed things ahead of time. In a Mega Battle, you are encouraged to bring so much stuff that you will often be bringing some of your most powerful toys. This is a good thing, as this is the setting where you want to have these things! However, gamers being gamers, we will try to maximize their use and effect. What often occurs then is that two forces fighting against each other will often be woefully one-sided in terms of power, and even if they are not, the total damage that one side will do to the other in a single turn can often feel insurmountable for the opposing team. If you fail to deal enough damage to the opposing team on your first turn (even going first), the other team's damage is likely to be completely crippling in return. In other words, in most Mega Battles I've participated in, it feels like the battle is effectively determined after both sides have had Turn 1. For example, recently I played a mega battle against a friend; 40k, 5000 points each. He had a Thunderhawk, which eats up a massive amount of points, but can deal a massive amount of firepower. Despite getting the first turn, and the explosion caused by that model's death, once I destroyed it (turn 1), I had dealt so much damage to him that it was a nearly impossible turn 2 for him, and by the end of turn 3 he had almost nothing left. This, or something very similar to it, has been the case in every single "two sides smash" mega battle that I have ever been a part of. You need to have a way around this. Here are some of my tips: #1 - Have a "Game Master": You need one player who can organize this game and not play in it. Some people love this position, but they are there to make sure everyone else is having a good time, mediate disputes, keep people on track and on time, and make sure everyone is fed and hydrated. Really, having this type of person is so incredibly important, as they really do make the Mega Battle experience so much better for everyone involved! Always thank your Game Master. #2 - Multiple Boards, Interacting With Each Other: Instead of having just one board that you smash against each other on, have multiple different boards, each with a different objective or something that lets the players on that board do something. You can also do the same thing with truly MASSIVE boards. For example, perhaps there's a location that, if you control it, allows your team to start bringing in reinforcements that are normally automatically available. You are able to perform a ritual that allows you to summon forth units that normally you can just summon at any time, or you fire missiles from an orbiting space ship onto a point of the battlefield. #3 - Limit "Battlefield" Effects: You have a model that makes it so that "your opponent" suffers a penalty or "you" gain a bonus? Instead, make this so only you, and not your team, gets the bonus, and only the opponent directly across from you, or things within a regular battlefield size, suffer the penalty. A good example of this was a unit from 40k in 7th that could summon a lightning storm, which would have a 1 in 6 chance of striking each enemy unit. In a normal game, this would be fine, as it might hit 1, 2, or (if you were very lucky) 3 units. However, in a Mega Battle, with there being maybe 60 units on your opponent's team, this would suddenly hit 9, 10, or 11 units - a HUGE amount. It would also hit them even if they were tables away! The only way this kind of thing should be allowed is if there's a requirement that these players need to achieve first (see the first point about interacting tables). #4 - Different Sized Games are Okay: Oftentimes, I see people playing Mega Battles where everyone is bringing the same amount of stuff. Mega battles are actually great places to allow each player to bring and play the size of game they want. This is where having different tables that are removed from each other (or very large boards) can be very helpful! If one team starts becoming smaller than the other, give that team some additional bonuses to make up for the difference, like magical barriers, regenerating units, teleportation powers, or more! #5 - Have a Time Limit: Lastly, you want everything to be moving. Set time limits for people to do things in the game, like taking turns, or deployment. You can use these time limits as some additional "carrot and stick" behaviour patterns. Players can bid time for how long they have to deploy, with the team bidding lowest going first, but anything not deployed not being allowed to start on the board. You can issue time penalties to teams that start going over their turn's time limit, like bonuses for their opponents, or penalties on all their actions for the rest of the turn. You can also issue "time sensitive" objectives, like things that appear during one team's movement phase in a dangerous position, but with a powerful bonus if it is achieved, but with a very brief time frame to do so! Let me end this post with a description of my favourite Mega Battle I've ever been a part of. I was hosting a New Years Mega Battle in my basement about 3 years ago. It was 7th edition 40k. We had six players. One board was a Kill Team battle over an orbiting Battle Barge. Control over the Battle Barge's control room would allow that player to initiate orbital bombardments on the main table. There was a second table with a Vortex Missile Launcher, which could be fired by whomever controlled it onto the main table as well. The main table was 4000 points of Imperial Guard assaulting 2000 points of Eldar, but the Eldar had a massive Shield Generator that would take all the hits from the Guard, and allow the Eldar to fire out of at no cost. Pretty much, the idea was that the main table's Eldar needed to survive long enough to make it a fair fight, but if the Imperials on the other tables could gain control of their objectives quickly, they'd be able to drop down the shields before the Eldar could whittle down the Guard. The shield almost went down turn 1 (Despite having something like 60 hull points and Armour 14, with "Destroyed" results removing d3 additional hull points). Turn 2 it kicked in the middle of the Guard's turn. At that point, the Imperials still had more units than the Eldar, but the Eldar could at least survive. The game ended with the Eldar and Xenos victorious, but only barely! This, to me, is a great example of how different sized games and different objectives and tables can bring things together, with everyone feeling like they were a part of something truly bigger. Have fun, and happy gaming!
