Warhammer 40,000

Warhammer 40,000 (informally known as Warhammer 40K or simply 40K) is a tabletop miniature wargame produced by Games Workshop, set in a science fantasy universe. Warhammer 40,000 was created by Rick Priestley in 1988 as the futuristic companion to Warhammer Fantasy Battle, sharing many game mechanics. Expansions for Warhammer 40,000 are released from time to time which give rules for urban, planetary siege and large-scale combat, respectively. The game is currently in its fifth edition. Players can assemble and paint individual 28 mm (1.1 in) scale miniature figures that represent futuristic soldiers, creatures and vehicles of war. These figurines are collected to comprise squads in armies that can be pitted against those of other players. Each player brings a roughly equal complement of units to a tabletop battlefield with handmade or purchased terrain. The players then decide upon a scenario, ranging from simple skirmishes to complex battles involving defended objectives and reinforcements. The models are physically moved across the table and the actual distance between models plays a role in the outcome of combat. Play is turn based, with various outcomes determined by tables and the roll of dice. Battles may last anywhere from a half hour to several days, and battles may be strung together to form campaigns. Some game and hobby stores host games periodically, and official tournaments are held on a regular basis. Warhammer 40,000's space fantasy setting spans a vast fictional universe. Its various factions and races include the Imperium of Man (the human race 38,000 years hence), the Orks (similar to Warhammer Fantasy Orcs), and the Eldar (similar to Elves in Warhammer Fantasy Battle), among others. These races, along with their playing rules, are covered in the game's rule books and supplemental army 'codexes' (called this by Games Workshop despite the correct plural being codices, hence this spelling is used throughout this article), along with articles in the Games Workshop magazines, White Dwarf and Imperial Armour. Lines of these miniatures are produced by Citadel Miniatures and Forge World. The Warhammer 40,000 setting is used for several related tabletop games, video games, and various works of fiction, including licensed works published by Black Library, a subsidiary of Games Workshop.

Warhammer

The Warhammer 40,000 game takes place in a highly-dystopic, science-fantasy universe.[2] Set in the 41st millennium, most of the major storylines that provide the backdrop and history span over millennia. Central to the Warhammer 40,000 universe are the Space Marines, giant, genetically-enhanced super-soldiers with world-destroying firepower and unswerving, fanatical loyalty to the Emperor of Mankind. While Space Marines act as the special forces of the Imperium, the bulk of mankind's military power is found in the Imperial Guard, which consist of billions of regiments, each thousands of soldiers strong.[3] Their quintessential opposition is the Chaos Space Marines, who betrayed the Emperor during the Horus Heresy, led by Warmaster Horus (who was eventually killed by the Emperor). Much of the Milky Way galaxy is controlled by the Imperium [4] the Tau, a young and technologically-sophisticated civilization of aliens that work for the "greater good" of their empire and its inhabitants; the Necrons, soulless, living-metal constructs tricked into slavery by space entities; and the Tyranids, an all-consuming, all-organic, bio-engineered, extragalactic hive-swarm.[5] Each of these races have playable armies. Other playable armies include the Witch Hunters and Daemonhunters, organizations within the Imperium, as well as the fallen Dark Eldar and the capricious Daemons of Chaos.[6]

