Friday, October 1, 2010

Battle Report V: Three-for-All!





First I would like to apologize for the quality. Youtube wanted to compress everything to microscopic proportions... but it's the best I could do.

It was a fun little game between the three of us. As you will need to know for our homebrew codex, these are the experimental rules for the special units pertaining to Jacob's "Blood Raven" codex.

Gabriel Angelos
WS BS S T W I A Ld Sv
6 5 4 4 3 5 4 10 2+
Unit Composition
1 (Unique)

Unit Type
Infantry

Special Rules

And They Shall Know No Fear, Chapter Tactics, Independent Character.

Chapter Tactics: If you include Gabriel Angelos, all non-vehicle units add a close combat weapon to their existing wargear, as Angelos believes a sounds army is one that can handle fights at range, and in close quaters.

Honored Commander: Such is the awe that the brothers of the chapter hace for Angelos, they fight on through even the worst of odds in his pressense. Any unit with a model within 6" of Gabriel Angelos adds +1 to their attack characteristic.

Tactical Expertise: A good commander knows how to rally his troops effectivly and efficiently. Once per player turn, a friendly non-vehicle unit within 18" of Angelos may gain one of the following benefits.

Add +1 to their leadership value (to a maximum of 10) until the beginning of their next turn.
Reroll a failed or passed leadership, moral, or pinning test.
May regroup even if their is an enemy model within 6".

Wargear
The Raven's Crest, God-Splitter, Bolt Pistol, Frag and Krak Grenades, Iron Halo

God-Splitter: This is a powerful Daemonhammer gifted to Gabriel Angelos of the Blood Ravens 3rd Company by Inquisitor Mordecai Toth. It counts as a Master Crafted Thunder Hammer that adds an addition D6 to its armor penetration rolls. Additionally, if fighting against a Daemon, Angelos strikes at initiative order.

The Raven's Crest: This is a suit of artificer armor that allows Angelos to reroll one failed armor save per game.


Sergeant Tarkus (Upgrade Sergeant)
WS BS S T W I A Ld Sv
4 4 4 4 1 4 2 10 3+
Unit Composition
1 (Unique)

Unit Type
Infantry

Special Rules
And They Shall Know No Fear

Tactical Advance: Knowing the codex as if it were his own words, Tarkus has perfected the art of the Tactical Advance. At the beginning of the Blood Ravens movement phase, Tarkus may take a leadership test, if he passes then the squad gains the Slow and Purposeful and Fell No Pain universal special rules until the beginning of the next Blood Ravens turn.

Wargear
Power Armor, Bolt Pistol, Boltgun, Frag and Krak grenades


Lexicanum Battle Squad
WS BS S T W I A Ld Sv
4 4 4 4 1 4 1 9 3+
Unit Composition
3 - 10

Unit Type
Infantry


Special Rules

And They Shall Know No Fear

Combined Knowledge: The Lexicanum Battle squads are all proficient with at least some psychic powers. Raising their number increases their abilities in battle. The Lexicanum Battle Squad is treated as knowing all of the Blood Ravens psychic powers. For every 3 member alive in the squad, the unit may cast an addition psychic power per turn.

The Unbound Blood of the Raven: This is an awe inspiring attack made by the squad in unison. The Lexicanum Battle Squad may choose to forgo any other psychic attempts (including casting psychic powers, using force weapons, and psychic hoods) until the beginning of their next turn. If they do, the unit makes a single powerful shooting attack with the following profile
Range Strength AP Type
18" * 1 Heavy 1, Pinning, Large Blast

Roll to scatter, but do not reduce the roll using ballistic skill. Instead, each member of the squad must choose to either bolster the strength, or increase the accuracy of the attack. Therefore, before the attack is made, each member of the squad must choose one of the following actions
Increase the strength of the attack by 1.
Reduce the scatter of the roll by 1.

Wargear
Power Armor, Bolt Pistol, Force Weapon, Psychic Hood, Frag and Krak grenades

Options
The squad may take up to 7 addition members at 25 points per model.


Vehicle Upgrades
Psychic Disruption Launchers: This item is a 10 upgrade that replaces the standard smoke launchers.

Disrupting the area around the vehicle with psychic energy, the vehicle is encased in a shadowed shell from the warp itself. Any penetrating hits are treated as glances until the beginning of the next owning player's turn.



Psychic Powers

The Raven Strike
Range Strength AP Type
18" n/a* - Assault 1
Target an enemy model within 18". The model suffers a single hit that wounds on a 2+, allowing saves. If the target is killed by this ability, before removing the model, place a small blast marker centered on that model. All models (except the victim) under or partial under the blast suffer a wound on a 4+, with an AP equal to the victim's armor saving throw (i.e. a space marine would cause an AP 3 blast, while a termigaunt would cause an AP 6 blast, and units with no armor save cause an AP - blast. Note that additional wounds caused by blast do not trigger more blasts.
This power is extremely dangerous, and if the psychic test is failed, the Librarian will take the hit instead


For a full explanation of rules for the experimental codex. Please comment or ask for more information on the 40k Wartrukk group. Hope you all enjoy.

