![]() ![]() ![]() INTO the EYE
An investigation into the deepest and darkest nooks of the GW Universe
By Mike Brandon [January 2007]
Welcome to the ninth volume of Into the Eye, a look into the finer parts of the GW
hobby.
In the beginning..... or how do we start things?
To kick off the first 'Into the Eye' of 2007 I thought I'd start at the
beginning or rather look at different ways to actually start a game of 40k. The
basic 2nd edition rulebook sees you dicing for who deploys first by adding the
strategy rating of your army and then dicing again for the first turn using the
commanders strategy rating. The purpose of this article is to suggest
alternatives and potentially better more balanced ways to beginning the game.
Firstly though, lets look at the three core components to starting a game
1.
Picking sides
There are several approaches to this, either you dice for it, decide amongst each other, have the person
deployed the scenery pick second etc. Currently in OGC we have combined this part with the next
2.
Deciding who deploys first
This is the straight up dice roll, unless you are using specific missions. You both roll
a dice and add your army strategy rating, this represent the ability for an army to deploy to the
battlefield, ie, Space Marines are a lightning strike force so there will be high, whereas Tyranids are
most likely the victims of an attack and so there strategy rating is low. It also represents the army size,
for example the hgher the rating, the smaller the army to generally represent that smaller armies need
to deploy second based on a larger armies ability to soak up more fire-power, though in practice that
isnt always the case. Under OGCs present rules, we combine this roll with the table side, whoever
loses picks a side and then deploys, this creates a counter-balance, the negative aspect of deploying
first is countered with the fact that you get to choose the best table edge for you.
3.
Deciding who goes first
Now things become trickier. As standard, you each roll, and add you commanders strategy rating,
representing their general expertise on the field, or the nature of the army itself. Typically this goes
hand in hand with the previous strategy rating bit there are exceptions, for example Chaos and Orks
both have higher first turn strategy ratings to reflect their need and ability to be able to react quickly.
In the event of a tie roll, the result goes down to the commanders initiative and if this fails then it is
simply a re-roll. The winner goes first, the idea that having the very first turn or having the very last
turn are both just as valuable. However there is debate. Having to deploy first and move second can be
a massive disadvantage, so much so that current OGC champion James Brown sees such a result as a
potential game winner, in response, OGC Senior Simon Gray points out the value of moving last, so
where do we draw middle ground?
As I see it, our system works rather well, but there are instances where the deploy first move second can be
devastating, for smaller armies anyway. However, the issues seem to arise from two key factors. The first is same race
battles, for example this debate was sparked from a set of Space Marine on Space Marine encounters. It is perhaps the
nature of these partcualr battles that do mean whoever gets the luck has a distinct advantage when going like for like.
From a personal perspective as a Chaos player in a predominantly Imperial Space Marine environment I always prepare
my forces to deploy first and go second but then this is more in nature of my army. However is it not the mark of a great
player, when one can pull of victories when luck does not shine? It has always been my approach, bad days are bad
days, but the key is in the army selection and then what you are prepared for. The second issue is scenery, and that is we
are evolving from a no scenery in deployment zones ethos to the exact opposite. This mirrors our move up in the table
size stakes from 4x4, to 5x4 to 6x4 (the recommended size). There are lessons form no scenery in the deployment zones
though, and that is, vantage points and bunkers should never be present. Its not just here though, you cannot allow for
the so-called tank-routes that allow vehicles and unimpeded drive to the enemy front-line. To draw conclusion, this is
an open debate but I would defend our current system, although would welcome new ideas. The opening turn is an
important time, even if not a kill occurs, and in that focus, is there truly a perfect balance that can be struck?
![]() ![]() ![]() Strange Visions
Kain
This month, the Vampiric legend that chose himself over the fate of
Nosgoth, the anti-hero with his very own 'Legacy', Kain! Murdered
as a young man and resurrected as a vampire to do the bidding of
Arial, guardian of the Pillars of Nosgoth, Kain eventually went on
to sit upon the throne of the corrupted pillars himself! Kain would
be best suited leading a Vampire Counts army based around a
Sylvania set-up, as he quests in his search to destroy the Elder God
and free himself from the wheel of time.
Troop Type
M
WS
BS
S
T
W
I
A
LD
Save
Points
Kain
6
9
6
5
5
5
8
5
10
4+
400
Weapons Soul Reaver [physical form] No armour saves may be taken from hits from the Soul Reaver, in
addition hits from this Soul Reaver cause D3 wounds.
Armour Steel Carapace (4+ save)
Special Undead. Level 3 Wizard with the Black Arts. Abilities: Heart Piercing, Master Strike & Quick
Blood. Draw: for every wound caused by Kain, he will regain a lost wound on a 6+ on account of his ability
to draw the blood instantly and at distance from his victims.
Painting image 'Green Wheat Field' by Vincent Van Gogh (1889)
Kain is from the Legacy of Kain series published by Eidos (1996-2004)
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