
Today's Victim:
Warhammer 40k (5th Edition)!First, a bit of foregrounding...
40k is the kind of game that only the British could make and only geeks can feel good about playing. It is a labyrinthine maze of cross-applied exceptions to a universal set of rules. It's the kind of game that hearkens back to the days when proto-GM basement-dwellers acted as
referees rather than storytellers. People needed not only a neutral party, they needed the expertise in order to play a game.
So it should come as no surprise that my forays into this game resemble less a properly played game than a skittering half-formed abomination created through both my own faulty memory and misinterpretations of confusing rules that are, while we're at it, badly organized.
So anyway, my long-suffering opponent John and I took to the field this weekend for another round of what I have come to think of as
Newb-fight: The Battle to hit Rock Bottom (Result: We both lost. Just like last week's installment.)
During the engagement, we committed the following play errors. Some are attributable more to one party than another, but I see no reason to split the blame.
1) During set up, we failed to determine whether or not terrain could be occupied and did not nail down fire port rule until set up was finished. Nice Job!
2) Jump infantry can move 12'' during movement and must make a dangerous terrain test if they land on difficult terrain. Jet Packs move 6'' but always get to move again after shooting (unlike normal jump infantry, who have to assault normally).
3)Marneus Calgar (pictured above) and the Terminators cannot deep strike in turn one--they have to wait for reinforcement rolls like everyone else.
4) Units possessing less than half of their original complement cannot regroup.
5) I forgot to check range for Night Fighting for my first turn.
6) A unit that disembarks from a transport can move and shoot, but in any case is considered as having moved for the purposes of shooting and thus cannot fire heavy weapons (such as markerlights and lascannons) during a turn in which the unit has disembarked.
(Update 01/24/11: Apparently a transport can move flat-out and still allow its passengers to disembark.)Update 01/24/11: 7) The statline for submunition rail gun shot is AP 4,
NOT AP 3--this means that those Space Marines guarding the objective were entitled to an armor save. Obviously they would have failed their armor save, because John sucks at rolling armor saves, but I feel bad nonetheless.
That's all for now! I'm sure I'll be posting about 40k in the future, though!