Battle Reports for 7th Edition: A Summary

Back in 2012, at the onset of 6th edition, I had taken the time to do a write-up of all of the battles I’d played throughout 5th edition. I liked the idea of it enough that I repeated the process in 6th edition, and meant to do it again this Summer for 7th edition, but it seems that the idea slipped my mind until now.

Well, 8th edition has been here for a while, but there’s no reason I can go back and retroactively do a review of 7th edition now, so that’s what I’m going to do.

One of the key reasons I started the blog in the first place was to document my win/loss ratio and see if there were any patterns. Many of my gaming group tended to believe that I won almost every game, though I felt that it was more 50/50. My first numbers indicated that I only won about 58% of my games, but in 6th edition, that number jumped up to 77% of them. Let’s see if that still holds true.

I played the following games in 7th edition (in reverse chronological order):

  1. 4000 point (as of yet, undocumented Apoc game) between my Ultramarines and others random armies (Unsure)
  2. 1487 point Standard game between my Tyranids and Brandon’s Orks (Win)
  3. 1500? point Standard game between my Tyranids and Albert’s Chaos (Win)
  4. 2000 point Standard game between my Genestealer Cult and Mitch’s Demons (Win)
  5. 2159 point Standard game between my Tyranids and Brandon’s Space Marines (Win)
  6. 1500 point Standard game between my Ultramarines and Simon’s Chaos (Win)
  7. 1850 point Standard game between my Genestealer Cult and Sean’s Space Wolves (Win)
  8. 1799 point Standard game between my Ultramarines and Sam’s Imperial Knights (Win)
  9. 4000 point Apoc game between my Ultramarines and *’s * (Win)
  10. 1845 point Standard game between my Tyranids and Brandon’s Space Marines (Loss)
  11. 1850 point Standard game between my Ultramarines and Albert’s Chaos (Win)
  12. 1349 point Standard game between my Tyranids and Sam’s Space Marines (Loss)
  13. 1584 point Standard game between my Tyranids and Brandon’s Orks (Loss)
  14. 600 point Standard game between my Ultramarines and Simon’s Chaos (Unfinished)
  15. 1650 point Standard game between my Chaos Space Marines and Simon’s Chaos (Win)
  16. 4000 point Apoc game between my Tyranids and *’s * (Win)
  17. 1750 point Standard game between my Tyranids and Kurt’s Space Wolves (Win)
  18. 3381 point Apoc game between my Ultramarines and Kurt & Sam’s Space Wolves & Space Marines (Win)
  19. 1850 point Standard game between my Ultramarines and Simon’s Chaos (Win)
  20. 1800 point Standard game between my Ultramarines and Brandon’s Space Marines (Win)
  21. 1357 point Standard game between my Tyranids and Brandon’s Space Marines (Win)
  22. 1850 point Standard game between my Tyranids and Brandon’s Chaos (Win)
  23. 1350 point Standard game between my Ultramarines and Brandon’s Space Marines (Win)
  24. 1850 point Standard game between my Tyranids and Sam’s Space Marines (Win)
  25. 1850 point Standard game between my Ultramarines and Mitch’s Chaos (Win)
  26. 1543 point Standard game between my Tyranids and Mitch’s Demons (Win)
  27. 1314 point Standard game between my Ultramarines and Brandon’s Orks (Win)
  28. 1850 point Standard game between my Tyranids and Andrew’s Chaos (Win)
  29. 2000 point Planetstrike game between my Ultramarines and Brandon’s Chaos (Win)
  30. 1765 point Standard game between my Tyranids and Brandon’s Space Marines (Win)
  31. 2988 point Doubles game between my Tyranids and Cole’s Necrons (Loss)
  32. 1625 point Standard game between my Ultramarines and Brandon’s Chaos (Loss)
  33. 4000 point Apoc game between my Ultramarines and *’s * (Win)
  34. 1888 point Standard game between my Tyranids and Brandon’s Orks (Unfinished)
  35. 1500 point Standard game between my Tyranids and Sean’s Eldar (Win)
  36. 1777 point Standard game between my Tyranids and Brandon’s Space Marines (Loss)

That all filters out nicely into a few charts that are easy to read:

So, what do I read from that chart?  Well let’s see… Continue reading

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Seafall Campaign: Game 10

I’m a little late to the game on this post, as we’ve actually had two sessions of Seafall since my last blog post. In the first, I was awakened to a couple of surprises. The first was, as we had learned from our previous game, that not all of the contents we had been keeping obfuscated were intended to be treated that way. I can’t talk about it too much for fear of spoilers, but suffice it to say that Sean had discovered that things were supposed to be in the open, and I had been sandbagging. That lead to Sam playing the role of spoiler and attacking me to gain that particular item.

That wasn’t a surprise though. Back games 5 & 6, Sam painted a target on my back and it was evident that he was going to start attacking me.  The thing is, he hit a lull for games 7-9, before coming back with a vengeance. Realistically, the game’s enmity mechanic really limits the amount of attacking that one player can do throughout the course of a game though.

What I didn’t expect though was that he conspired with Sean to both plot against me. Sean isn’t the force for attacking that Sam is (though I suppose with the proper advisors and upgrades, he could be). Instead, he waged financial war against me–buying the various upgrades that he figured I wanted (ie. the ones I had been purchasing in previous games).

Their strategy worked to some degree. By the fifth turn, I was in the back of the pack as far as points go. The thing is, when playing in first place, you can’t depend upon the same strategy game after game. I’ve learned to be flexible, so when they had taken my preferred buildings, I opted to go another route: exploring.

