The second game of Warhammer 40k went great. Our girl has wanted to play since we started playing with the older rules. She patiently waited for the new rules while painting her first tank and some Imperial Guardsmen. Our boy wanted to play a second game and I thought I would stay on the sidelines and teach. They didn’t have any of that, thus for our second game I joined our girl’s side because she had less units than our boy.
Less is a measurement made solely on the visual observation that she had 2 tanks and 15 guardsmen to his truk, dreadnaught, helicopter, and 30 orks. Less, for 40k, has a new measurement, which goes like this one pink tank = kick ass!
As I said above, our girl was learning the rules, which if you read yesterday’s post, you know I think are really easy to teach and learn. This game proved that. By the end of turn 2 she didn’t need reminders. The only help she needed from me was flipping through the index book for stats on her units and finding stats for the rocket launcher. My only nitpick to date, is that some weapons are not listed on data sheets, and are located in an appendix.
Back to the game, having learned from the last game, our boy clustered his orks together on one side of the table with the exception of his truk full of large orks. Our girl deployed her guard in a tall building with a clear line of sight. Her infantry transport parked near her main battle tank, all covering the center of the table. My five-man squad of assault marines covered the side of the table with the truk.
With little preamble, her infantry transport shot down his helicopter. His dreadnaught crushed her infantry transport, the troops inside bailed out, only to get slaughtered by a mob of orks. His truk died to my assault squad. The truk blew up, our boy rolled really well for the damage, killing all of his orks inside, except his warboss, and all of my marines.
I haven’t mentioned the tank in a main roll, because the tank didn’t kill any one thing. The tank was the frosting to her destruction cake. The tank got the killing shot on the squad of the grots, dreadnaught, and took the squad of orks down to 2 in one turn, and brought the warboss down to one health before the game ended. Our boy, once his dreadnaught and helicopter bit the dust could do little against the tank.
So what have we learned from our first two games with the new rules:
A unit can advance, which means they move farther, but cannot shot or charge. Not being able to charge does not mean that unit cannot engage in the fight phase. As long as the advancing unit is within 1″ of another unit fighting can happen.
Mortal wounds means no save. We gave everyone saves, they still died.
Morale failure can be brutal.
Re-rolls are very valuable.
Transports are good, but not great.
And finally, multiple ways to crack armor is a necessity, especially for orks. 🙂