Severus’s Return and Weekend Report

Gandalf_the_White_returnsHowdy everyone, Severus here again.  I (and my massive ego, yes I am comparing myself to Gandulf the White) have returned.  It was nice to take a week away from the hobby and the blog.  Like a crack addict though, I was not able to stay away for long.  So what did I miss?

Apparently the Space Wolves are out in full force now.  Looks like a trickle release so far, although they did drop the book week 2.  So, that’s awesome.  In terms of the book, I have yet to lay my hands on one.  No massive rumblings on the net so far in terms of internal army issues.  Although, I have seen some sneaky gits talking about using a drop pod (which can be purchased as a fast attack slot) to bring various allied units down into battle.

I really want to see the space wolves on the table.  I personally don’t like them, but nothing gives me more pleasure than killing them.  Unfortunately, there is not an active space wolf player in our local group.  So unless one of the son’s of fenris steps out of the den they are hiding in, I doubt we will get much exposure to them.  In other words, don’t expect an in depth review of the codex.

I actually got a few games in since I last reported in.  Before I left, I got a game in against the Lord Primarch with his orks versus my clan sorrgol Iron Hands.  Generally speaking I tend to run my Iron hands in a lot of vehicles.  I try to punch forward into my enemy’s lines then dump all the marines out and fight my way out.  Well, in this case I did not drive far enough forward.  In the end I ended up with 3 combat squads way to far back and that let the orks sneak out a win against me.

I got another game in Saturday with my Iron Hands against the much loathed Tau Empire.  It ended up being a crusade game with dawn of war deployment.  My opponent did not have the hardest tau list ever. Wall of fire warriors, 4 broadsides, a riptide, a hammerhead, Aun’Shi, Cadre Fireblade, a razorshark fighter, some marker drones, and about 40 kroot. Regardless, it made for a decent firebase with the kroot on both flanks waiting to jump on juice targets of opportunity.

I was able to weather the fire power pretty well in my transports. This time I got out at the right spot (aka 6 inches from the tau lines) and was able to break his lines quite well.  It turned into a very one sided affair by the end, a 10-4 victory for the Iron Hands.  The Iron Hands really showed there resilience that game.  Tanks were hard to take down and the feel no pain saves came in handy.

I guess to wrap this up, I wanted to give a report on our little community at Critical Hit.  Our 40k community continues to grow slowly.  We see a few new guys trickle in each month, I hope you guys keep coming back.  We are prepping for a little in store tournament at the end of the month, so start trying out some 1750 point lists.  In terms of fantasy, I have talked to a lot of guys lately about getting together.  Just waiting on word from a club that plays in Dropzone Games. We should have a game day setup soon.

That about does it for me.  Hope you guys enjoy the articles Shorereaper and Augustus brought you while I was out.  Until next time, this is Severus saying have a good one and take it easy.

Maelstrom: The Great Randomizer

Having played a few games in seventh edition, and a few of those being with the new maelstrom games, I can honestly say that I really do like the new options for game play. That is not to say that I will not play the classic games, I still really like them as well, but the Maelstrom games add an entire new depth to the 40K gaming world.

I was originally referring to Maelstrom as the great equalizer, but as the Lord Primarch stated, it is more of a randomizer. If you had a strategy going into the game, you would probably have to throw it out the window by turn one. The goals of the game are completely different.

In the Eternal war games, the typical strategy would be to jump on the objectives on the last turn. Basically, the strategy would be to steal the win. I’m not saying that it isn’t a fun game to play, but the strategy for maelstrom is completely different, and it completely randomizes the outcome.

A prime example of this is a game I played against the Blood Angels. It was a fun game, and the killing was really one sided. My Tyranids really dominated the BA, and I just marched through my opponent’s army. However, I lost the game with a score of 18 – 10. And it didn’t even seem like it was that close. I just couldn’t seem to score any points.

We were playing the spoils of war. In this game, not only can you score the “secure objective x” cards, you opponent can score your cards as well. And even though I was dominating the game in terms of kills, I just couldn’t score the objectives. Even my opponent noticed that I seemed to draw the cards that he could score, and he wasn’t drawing anything I could score. The entire game I was playing catch up, and I was never able to catch up.

Another example would be the first game I played with maelstrom rules. I infiltrated my genestealers as I usually do, not all that far away from one of the objectives. One of the first three cards I drew was to control that objective. Instead of sticking with my strategy, I immediately pulled my genestealers back and put them on top of the objective. I had to; every point is vital in this game, so I scored that point. My plan of attack didn’t even last one turn. I lost that game as well.