  4. Hellmouth 2018 2v2

    Tournament Rules and Players 2v2 Tournament 1250 per Player 3 Rounds of Play 2.5hrs each $40 Per Team ($20 per Player) 20 Teams maximum Player = 1 Persons Army Team = Combined Army All players must have tactical objective cards or BRB Schedule: 8:30am Registration 9AM - Start Game 1 11:30 End of Game 1 11:30 - Lunch - Painting Judgement 12:30 - New Games Announced 1:00 - New Start Game 2 3:30 - End of Game 2 4:00 - Start Game 3 6:30 - End of Game 3 6:45 - Prizing and Awards Registration done through Crafts N' Things Hobbies & Games army submissions are due before January 13th, submit your armies for review before January 6th for 2 extra tickets at the following email address: craftsnthings@cogeco.net or FB. Models and Points Warlord Traits can be Chosen Psychic Powers are Rolled for, if you use a CP to re-roll that CP is permanently gone for the rest of the day. Tactical Objective: We have changed this to 1 deck using the Primary Warlords deck or the Generic Tactical Objective or the BRB (if you don't have a deck) Scenarios will be altered to fit this new change. No Forgeworld 1.) Your team will consist of two separate 1250 Battle Forged armies. Each Team will have access to a total of 2 Detachments. Each army must use a Battalion. Example Teammate 1 Takes a Battalion Detachment and an Airwing Detachment, Teammate 2 must take 1 Battalion detachment and may take 1 additional detachment. Team can have a MAX of 4 Detachments. Player a MAX of 2 2.) All instances of Special/Unique/Named Characters must be unique. For example: a Team cannot field Abaddon the Despoiler twice. This also applies to upgrades to squads (e.g., Boss Snikrot, Sergeant Telion, and the Changeling). SAME is true to artifacts. SO NO YOU CANNOT DUAL GUILLIMAN. 3.) Command Points. Each Team starts off with 6 Command Points(3 per Player) in addition to any points earned from detachments (Battalion 3) or characters. Those command points can only be used on their own detachment’s units and any associated dice rolls. Command Points can not be shared between TEAMS. Self generated command points cannot be shared with your teammates, and can only be added to the pool of the army that generated them. Strategems played by a Player per Phase is Unique. Ex: Counter Offensive can only used once per Team in the appropriate phase. 4.) Army composition must consist of the current version of the rules for the represented army being played. Please try to have the physical source material (digital legally obtained media is acceptable) don’t be that guy that shows up without rules, and has no idea what an item in your army does or behaves. This slows down the game. 5.) All models must be what you see is what you get to a reasonable degree. If you have a Leman Russ and it has a battle cannon on it, but you meant to run a punisher, then mark it with a sticky note or something to let your opponents know. If you’re trying to proxy a cardboard cutout as a Model, we’re going to have words. 6.) Your models do not need to be painted but they do need to be FULLY assembled. It is a benefit if they are painted. 7.) Codices released 7 days prior to the tournament are acceptable Game Play 1.) Warlord Traits – Your team must nominate one Warlord. It can be from any detachment, but is always an HQ choice from any Detachment. Players are allowed to choose between HQs should a Primary Detachment have more than one. Guillaman may not be your Warlord. 2.) Psychic Powers – If your ARMY shares a keyword they are free to use powers as written. Your TEAM is not allowed to share Psychic Powers. Beta rules is affect. HOW THE TOURNAMENT WORKS 1.) Teams will participate in three (3) games over the course of the day. In each game, you will play a scenario and record the outcome of the battle on your results sheet. Each round you will play a different opponent. 2.) Each round will last 2.5 hours SHARP. Players may begin playing as soon as they have finished deployment. Should you finish your deployment early and wish to start early, then go for it, but once I call 30min, you have 30 min to finish. Work it out between you and your opponent for equal time for additional rounds. The game ENDS at 2.5 hours. Period. 3.) In the first round, teams will be matched up randomly. After the first round, teams will be matched up as per current rankings in the tournament (based on the number of points they've scored) e.g., the team in first place will play the team in second place and so on. 4.) We will do our best to prevent a team from playing on the same table twice, but be patient as we try to work out who’s played on what table. 5.) The pairings for each round will be posted as soon as they are determined, start moving to your tables right away. 6.) In 2.5 hours it's expected you get to 4 rounds. If you feel you are being slow played, notify a judge ASAP, and we’ll monitor the game. 7.) Every game will be played on standard 6x4 tables. 8.) Prizing is done draw style, you will obtain tickets over the course of your battles. 10. Medals for top placement.
  5. Have you seen the new Chaos Daemons codex for 40k or its previews? If you have, then you know that it's a good time to be a mother-fucking daemon! Daemons have had a number of issues in 8th edition, with a number of changes that really hampered them. As it is, Daemons have become something more of a support force for Chaos Soup, always giving something, but not really standing on their own. If you're looking for me to say that this all changes with the new Daemons Codex, I'm sorry to say, but you'd be mistaken. Oh, stand-alone Daemons are still DEFINITELY going to be a thing, simply because it's fun to do, but they're unlikely to make a big hit on the competitive scene. But, what if I told you that there's a new Relic that not only is very powerful, but also changes one faction from being a one-trick pony into a two-trick pony! Feast your eyes on the new Khorne Hellforged Artifact: So, upon cursory inspection, you probably are seeing something pretty similar to many other things in the game; extra attacks. You may notice one difference, but not quite it's importance. It doesn't trigger on hit-rolls, but rather on wound rolls. Also, unlikely almost everything else you've seen, you probably didn't notice that this doesn't just trigger in the Fight Phase... Yeah, it triggers EVERY TIME. Every. Single. Time. You making attacks in close combat with +1 to wound because of Veterans of the Long War? It triggers. You shooting a Lascannon from a Defiler? It triggers. You firing Overwatch? It triggers. It triggers, it triggers, it triggers! These extra attacks are made with that same weapon, so yes, if your Khorne Obliterators get a to-wound roll of 6, that's going to be an extra shot from them. Take this relic and park it near the Lord of Skulls (which can also be Deep Striked for 2 Command Points like a boss), and all of a sudden you'll be doing absolutely insane amounts of damage. So enjoy your new shooty Khorne lists! This may not be insanely good, but it's a powerful extra thing to include for something that Khorne needs to strength in anyways.