Wednesday, 13 July 2011

Elaboration and plans


I’ve been playing this game on and off for a very long time. It’s safe to say that I have played for every reason under the sun during that period, boredom, love of the fluff, a reason to hang out with mates etc etc.
These days the reason I play is for a test of my mind. That doesn’t mean I don’t play for fun, quite the opposite, but the fun I derive from the game comes primarily from seeing a plan executed or a thought sequence proven. I enjoy the process of 40k in addition to the game in a way that I never did earlier in my gaming. I enjoy playing with list ideas in my head, juggling the points around to see what is possible, what might conceivably work and, by exclusion, what I simply don’t think could ever work. As a result I find that quite often I’m more interested in playing unusual builds or with sub-par armies simply to see if I can get them to work in a way that isn’t expected.
While I consider myself to be a competitive gamer, I’m not necessarily talking about ideal competitive gaming. I’m interested in tournaments as they currently exist. The tournaments that you or I could sign up for today and attend tomorrow. This is convenient because the tournaments that actually exist are generally a far cry from ‘competitive’ events in their format and scoring, they often actually make viable options out of armies that would never see the light of day in a truly ‘competitive’ event.
So my hobby recently has been developing armies for specific tournaments and particularly identifying tournaments that I think my two primary armies, both of which are weak, can be competitive.
A classic example is a tournament I played in recently where the games were 1500 point, played on a 4’ by 4’ table with a simple single objective in the very centre of the table. Game length was limited strictly to 5 turns.
This is not a competitive tournament by any balanced standard, it definitely favours certain armies over others and it definitely impacts on the game to the extent that it simply isn’t quite the same game that the general rule-book intended.
Even just the change from variable game length to 5 turns is a massive change for the viability of many armies, particularly since it is an objective based game.
The change to a far smaller table and a certainty of objective location in every game made a host of different things far better than they would ordinarily be. Flanking on a 4’ by 4’ table is completely different to flanking on a 6’ by 4’ table for example. On one side flanking troops with short range or assault capability immediately become better than on a 6’ by 4’ table, on the other side longer range flankers looking for flank shots on vehicles become slightly disadvantaged by the likelihood that wherever they emerge they will be in range for a counter-attack of some form.
The central objective (and single objective) on such a small table immediately boosted assault heavy armies and low-mobility armies amongst other effects.
For this tournament I took an army I would never consider competitive in a general environment. It included abaddon. Why? Because the key thing that restricts his playability and causes him to be overcosted is the requirement for mobility. In the average game an opponent has plenty of opportunity to stop him from getting anywhere useful and can generally leave him wandering around the table on foot having minimal to no impact.
On a 4’ by 4’ table with a central objective that changes significantly. Now all you have to do is get him near the centre and the enemy will come to you.
Was it the best possible army for that tournament? No.
Was it about the best possible tournament for that army? Yes.
I had an army in mind that I knew could work in certain circumstances, so I looked at the tournaments available and waited for one where that army would be useable.
This is an example of what I’m aiming to discuss on this blog. It’s an area that I don’t think is covered heavily elsewhere, so hopefully it is a niche that I can fill and offer some helpful advice along the way.

Sunday, 10 July 2011

An Introduction

I started playing warhammer 40,000 in the heady days of second edition when I was perhaps 14.
I started playing Eldar, though I couldn’t tell you the reason for that choice, I don’t recall being particularly attracted to the aesthetic over others, I think I just didn’t want to play Marines or Imperial Guard and picked a xenos codex at random.
I played for two or three years, through the release of the dark millennium supplement and stopped in the first couple of years of my university degree. As I recall there was no reason for me to stop in particular, I just got tied up in other things, WoW and life in general.
I started playing again seriously about four or five years later and shortly afterwards I moved to England for a year. During that year I got far more serious about the game and changed from what I would consider a purely casual player to a far more competitive player. I also picked up a second army to use more regularly, chaos marines.
I returned to Australia a couple of years back and have been working towards competitive play in the Western Australian community for the last year or two.
I play predominately Eldar and Chaos Marines still, though i’m working towards a Blood Angel jump list for a variety of reasons that I’m sure I’ll get around to going through.
So, I’m a competitive player at heart, playing two of the less competitive codices in the current environment.
I consider myself a very knowledgeable Eldar player and at least a passably knowledgeable Chaos Marine player. My experience with other codices is limited primarily to playing against them and reading their codex. I’ve played by proxy with almost every codex on many occasions, but let’s face it, until you’ve played an army solidly for a couple of dozen games you cant really claim solid knowledge and/or experience.
So my intent is to limit my thoughts/advice in this blog to in-depth information on:
- the Eldar codex
-the Chaos Marine codex
-the general game rules
-the general game strategy
-tournament planning and strategy

Unlike a lot of authors in this area I do believe that list-tailoring has a role to play in competitive 40k. This is because my definition of ‘competitive 40k’ encompasses the environment as it currently stands not as I would like it to be.
Currently we do not have a consistent format for all tournaments, consistent scoring, terrain and victory conditions. Nor do we have an even spread of armies.
If you are currently playing to win in tournaments in your location, then there are factors that should be considered running up to a tournament that would not require consideration in a perfect competitive environment.
Should these factors be excluded from discussion because they are not ideal?
My feeling is that they are valuable areas to consider, factors which, if unconsidered, will result in a poorer performance at tournaments.
I’m not planning to offer advice/thoughts on sportsmanship or painting. I’m no expert in either field, my painting is terrible for a variety of reasons and I don’t believe sportsmanship is something that needs measuring.
I hope there is information housed here that people find interesting and/or useful, please feel free to email me at bobliness@yahoo.com.au or to comment as you see fit on this blog.