I believe I have won about half of the games I have played with Maelstrom rules. With Objective Secured and so many possible objectives to be scored, almost every army would be successful with this style of play. I believe Tau would be a little held back, at least if you played the usual battle line tactics. Blood Angels, with fast moving troops actually benefit from Maelstrom game play.

I’m not really sure how the Nids would hold up. Fast moving troops with objective secured may be worth their weight in gold. In Eternal War, I would just park my Tervigon troop choice on top of an objective and not worry about it for the rest of the game. In Maelstrom, that tervigon’s objective may never even score me a point.

Again, the strategy that I usually use is out the window by turn one, hopefully I can adapt.

Shorereaper’s Struggles

*This was being written as Severus was posting Ork reviews everyday, so I updated it till the day it was posted.

Shorereaper here, and I am finally getting around to the ranking that apparently was expected of me. I hate usual rankings. For example, I firmly believe that in an overall ranking Tyranids would be ranked higher than Dark Eldar, but the Dark Eldar would give me some serious problems with all of those poisoned weapons against my Monstrous Creatures. So, rather than giving a ranking, I wanted to talk about how I have done against the other armies.

Adepta Sororitas – 
The ladies of the imperium. So far I managed to play only one game against these women with the new codex, and it went very well for me. Their ability to counter my psychic powers on a 5+ concerns me, as does their psychic cannon which would cause my to perils. However, in that one game, I almost tabled my opponent. They have the potential to cause my Nids a headache, but I think in most games the Nids would win.

*I actually had to face those guns that cause perils, and surprisingly, I only took 2 wounds.

Astra Militarum – 
Ah, the Imperial Guard. Tanks to fight, and troops to end up as food for my Nids. I have actually had a lot of luck against the guard. Yes, the first round is usually a struggle, as my Tyranids are geared up for close combat, for the most part. And if the list I am facing has psykers in it, the psychic phase could turn out to be pretty interesting (or really dull). Just the seer amount of firepower causes me a headache. However, when you have units of tanks, my Tyranids can just march through them, if I can get close enough. Sure, I may not be able to cause the tanks to explode, but I can usually wreck them pretty easily. I would actually say the Guard is a worse army than the Tyranids.

Chaos Daemons – I have yet to face Daemons in 7th, but they do concern me. If I face the psychic heavy list, I see the Nids struggling. I do, however, actually look forward to facing it though, as I want to see how my standard list works against it. Over all, I believe that in standard (not too competitive) lists, I think my Nids will come out ahead. It is possible that the Daemons are about equal with the Tyranids, and excluding the psychic bomb lists, The Tyranids may even have a slight edge.

Blood Angels – I have managed to face these speedy red devils a few times, and overall I have come up ahead. Yes, there have been some losses (including one game where I lost by one dang point), but I have held my own very well. The Blood Angels desperately need a new codex. The Baal Predators wreck havoc with my Genestealers, and would probably drop a swarm of gants with ease, but my MCs chew through them with no problem. Right now, I would say the current Tyranid codex is better than the Blood Angels.

Chaos Space Marines – Another army I haven’t faced yet. I believe that this would be a decent fight, but again, I think the Tyranids have the advantage. With some of the changes in 7th, even their best unit, the Helldrake was neutered. However, the helldrake would still give the swarm parts of my army something to worry about.

I honestly believe that this army would be much better if it had one more thing. I don’t know what it is… Drop Pods, And they shall know no fear, Combat squads… something would make this army better.

But right now, I believe that the Tyranids have an advantage.

Dark Angels – Another space marine chapter that I have had some luck against. This army suffers with their lack of grav-guns, which would chew through my MCs with ease. I’m not saying my nids would dominate them, but I believe in most cases I would be able to pull off a victory. In the last game that I faced them in, I even marched through two land raiders. Granted, it was two Carnifexes that did it, but 270 points in Carnifexes taking out 2 Land Raiders is worth it.

Dark Eldar – Ah, the bane of my existence. Even before 7th came out, I always struggled against this army. I have yet to play them in 7th, but they make me nervous. Poisoned weapons everywhere give them the best ability to deal with my MCs. Sure, I will get my armour saves, but I will have to take a lot of them. I do think that in 7th they will be easier to fight, especially with template weapons wounding troops inside of vehicles. And while I would rank the emo eldar very low on a ranking, I firmly believe they would win more games than they would lose against the Tyranids. I may be wrong about this, but I believe that when they get a new codex, they will continue to give me struggles.

