Monday, June 30, 2014

40K Talk: Unbound and the Game Balance by SMG's Chaos Pat


Unbound and Game Balance

by Chaos Pat
South Mississippi Gamers

Hello everybody! it's Chaos Pat once again, did you miss me? No? That's Understandable. I'm here today to give everyone my opinion on unbound, and why it's balanced. With 7th edition we gained two types of ways to play, battle forged and unbound. Please be aware that I am a tournament-going, competitive player, so my opinions are those of a tournament-going competitive player.

Battle forged grants your troops 'objective secured', which is the ability to not be contested except by other units with that special rule, all at the cost of simply following the force organization chart. Another nifty benefit is you get to re-roll your warlord trait, which is nice since you get it for free. All in all battle forged is a solid route that helps prevent those pesky seer councils from contesting your objectives.

Unbound on the other hand offers no restrictions, as in it says simply take whatever models you want. The only disadvantage to this is your troops don't get objective secured and you cannot re-roll your warlord trait.

An Unbound Imperial Armor Company - if you are playing 5000 points.
So you're probably asking yourself why on earth would I take battleforged when I can just take all the powerful units that I want and just table my opponent so I don't need to contest or hold objectives thus rendering 'objective secured' worthless? Well, because completely wiping out a moderately competent opponent is incredibly hard to do, and they will just play to the objective while you try (and fail) to table them, which will result in your loss.

This is speaking from experience, I've played a few unbound games, both against and with unbound, and my experience is that objective secured completely and utterly makes up for the fact that some a-hole brought ten riptides.

While unbound can bring some really dumb lists, so can battleforged. My answer to ten riptides is two-hundred and ten plague zombies, good luck wiping that off my objectives! Another answer is bring some flyers, with ten riptides only a couple of them will have skyfire. This is only one scenario but the concept remains the same, every list will have a weakness, simply exploit that weakness to win.

But what if you don't have the tools to exploit the weakness? Play to the objective fool! Spread out and go to ground in some ruins every turn, he will not table you unless your dice fail you, and him failing to table you will most likely result in the unbound players loss.

My advice is to try unbound before you ban it in your club, since you will never know how good or bad something is until you try it. If you choose to ban it after you have played it a good deal, then at least you were open minded enough to try it. But if you simply ban it without trying it, then you will struggle to adapt to any of the changes that 7th brings to the table. Good luck out there!


Monday, June 23, 2014

40K Talk: 7th Edition and Superheavies


7th Edition and Superheavies

by Chaos Pat
of South Mississippi Gamers

Ha Ha! It's me the chaos guru back once again to talk about some 7th edition 40k stuff, this time around it's going to be superheavies! I wrote an article on escalation back when it first came out so I thought it would be good to go over what has changed and why these changes are good for the game. Please be aware that I am a tournament-going, competitive player, so my opinions are those of a tournament-going competitive player.

Superheavies themselves have not changed, like at all really, the damage table (or lack of one) for the big boys has remained the same, as has all the special rules they have. So what has changed? All of the weapons that they used.

Remember the old green apoc templates that came out? You gonna' need to buy some of 'em, because two out of three of those blue ones that they sell have gotten removed. The holy-mother-of-god-15" blast got toned down to a 10" blast, which is more reasonable since that 15" blast was far to unwieldy to place on the table. The barrage that you can arrange into any formation you want is now required to be placed into the old-school clover leaf shape that the green one has. Hellstorm template is unchanged.

D-weapons have changed substantially. While before you did not get any saves, not even re-animation protocols for necrons! Now you get all saves, even armor saves depending on what the ap of the weapon is (unless you roll a 6, more on that in a moment), the chart for the new d-weapons is as follows. On a one nothing happens, on a two through five a vehicle takes a pen that causes d3 hullpoints and a model takes a wound that inflicts d3 wounds instead of one, and on a six you take six plus d6 hullpoints or wounds with no saves of any kind.



Something to note is that you DO NOT take d3 saves should you roll a two through five, you take one save and if you fail it you suffer the d3 wounds and/or hullpoints, and these wound/hullpoints do not carry over to the rest of the unit.

