Astra Militarum deployment

Setting up battlefields for 9th Edition

Games Workshop have talked about how they believe a table should be set up to make a fair and interesting game of 40k. And now that their tournaments are running in the US we can see them putting it into practice.

There are a few things that I note:

  • There’s a lot of LOS blocking terrain, both in terms of “obscuring” and genuine solid walls, on the table. They do not want you shooting from one side to the other.
  • They’ve put their ruins on bases, lots of people do this anyway but it’s nice to see that they also see the advantages. It’s much easier to judge when a LOS runs over the ruin or a model is within it. The base defines all of that.
  • The four large “Terrain 1″ pieces are indeed large, they seem to be mounted on 12” bases.
  • Ruins have their walls facing “inwards”, I think they’re doing this to try and not be a d**k to players who want to run a lot of armour. That sort of thing can still make it close to the centre of the table. + They note that objectives can’t normally be placed on top of scenery, however the Chapter Approved mission packs have an unless “otherwise noted” rule that they’re invoking to allow you to do it.
  • Following one of the FAQs fortifications “cannot be setup within 3 of other terrain features“. There’s a lot of terrain on those tables, will some of the bigger fortifications fit? I also don’t know if the Death Guard’s Miasmic Malignifier “set up anywhere” rule overrides the 3″ FAQ limitation.

What do I think the effects of all of this would be:

  • The days of getting effectively tabled in turn one by things like Knights deleting vital components of your entire army with long range fire seem to be over. There’s an awful lot of LOS blocking terrain to take cover behind.
  • Close combat armies appear to have much better stab (see what I did there?) at the game than they used to. GW have said that “Terrain 1” pieces have solid walls so they will literally block LOS, that means that there’s a decent chance that those armies can avoid facing overwatch as they charge into combat.
  • Manoeuvring is going to become even more important, both for those who want to overcome the LOS blocking and for those who want to benefit from it.

How does this affect my Death Guard? That might be interesting. We’re not a long range gun line army and we’re not a fast moving melee army either, we’re an up close shooting force. A lot of of stuff is also pretty slow moving and so manoeuvring is a challenge. Might I want to take more Rhinos? Or lean on fast moving drones?

All told I think that these are good developments for the game and I’m looking forward to getting some more game in.

Magnetised Death Guard Helbrute

Magnetised Helbrute – Painting Weapons

The weapons were assembled at the same time as the body, I then painted the body and now it was time to tackle the weapons.

I painted the weapons in pairs and attached them to bits of sprue to help me to hold them. Each pair were pretty quick to paint so I got through them at a reasonable pace.

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Death Guard vs Space Wolves (536 pts) – Battle Report

This is another small game so that I can break myself back into playing 40k on the tabletop and can continue to learn 9th Edition and my new Codex.

List Theory

This list is very similar to the list for my last game against the Necrons, so most of the thoughts for that one will apply here. My opponent asked to up the limit a bit from 500 points as he was having trouble building his new army at that level. I changed my magnetised Helbrute around so that I could try out another two of the weapons. I love the look of the Power Scourge and a Heavy Bolter gave me a bit of added Dakka, and you can never have enough of that.

The extra points let me add in a Chaos Spawn. This was to help me deal with one of the issues that I had in my previous game, having enough units to hold objective. The Spawn, at 23 points, was a cheap thing that I could hide in my back field and hold an objective with while my other units went off and did the grunt work up close. I was also able to add in a couple of Poxwalkers to hopefully make that unit a bit more resilient.

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