Eldar – Eldar, definitely one of the top two armies right now, and I believe that shows in my games against them. In every game I have played against them, I have gone down swinging, but I still went down. This army is fast enough to keep away from my close combat army, and they have enough psykers to make me struggle in that phase as well. I may be competitive, but I would lose more often than not. If I could get into close combat, I would march through this army, it’s just getting there that is the problem. I would rank the Eldar way above the Nids.

Grey Knights – Another Army I have yet to face, and another concern. Their ability to nullify my psychic phase, and probably cause me to peril, could create some issues. I don’t know enough about this chapter to really know if I should be concerned, or what I should be concerned about. I do think that this army improved in the 7th, but I don’t know by how much. I really can’t even rank them against the Tyranids, they may be better or worse. I just do not know.

Imperial Knights – Ah, the imperial titans… sort of. This would be an interesting fight. I do not think that most of my army would be able to do anything against them. But my MCs, and maybe my genestealers on good rolls, could be effective. But facing a knight in close combat would be interesting. I believe my Carnifexs would be ok, but with smash reduced to one shot, all my other MCs would probably have issues.

Necrons – Now while I have yet to face the men of metal in 7th edition, I know that they can be decent. While I would rank them below the Tyranids, I know that they can beat the Nids. Their flyers could create havoc with my flyers. And that resurrecting ability drives me nuts, even more so than the mindshackle scarabs, although they do as well.

Orks –  Ah, the new codex. In the old codex, I pretty much ran over the orks without a second thought. Now, while I do not have a lot of experience facing the new codex, the one game I played was highly competitive. I lost, but it was a really close game. I firmly believe that the new Ork codex brings the army inline with most of the newer codexes.  I need more games to give an honest opinion, but right now I would rank the orks on par with the Tyranids. The loss makes me want to place them way above the Nids, but we are probably about even.

*I got a game in against Severus’s orks, and it wasn’t pretty. I nearly tabled him. If an army does not have anything to deal with my flyers or my swarmlord, the game can get ugly. Plus, the crones having a flame template and causing wounds to the models inside an open-topped tank is a great help. And if the orks ride in a covered tank, they can’t shoot out.

Space Marines – I have greatly struggled against the Space Marines. I believe that 7th edition greatly helped the marines, in fact, I would put them as one of the top three armies right now, and I would easily rank Marines above the Tyranids. Objective secured, grav guns, decent flyers, and loads of other things give them plenty of options to deal with my MCs or even swarm armies. Genestealers would beat the marines in close combat (usually), but the marines make it very hard to get there. In fact, in two of my last three games against the marines, I was tabled. Once by turn three.

It was a disaster.

Space Wolves – This is another army in desperate need of an update. Last game I played against the Wolves was in 6th edition, and I tabled the army in three turns. I would rank the wolves way under the Tyranids, even in 7th. Maybe when they get a new codex they will move up and pass the Tyranids, but at the moment, They just cannot compete.

Tau Empire – The shooty communist fish who need glasses. While 7th edition did equalize Tau vs Tyranids, the Tau have an advantage thanks to their powerful shooting. Strength 5 weapons against my toughness 6 MCs gives them an advantage that most other armies do not have. Well, I shouldn’t call it an advantage, but the higher strength gives them a better wound rate than most other armies. Obviously, they hit less than most armies, but when they, they wound more often. If my Tyranids can survive to get to close combat, I can pretty much march through the Tau, and the great R’varna. If a carnifex gets into combat with battlesuits, the carnifex will cause instant death.

Now, I know some of my fellow bloggers… ok, one fellow blogger thinks that since the Tyranids do not have tanks, they should be ranked low on the overall listings. I disagree, I would say that the Nids are 4th or 5th in the rankings. Tanks are not everything in this game. They are harder to explode, but I have had no issues with blowing through them. And the flying MCs are not something you can ignore, they are very tough to deal with.

Pyrovore goes nuclear

Reading the recent FAQs and rereading the Tyranid codex to see if the new rules in seventh made any unexpected changes, I realized that Games Workshop made a mistake. It happens, GW is not perfect. What GW has forgotten is to FAQ the Pyrovore’s special rules. And that bring into question, does one play rules as written, or rules as intended.

Let’s look at the Pyrovore special rule.