This has made d-weapons into anti-vehicle/monstrous creature/heavy infantry instead of being the anti-everything they once were. Super heavies that did not have d-weapons did not change at all with the new edition, and if anything became more viable since d-weapons are not as good as they once were.

Something else to note is that certain objective cards for the maelstorm mission grant additional victory points should you kill a super heavy, so they are really trying to encourage big toys in all forms of the game, not just apoc. Another thing to note is that there is a d-weapon psychic power, so have fun trying to outlaw d-weapons! One final thing to note is that the standard force org chart includes superheavies, so there's that.

My final verdict is the same as it was before, superheavies will alter the way you play but they are in no way game breaking, so you should most definitely try these entertaining models out in your games before you judge them, after all they just want to be loved like all your other models.


Sunday, June 15, 2014

BUILDING ARMIES FOR 7th:ZOMBIE STOMP 2000!!!!!


Detecting Incoming Transmission ...
Source: Blood Star Cluster, Eye of Terror ... The Brigadoom Chaos Legion ...
Initiating 13th Black Crusade Code Verification Protocols ...
Verified ...
Downloading ... ... ...
Deciphering Encryptors ...0130V010L11101010101 010130V010L11101001 ...
Displaying Transmission ...


BUILDING ARMIES FOR 7th:

ZOMBIE STOMP 2000


By Uktena
(AKA Ryan)
South Mississippi Gamers


Dawn of the Dead New Edition.
It's that time again, time to learn a new edition. Sixth, unfortunate for it, pasted away while still in it's prime. That might have been a good thing, after all, we had a meta dominated by this 'star and that 'star with crazy combos and 2+ rerolls. Seventh, while not a giant leap in rule changes, does attempt to even out the playing field again, albeit by throwing everything but the kitchen sink into the game! That is why I refer to 7th as 'Choosehammer'. Each gaming club, group of friends, tournament organizers or whatever can go through the rule book and pick out the things they like and don't like and play their games accordingly. There is so much to choose from here, everything from maelstrom missions, unbound lists, unlimited detachments, super-heavies, stronghold, a psychic turn and so much more. I have also noticed that they cleaned up some rules and redefined others to make things more streamlined in order to improve game flow. All in all I like what I see. We just need to have an adjustment period to figure out what parts we personally like and what parts we don't and weed them out.

New rule, it's called Objective Secured.
With the new edition comes new rules and Objective Secured is one of the biggest new rules we got this time around. For those not in the know, Objective Secured allows Troops in your Battle-Forged army to not only score (like every other unit now, btw) but it allows Troops to control objectives even if an enemy unit is within scoring range of the objective, unless the enemy unit also has this special rule. So let that sink in for a moment. This means that if you are running a Battle-Forged army and at the end of the turn you have a lone Guardsman (a troop) with say ten Chaos Terminators (non-troop) within 3" of the same objective, that lone Guardsman has just thumbed his nose at the terminators and scored that objective this turn. As you can see Objective Secured has huge potential when wielded correctly on the battlefield, especially in those critical late turns and during Maelstrom missions. Also note, as a bonus, dedicated Troop transports also benefit from the Objective Secured special rule!

Zombies, why zombies?
If you are a fan of zombies or The Walking Dead you will probably already like this army list. However, the idea behind this army is not to excite the zombie fans but to take advantage of Objective Secured. Here, let me show you the list and maybe you can see what I am talking about?



TYPHUS ZOMBIE STOMP 2000

Monday, June 2, 2014

SMG - Tau vs Chaos Space Marines - 7th edition Battle Report

Here we have our first 7th edition Warahmmer 40K battle report and don't forget to subscribe to our YouTube channel.

Sunday, June 1, 2014

SMG/SAWG Warhammer 7th edition Test day

















Well we had a great group of guys meet up to test out and review the new 7th edition rules for Warhammer 40K. The battle reports for this day we be coming out 1 a week for the next couple weeks located here - SMG Wargaming Youtube.  We also did a podcast about the day and how we felt about 7th edition, located here -7th Edition Podcast

Below are some pics of the day, please subscribe to us on Youtube - SMG Wargaming
and on Itunes - SMG Wargaming Podcast so you can keep up with what we got going on in the Wargaming community.

























































Podcast - SMG - Episode -10- Warhammer 40k 7th edition test playing and discussion