Warhammer Gameplay

Games are held between two or more players,[7] each of whom fields a group of units they have purchased, painted and assembled. The size and composition of these groups, referred to as armies, are determined on a point system, with each unit (figurine) assigned a value in points roughly proportional to its worth on the battlefield (a better unit or model is worth more points). Before a game, the gamers agree on how many points will be used as the maximum army size and each assembles an army up to that maximum limit. The composition of these armies is usually constrained by rules contained within the Warhammer 40,000 rulebook, as well as in several army-specific rulebooks called 'codexes'. These rules and preparations are generally taken seriously among players.[8] Common game sizes are between 500 and 2,000 points and played on tables four feet in width and four to eight feet in length, but it is possible to play much larger games given the time and inclination (larger point battles tend to be played by multiple gamers on larger tables).[9] At the onset of each game, a set of rules and goals is determined for that battle. These are collectively referred to as the scenario or mission being played. Players are assigned basic goals which range from the defense or capture of sections of the board to the destruction of enemy units. Additional rules may represent conditions for fighting at night or in environments that affect troops' abilities. These scenarios may be straightforward, taking only an hour or so to complete, or they may be quite complex and require several hours or even days to play out.[10] A series of scenarios may be organized into a campaign, where two or more players fight against each other in a number of battles. These campaigns may feature their own special rules, and are typically tied together by a storyline that can evolve based on the results of each scenario.[11] Many scenarios and campaigns are designed by Games Workshop and printed in the 'codexes', rulebooks or White Dwarf. Alternately, gamers may design their own scenarios or build new campaigns from premade scenarios.[12] A ForgeWorld Tyranid Trygon resin kitPlay is divided into "phases" where each player moves, shoots, and/or engages in close combat with various units. In the movement phase, a player determines the direction and distance individual units will travel, unless a special rule states otherwise. Some units can travel further than others in a single move, and terrain may inhibit movement. In the shooting phase, the player has the opportunity to make long-distance attacks with units that are within range of the enemy. In the Assault Phase, units may engage in close-quarters fighting with enemy units in close proximity. After one player completes all three phases play is turned over to the opposing player. Contingent events such as weapon hits and misses are determined by the roll of a six sided die (note that the rulebooks use the word "dice" to refer to a single die) and unit characteristics.[13] A specialty die called a scatter die is used to determine deviation for less accurate events such as artillery barrages or reserve units deploying onto the battlefield through irregular means.[14] Unlike some wargames, Warhammer 40,000 is not played on a hex map or any kind of pre-defined gameboard. Instead, units can be placed at almost any physical location on the table. Range between and among units is important in all three phases of play. Distance is measured in inches using a ruler. Determination of line of sight, is made at "model's eye view"—gamers may bend down to observe the board from the specific model's point of view.[15] Victory is determined by points, awarded for completing objectives and/or destroying enemy units.

Monday, 19 April 2010

Goatboy 40k: I Like to Punch People


LETS GET READY TO RUMBLE!!!
Goatboy here again, just wanting to chat about assault and how it affects the game.

I personally like heavy assault armies. If you haven't noticed, most of my lists mix some kind of assault element with a bit of shooting. I know shooting helps you win the game, but if my army can't throw a haymaker at your face, then I won't be enjoying the game. So the question I have, is that an assault army a better choice overall for the tournament scene?

Lets look at the bonuses of Assault based army.

No Cover Saves
There is no such thing as a cover save from a fist. This is a pretty important thing as one of the ways you can help survive some serious gun pounding is to go to ground while you are in cover. You still contest/score the objective and you make the opponent spend a lot more resources to get rid of your unit. Some armies even get to abuse this by having a rule that lets them jump up after hiding in the bushes too. Assaulting them takes that advantage away. If you have weapons that ignore armor then you can normally guarantee multiple wounds to hopefully kill the unit.

Avoid Enemy Fire (with some luck and planning)
When you stay in assault you get to be nicely saved from massed anti infantry fire. This is a big advantage that a lot of experienced players will take to their advantage. When you move to assault, if you can throw the Powerfist/Power Weapon guy at a vehicle that will be a big help to hopefully stay in combat after you throw the dice with your normal guys. I have won many a game by having my fist guy not start the combat assaulting the initial squad and instead throw his attacks at the 12 inch moving vehicle.

Wipe Outs
You also have a good chance of wiping out complete enemy units, with little need to roll multiple attacks from your army. If you have a decent assault unit, you will most likely crush any type of non assault unit. If they run and you catch them, then you have basically removed a complete threat with little loss on your own. Even if they get away, if you get a chance to stay within 6 you get to push that fleeing unit back too. This deals with the scoring enemy remnants issue that shooting armies often face.

Hustle Soldier!!!
Another advantage of an assault style army, is that you get extra movement too with all that running, assaulting and consolidation going on. This is great when you can either move towards and objective or pull someone off an objective. I have won a lot of games when I just got into assault and pulled a bunch of guys to my fist pumping party and leave the shiny happy objective alone. Just getting a chance to move more than 6
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