“Volatile – If a Pyrovore is slain by a Wound that inflicted Instant Death, every unit suffers a Strength 3 AP – hit for each model (excluding Pyrovores) within D6” of the slain Pyrovore (resolve damage before removing the Pyrovore as a casualty).”

Does this mean every unit within D6? Every unit on the board? Every unit in the store? As it reads, it could easily be interpreted as every unit on the board.

So, here’s my plan for massive entertainment. Surround the Pyrovore with a unit of 30 Termagants, and go looking for a model that can cause Instant Death. At T4, that could be a Meltagun, orbital bombardment, a Tau Rail gun, and a whole bunch of close combat weapons. When he is killed instantly, and the D6 is rolled, there will be potentially 30 S3 hits to every unit on the board. Think about that for a second, 30 S3 hits on every unit on the table, including my own units.

Doing the math in my head, 30 S3 hits on a 10-man Tactical squad would be about 10 wounds. Granted the space marines get their 3+ save, but still, about 2 should die, even if they were on the other side of the board. Carrying it further, 30 Hits on the Swarmlord could actually kill the Swamlord, unlikely, but possible.

So, do I play the rules as written or do I play the rules as intended? I would love to play it once, as written, against an unsuspecting opponent. Just the laughs alone would be entertaining.

Using this would be a great way to clear board of models, especially those 30 Termagants that were just sitting there, minding their own business.

Of course, having said all of that, planning these shenanigans, I also realize that it would require me to purchase and actually field a Pyrovore.

Weekend in Review

This was a decent weekend for the Tyranids. I was able to get in three more games and managed to pull out two wins, which balances out the epic, colossal, catastrophic loss I suffered against the Lord Primarch’s Ultramarines.

The first game I played was against Severus and his Tau. It was a 2000-point game that contained a Riptide, a R’varna, Broadsides, tetras and so many more units. I played my usual list, 3 Flying MC’s, Swarmlord, Carnifexes, and so many more little bugs. I have learned that I have to play extremely aggressively with my Nids, and I attacked the Tau with gusto.  I managed to pull out a victory, chasing the Tau into a corner of the board, and managed to hold almost all of the objectives.

And then it happened. I volunteered to play a second game on Saturday against the Ultramarines. The only thing I can say is that I now know how it feels to be on the receiving end of an aggressive attack. Ultramarines had the first turn, and this is where I made my first of many tactical errors. I infiltrated the genestealers as I usually do. Infiltrating, while seemingly a good tactic, could end in a disaster. With the rule that infiltrators cannot charge on turn one (at all), and the fact that the Ultramarines had won the first turn, the genestealers had to endure two rounds of shooting before they could do anything. The Ultramarines landed two drop pods directly in front of me. Ten sternguard and ten tactical marines unleashed a volley of firepower that my bugs could not survive. And from that point on, the marines just rolled over me. I can’t even say that I went down swinging, I just went down. A fight between Marneus Calgar and the Swarmlord was the one entertaining point of he game. The Swarmlord and his guard managed to cause one wound on Calgar and his guard. And in return, Calgar and his guard caused no wounds on the Swarmlord and his Guard. It was a whole lot of missing going on.

The third game was against the Dark Angels. My opponent didn’t have much to fight my flyers, so he ignored them. This tactic actually worked out because my flyers didn’t do much against him. Having said that, I have never seen such bad rolling. Sometimes the averages are just against you. Don’t get me wrong; my opponent did role a lot of sixes, but only when he was taking leadership tests. It was bad. He failed at least seven different leadership tests. We were playing the emperor’s will, and I had first blood, slay the warlord, line breaker, and my objective. I would also have probably gained control of his objective within one or two more movement phases.

So, as I played more games in seventh, I have to admit that Space Marines are actually even scarier in the seventh edition. Two 10-man tactical squads in Rhinos give them 6 possible objectives secured. If a space marine player limits his list to just two troop units, that give them plenty of points to play around with, plenty of new toys to field. And all of those could be scoring as well. And when it comes to the psychic phase? I still really haven’t made up my mind.

First Game in Seventh (Shorereaper)

Yesterday, like a lot of you, I got my first game in seventh edition at Critical Hit. It was a 2000-point game between my Tyranids and the Eldar, and I lost. We played one of the new Maelstrom Missions and the game took about 4 hours to play. This is much longer than it usually takes to play a game.