That left me to a relatively slow start, but things picked up quickly. By the second winter, I had jumped up to the rest of the pack, and after that, I had taken the lead. In fact, I was within range to win the game completely by the first turn after winter, but Sam was going after me and was in a position that he could assault my port if things went awry. Rather than pushing it, I played it safe and had to wait two more turns for him to get out of position. Unfortunately, that meant that Derek had a chance to catch up.

Actually, he didn’t do much catching up in those two turns. I fiddled around, getting myself lined up, and Derek inched closer. When Sam moved away from my port, I snatched the points to win–but didn’t see Derek having an absolutely astounding turn. He wound up discovering an island, earning a milestone, and buying a large treasure with money he had earned earlier in the day. That scored him a whopping 14 points and pushed him over the top. Heck, he had to roll over on the point track to actually accrue all of those in a single game.

After that, Sean and Sam both went and they each looked for ways to attack me and take me down in points (they weren’t concerned about how to score points themselves, but rather how to make me lose by more). Both were out of position though, so there wasn’t anything they could do.

We only played one game that day because of a Star Wars tournament that some guys had to go to so we wrapped things up quickly. There was a fairly large factor we overlooked at this point though. More on that in the spoiler section below.

STOP HERE IF YOU DON’T WANT TO READ SPOILERS:

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Knight Titan Follow-Up – Sun Shots

Last week I posted one “last” blurb about my Knight Titans, but I also snuck out and took a few pictures of them back when there was sun in this forsaken wasteland (for those that don’t know, I live in Alaska, and though there’s little truth to the “six months of night” rumor, it is based in fact.  December is the darkest of our months, and the picnic table has long since been covered in snow).

Anywho, this isn’t a post on Alaskan winters, but rather the joy of sunlight.  Since the pictures of these guys in a lightbox turned out so well, I decided to try them in some natural sunlight.  It was a little blinding at the time (and truth be told, I suspect I was taking the light box pictures in the sunlight on the same day), but it was great to be able to get shots of them all together.

I’ve droned on for months about these guys, so I don’t have anything more to add, except I wanted to include a few more pictures and call these guys officially done.

Well, until those transfers arrive.

And until I get off my duff and work on their bases.

But otherwise, completely done!

Knight Titan Update – Finished!

Can it really be true?

Am I really done painting my Knights?!?

Of course, they’re not 100% done because they still have to be based (excuse the fact that one of them is on two small bases–I misplaced his large base early in the painting process and never bothered to go searching for it after the fact.  Rest assured that he’ll be on a proper sized base when all is said and done).

And on top of that, despite my normal disdain for transfers, I actually went ahead and purchased a few sets for these bad boys.  In fact, I’m softening on the idea of transfers altogether.  I think it was when I saw the backs of my Centurions and the sloppy Omega on the sergeant, that I toyed with the idea of replacing all of my hand painted omegas with transfers.

It’s weird to think that after so many years of utter prohibition, I could flip-flop on the issue.

Well, anywho, this post includes the photos of the finished knights.  Of course, the ones taking inside under “warm” lights look a little off, but you can click on the quick light-box photos for better pics.

The arms, as always, are magnetized, so they can be swapped and position freely between the models (which is why you see different armament on them between the various photos).

Looking at them now, I can’t honestly choose a favorite.  I’m keep on the one that’s hunched over (he should eventually be re-positioned to be stepping up onto something big–like a rhino or the like), but I really do like the “leader” with the two white stripes as well.  If I had to pick one that I liked least, I think I’d go with the one with a checkered knee-cap.

Why?  I’m not sure: maybe because his cowl is two colored?  I do find that a little off-putting.

Still, I’m very pleased with how they all came out.

You can click on any of the photos for large images (I particularly recommend you do so for those below as the light box does wonders for making models look better).

 

Seafall Campaign: Games 8 & 9

This week in Seafall I decided to strategize.

It’s not like I go into the game with zero strategy. I’ve been in the lead since the first game, so there’s got to be a little more than dumb luck involved, right?

My strategy to this point is two fold:

  1. Go for anything that gives me an advantage in future games. Stickers are permanent upgrades on the board that will persist throughout the campaign. This means I should try to win each game (not a super secret strategy) and also that I should try to get whatever unlocks I can. Of course, there are some random explorations and such that give stickers as well, but you can’t count on those, so they just come up when they do.
    Although that does lend some credit to doing exploration more…I also went pretty heavy on… well, without spoilers, I can’t say. Let’s just say there’s a twist that comes out in the first couple of chests that allows you to basically have access to easy glory in future games. That’s not particularly the intent, but that’s the way I saw it, so I committed fairly heavily to those.
  2.  Adapt to the mission at hand. As the Prince, I’m forced to go last every game. That means I can’t count on the good advisors being available, or the right ship upgrades being there for me. As a result, I need to remain flexible. If I see an option left open, I go for it. I generally haven’t competed in areas for others. If a couple of people are exploring–I don’t fight them for it, and instead go a different route.

One thing I haven’t really done is pre-planning. I’ve had some vague insights as to what I was planning to do in future games based upon the resources I had and the twists that had been revealed–but I’ve never really put a lot of thought into how I’d play the first couple of turns–and that is probably a mistake.

I know that Sam basically won game five because he had planned out at least the first couple of turns (it really sounds like he had a pretty solid plan for the entire game)–and he took a commanding lead in that particular game. So maybe I need to focus a little more.

So that’s what I set out to doing.  Only, there are so many options and variations on what could happen, that I became overloaded.  I planned out a couple of strategies that involved either taxing or building on the first turn, but neither was optimal unless I could somehow start with additional cash.  I could do that by winning a game (and thereby upgrading a field) or finding a way to get access to a mine early in the game.  So that was my plan…

This is the part where the spoilers start.

Don’t continue reading unless you want to see spoilers…

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