Cheers!

17 comments:

  1. Please tell me that this Lexicanum Battle Squad is nothing less that a hugely overpriced Elite squad. For every member to be wielding a force weapon, and a physcic hood, that seems a bit ridiculous.


    Past that, Not a bad game indeed. Here soon Loki, we will have to throw our guys into the mix, and get a game in for the viewers. My Crusader is almost finished...as well as my dread and very soon we will be going to work on my Redeemer. So good game guys. Hope to see some more on these 'Blood Ravens' as this Librarian squad makes no sense whatsoever, and I'm hoping you can help me to understand.

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  2. Having played with it frequently, it's not that great. They only get 1 psychic test per 3 guys, have only 1 attack base, and lack any manner of invulnerable save.

    Sure they come with the force weapon but Vanguard Vets can be a power smash much more effectively.

    This squad has yet to be good to me.

    The fluff behind it is that the Ravens have more psykers than any other chapter, to the point where some suspect they cultivate them. This is why you can opt to buy force weapons for Sergeants as well as fielding up to two librarians per HQ slot and field librarians in the elites slot as well, sort of like Blood Angels get Reclusiarch//Chaplain.

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  3. The powers in this codex are focused mainly on psychic ability. Pay enough points and you can make the tests fly so much, players might suspect you stole the magic phase from fantasy :P.

    Of course this is all still in the early testing phase. Once more practice games are done, and some tweaks here and there are finished... it might just be fun to see on the table during those beer and pretzel games :D

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  4. okay first off, Vanguard vets are a whopping 20 points base. they have 2 attacks, and only one has a power weapon. Now to give the others a power weapon, then you need to be looking at another 15 points per model. For ease of you not having to calculate, that is 35 points per mini...for 1 more power weapon attack per guy. Now then...past that once again, you have the exact same stat line as them, minus one attack. okay...also you come STANDARD with a damned Force Weapon. Seems to beat out the chainsword by a little bit right, but wait, I'm not finished, you also get a physcic hood on every member of the squad? Well that seems REALLY REALLY good. But wait there is more. The Vanguard vets only lay two wounds on Ragnar, and wipe out his blood claws. Well damn they are stuck though their own turn doing this fighting again, instead of rushing off to kill another squad. Where as if these guys were in the same place, oh wait, you can just kill him with the FORCE WEAPONS! This squad is ridiculous, that is point blank the end of the matter.

    Now on to the special named HQ that you played. First off I am to understand that he is only 225 points. that seems a little low for what he gives your reg troopers. an additional attack in close combat. But wait there is more. this Brash little upstart is somehow as tough, as skilled, and as fast as Logan Grimnar, the Great Wolf himself (or chapter master for you 'astartes' lovers out there.)why is this? Am I the only person who has looked at these characters? Why do they get an attack that they get to designate a mini in my squad, and wound him on a 2+, then kill off some of my other marines around him on a 4+? this Codex is overpowered...it needs alot of work done to it, and Loki, you and little raven kid whos name alludes me at them moment, need to sit down and look at some point costs really carefully. your guys are the least expensive, and do far to many things for what they cost. I'm really glad that you have not tried to play this at the local LGS, as i fear i would have to laugh you out of the building.

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  5. Also why do they have a possible str 10 AP 1 Large blast weapon?

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  6. ZerkeX, let me again preface by saying this is all a beta test... nothing is final.

    As of yet we haven't seen the force weapons / psychic hoods really be all that powerful. 90% of the time the fact they are force weapons makes no real difference other than being a power weapon, not to mention there are usually psychic hoods with a better leadership elsewhere to use. It may get altered to be regular weapons, but as it is in the fluff they are all full fledged librarians, I thought this was an acceptable compromise to start with, and balance later if there was in fact a major issue with it.

    They have a single S 10 AP 1 weapon... but only if none of them move, attack, cast other powers (including force weapons and or psychic hood) and their must be all 10 of them alive with only an 18 inch range. It also scatters the full distance because if it's S 10 none opted to help guide the attack. Granted it could still roll a hit, but it doesn't ignore cover, and still only has 1d6 on any damage table. It a good attack, that cost an arm and a leg to field, compared to an Orb Bomb which comes for a measly 25 points on top of a captain and has barrage and ordnance rules... I'm ok with this attack.

    Angelos is 225 point. 25 more than Lysander. Now granted they do different things, but Angelos is used (in my imagination) as a way to make the army a little more balanced, while giving some really cool leadership aids (like the fluff). His wargear is not bad, pretty decent for a character, he has no eternal warrior. and his stat line is the same as all base captains with an extra attack. I read a really neat story on Angelos, and I liked the idea of giving him an extra attack since that seemed to follow what I read.

    Again, it's all a test. It may and probably will change. There's no reason to pick it apart just yet :P

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  7. Also the Raven Strike ability wounds on 2+ yes, but still has to roll to hit (as it is a shooting attack) and the initial victim still gets their armor save.