Now, rather than gove you a battle summary, I want to give some small opinions of about some of the new rules and the new mission. Playing the Maelstrom scenario, any strategy I had going into the game went out the window by turn one. For example, I drew a card that would give me a victory point if I controlled objective X by the end of my turn. Well, I had infiltrated some genestealers past that objective with the intent of attacking the Eldar. Instead, I had to turn them around and have them secure the one objective. They were my only unit in the area. So, rather then stick to my original plan, I went for the points, and that seems to be how the Maelstrom games play. Turn by turn tactics, not a game long strategy.

Now, the new psychic phase.  I had such a hard time in this game getting my powers off. The elder didn’t block everything, but with the amount of dice my opponent was able to get, I struggled to get my powers off. And it is a lot easier to perils, in fact I periled three times, although once was able to benefit me. A great example of my struggles is when I tried casting catalyst (gives me feel no pain), got it off with perils, then my opponent denied the witch. So, not only did my Swarmlord injure himself, he didn’t even get the power that would have helped with that peril. There is also this ongoing discussion about GW FAQing the Tyranids Shadows of the Warp. I personally believe that they will not change this rule at all. The rule currently makes it so that psykers leadership is -3 when they are within 12 inches of a Tyranid Psyker. That -3 is all the time, not just in the psychic phase and that can do a lot of damager if someone roles the perils. Of course, I say that after it did nothing for me in my game.

I am not making up my mind about this new edition yet. I did have fun playing yesterday, and it was a close game, with the final score was 14 to 16, and hopefully with more time the game speed will pick up. Four hours is a long time to play one 2000 point game, and I don’t even think we had the longest game of the day.

And what happened in Severus’s and Ralshenik’s game is even more entertain

The State of the Legion

mcBrothers and Sisters (yes there are a few of them out there), it’s has come time for us to take a look at the state of our legion.  Outsiders should also take this opportunity to reflect on there own various warbands.  Change is upon us.  The imperium is about to bestow upon us a new edict on how we wage war.  How will you treat this opportunity?

Okay, silly talk aside, the change in editions is a big moment for me.  I was out of 40k for a long time (7 years) and only got back into at the start of 6th.  When I got back into it, I did it in a big way; new army, new gaming group, new stores.  It’s time for me to look back and see what has worked and what hasn’t.

Our gaming group has started to dwindle compared to the start of 6th.  This could be because of my core group’s relocation to a new store (Critical Hit Games).  It could be that some of our members have not enjoyed 6th and either stopped gaming or migrated to different systems.  I hate to say it, but looking at the facts, our gaming group appears to be in a decline from where it was 2 years ago.

7th edition is going to change the game.  It could be good or bad, that’s not the point.  I want to seize this moment of change and try to stop the decline of my beloved legion.  I truly wish that some of the guys that have wandered away might be ready to come back and give it a go again.  I am not sure how to do that besides begging and pleading through various means of communication.

There is also a community of what I call “retired gamers” at crit.  These are guys who have an army already and experience with 40k, but never bring them in to play.  My group is there just about every Saturday.  I want you guys to join in if you are reading this.  Shorereaper and I have made a pact.  If anyone comes down to our store on a day we are there playing (usually Saturday), we will stop our game to make sure you get one in.  I want you guys to feel like part of our community, I want you to feel welcomed.

We have struggled introducing new gamers to our group.  In the past year I can only remember two guys who started playing 40k and stuck around to play with us.  Unfortunately they have seemed to have lost interest.  I don’t feel it is from a lack of trying on our parts.  The lord primarch and I both tried to help them with army design and Shorereaper played several games with them.

What has worked though for us is introducing variety into our gaming group.  In the past 2 years many of us have added new armies to our collections, greatly increasing our variety of games.  We have branched out past the core rule book to try a few homebrew campaigns and started a series of narrative events (which is set to wrap up in June hopefully).  We have played in a few local tournaments.  We have experiment with alternative mission formats (Bay Area Open).  Shorereaper is starting down the road of a Horus Heresy alpha legion army.  The lord primarch and I are looking into making our existing space marine armies 30k compatible.  We have played kill teams and apocalypse.  The only thing I think we haven’t done is escalation.

7th edition will bring a change to our community.  Some guys will stay, some will go, and hopefully some will return.  I am sure will we probably reel in our crazy game styles for a few weeks as we give the core rulebook a good read and try to get it down pat.  If you have been out of 40k and want back in, now is a great time to jump in, it will be a level playing field again.  I am sure next week and the week after will be full of impression articles on the new edition.  I think we will also try to start a codex review series discussing the winners and losers of 7th edition rule changes.  So stay tuned, and prepare for war!


