Thursday, 25 September 2008

Assault on Black Reach Playtest

Just played my first game using the contents of AoBR and the new 40k rulebook. My overarching experience are the sheer amount of special rules to remember. I'm sure that there weren't that many in the 2nd Edition!
I was facing the Orks in the scenario from the WD345 and I made rather too many 'schoolboy errors' leading to a rather poor defeat. I had no idea about the 'turbo booster' rule that the deffcopters have allowing them to move 24" and gain a 3+ cover save in the next turn! Bah. Nor did I realise the effectiveness of being able to run in the shooting phase if units forfeit shooting (essentially allowing a fleet roll). The Orks were upon me by turn 2 leading to some unnecessary casualties. The terminators pulled through, however, smashing the Nobz apart (hooray for power fists and s8 attacks!).
I also neglected to remember the 'And They Shall Know No Fear' special rule for Space Marines leading to my Commander falling back and being cut down by the Ork Warboss. Bah.
I haven't played a proper game of 40k for so long I'd completely forgotten the basics! It was much fun though, especially using my newly painted Salamanders for the first time.
I will endeavour to get my revenge when I can, and once I've finished painting the terminators. Then I can tackle the Commander. With green armour, I'm not sure what cloak he should have. The Ultramarine paint scheme is white and red but I'm not sure if that will work with a Salamander leader. Any suggestions would be much appreciated.

1 comment:

  1. Maybe a dark gray cloak with some red trim? I see it like Deathwing, too much red and green can be "Christmas like" so you want to be careful how much you use red especially with Salamanders.

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