    It's not all that overpowered, and a lot of the new codex's these days has a model affecting ability (JotWW, Telion, etc.)

    But I won't lie... if people say it's overpowered or I made something too good... I'll point to the Dark Eldar codex... which is where it pretty much came from. I liked the ability to much to see it disappear, so I fluffed it up, and Raven-ized it :D

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  8. I think ZerkeX maybe over-reacted at the one squad. I don't see the squad being a problem at all. Annoying but every codex needs its trump card in the annoying factor.
    But I do have something for you to consider. How does this shooting attack work from a transport?

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  9. Loki I fear you should probably re-read the abilities that you gave to this character...so here I'll post them again for you.


    Gabriel Angelos
    WS BS S T W I A Ld Sv
    6 5 4 4 3 5 4 10 2+
    Unit Composition
    1 (Unique)

    Unit Type
    Infantry

    Special Rules
    And They Shall Know No Fear, Chapter Tactics, Independent Character.

    Chapter Tactics: If you include Gabriel Angelos, all non-vehicle units add a close combat weapon to their existing wargear, as Angelos believes a sounds army is one that can handle fights at range, and in close quaters.

    Honored Commander: Such is the awe that the brothers of the chapter hace for Angelos, they fight on through even the worst of odds in his pressense. Any unit with a model within 6" of Gabriel Angelos adds +1 to their attack characteristic.

    Tactical Expertise: A good commander knows how to rally his troops effectivly and efficiently. Once per player turn, a friendly non-vehicle unit within 18" of Angelos may gain one of the following benefits.

    Add +1 to their leadership value (to a maximum of 10) until the beginning of their next turn.
    Reroll a failed or passed leadership, moral, or pinning test.
    May regroup even if their is an enemy model within 6".

    Wargear
    The Raven's Crest, God-Splitter, Bolt Pistol, Frag and Krak Grenades, Iron Halo

    God-Splitter: This is a powerful Daemonhammer gifted to Gabriel Angelos of the Blood Ravens 3rd Company by Inquisitor Mordecai Toth. It counts as a Master Crafted Thunder Hammer that adds an addition D6 to its armor penetration rolls. Additionally, if fighting against a Daemon, Angelos strikes at initiative order.

    The Raven's Crest: This is a suit of artificer armor that allows Angelos to reroll one failed armor save per game.

    I'm now done with this moot arguement. This codex isn't real, never will be, adn I'll never play against it anyways. Good day.

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  10. Overall not bad.. I would like to offer a couple of quick suggestions that I think will lead to a little less confusion.... fewer cries of cheese... and stay true to some overall fluffiness

    First off Gabriel Angelos, You have given him 2 abilities that both grant an extra attack in close combat. I choose one of them and change it out with a different USR.. or maybe have the area effect one increase the units strength a point.

    secondly the force weapons on all the members of the the lexicanum. A full squad of force weapons is a little strange. Maybe instead give them that +1 to leadership for their hoods and give them power weapons... or as a fluffy idea.. give them a rule that dictates that in combat any number of models may forgo their attacks to make other attacks force weapon attacks.

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  11. Force Weapons act just like power weapons.

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  12. I thought a force weapon could cause instant death on a passed psychic test?

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  13. Don't forget the squad is still limited inthe number of psychic tests it can use, and so therefore not all of them can be used in that way. I know it's a matter of getting the wound on the one you want and using it, but they can't all be causing instant death. This may be changed to a member of the unit being a pseudo-sergent with a forceweapon, while the others count as having power weapons. Not sure yet, but I'm still looking to test the unit more. To me they need a boost, because right now they haven't worked too well yet.

    Angelos may be changed to instead of having Honored Commander and the Chapter Tactics, to one rule. It would also be called honored commander, and would work similar to Rites of Battle, only instead of adding a leadership, it would add an attack. So as long as Angelos is alive, each member of the army would receive an additional attack.

    How do these changes sound so far?

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  14. Pretty good. Now that you've explained that on the force weapons (forgot about that little thing about them only being able to use so many psychic powers) that makes sense.

    And that is an intersting way of doing things with Angelos.. would the marines still have their regular combat tactics since he doesn't replace it with a chapter tactic? (Not that I think that would be a problem.. I actually think that would be a fine way to go with that)

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  15. Note the army does not have Combat Tactics. That is a trick for the Standard codex. So since they don't have that option, it'd probably be just a buff they get wit him.

    Also please not if Angelos dies, the buff is lost.

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  16. Hmmm.. if thats the case then it doesn't really sound that unbalanced. A few special abilities that can be useful if taken advantage of at the right times. Fairly balanced.

    I'd be interested in seeing more units for this codex. Good work so far.

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  17. hmm well that guy bitching about them having force weapons will be very angry to understand that the new grey knights all have force weapons and they only cost 20 points each AND can use psychic powers nd can make themselves all S5 so looking back on that squad that you have made it seems like a fair elite kind of choice

    and the fluff of your guys fits really well with the chapter (seeing that they probably are decendents of the thousand sons legion, most people would agree and there is so much fluff to back it up) so overall really nice!

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