Weekend in Review (Shorereaper)

After reading Severus’s weekend summaries for the last few weeks, I decided I would give it a go. I also thought that having the last weekend of sixth would be a good place to start my weekend summaries. My final two 6th edition games, that is both a sad and an exciting thought.

I seem to have settled in on my Tyranid list, I play the following list the most; almost every game I play is with this list. I will admit that it is based off a highly competitive list I read on the Internet, but I was using most of the models even before I read that list. Once in a while I will swap out some models for others, but this does seem to be my primary 2K point list.

HQ –
Swarmlord (Warlord)
3 Tyrant Guards
Flying Hive Tyrant with 2 twin-linked devourers with brainleech worms

Elite –
1 Venomthrope

Troops –
Four units of 7 Genestealers
One unit of 30 Termagants
1 Tervigon

Fast Attack –
Hive Crone
Hive Crone

Heavy –
Carnifex with Adrenal Glands
Carnifex with Adrenal Glands

I know that I have very little shooting in this army. It is very much geared up for close combat, and I have to play very aggressively. My typical strategy is to infiltrate the Genesetealers and with the speed of the three flyers, usually deployed on the table, and not held in reserves, I am in the opponents face by the end of turn one. Again, I have to play very aggressively. If there are objectives, I park the Tervigon on one, and let her spawn. The 30 Gants usually try to take another. The rest of the army is there to take out as many of the opponent units as possible.

This weekend I got two games in against the Imperial Guard at Critical Hit, I mean the Astra Militarum. I don’t remember my opponent’s list exactly. The first game, I know he had 3 psykers, three troop units in Chimeras, 2 Valkiries, and 2 Wyverns (that look a lot like Hydras). My opponent did get first blood and slay the Warlord (poor Swarmy), but by the end of the game all that he had left on the board was 1 Valkrie, and I controlled the four objectives.

The second game was for the Relic. He took a much larger troop unit, Yarric, one Valkirie, a couple of small squads, and a pair of tanks that can shoot 60 times combined (sorry, I don’t know that codex all that well). He also included an Imperial Knight, armed with the rapid-fire battle cannon. This game was much shorter. After vector striking the Knight, and using the tentaclids against it as well, the carnifexes charged in a destroyed it. Even though he had first blood, and slay the warlord (Again, poor Swarmy), the Tervigon was sitting on the objective and ready to start pulling it away. He conceded after the Knight was destroyed.

So, I ended my sixth edition gaming with two victories. The Guard must be pretty tasty. I will never say that this list is unbeatable; I have lost with it almost as much as I have won with it. But it is fun and competitive. I could swap out the Swarmlord (who is underrated) with another Flying Hive Tyrant and another Hive Crone. Also, the Genestealers points could be used elsewhere, but I like this list. I expect that as I play it more and more, my usual opponents will find its weaknesses. Just last week, Severus showed me the flaws with deploying the flyers when I do not go first.

Lighting the Funeral Pyres on 6th ed

starwarsWell, pre-orders are officially up.  7th edition is just one mere week away.  I will probably pre-order my copy tomorrow from Critical Hit.  Assume there are no supply or shipping errors (like the tau release), I should have my book in hand next Saturday for their big kick off 7th edition event.

I for one am very excited about this.  It’s not that I didn’t like 6th ed.  I am more excited about things changing; 6th ed was feeling kind of stale to me already.  I am really excited to see how the new mission types work.  The new game mechanics sounds like they could level the playing field a bit and sort out some of the weird issues that I came across in 6th ed.  I am just going to ignore the Unbound army portion of the new book.  I have no intentions of playing an unbound army or playing against one.  Enough said.

Before we dive into 7th ed next week, I think its worth taking time to give 6th edition a glorious send off.  It wasn’t all bad as some people would have you believe.  I have had some really great games with all my armies.  That goes for both competitive and fun games.

So, how do you give 6th ed a big send off?  Well, I am not sure.  I will probably wheel out all my armies tomorrow and have at it.  As many games with as many people with as many armies as possible.  Why?  This is my last chance to play this edition.  I only game on the weekends.  This is my last go around for 6th.

The good thing to remember as we say good bye to 6th and move on to 7th is this: it’s our community that defines how we play, not a book.  I have a great group of friends that I see on the weekend to game with.  It’s playing with them that makes the game so enjoyable to me.  It’s the community that make me come back week after week to play the same game.  I imagine it’s the same for all of you out there.  Remember that.