Author: The Commissar (Page 1 of 4)

Best Armies at Warzone Atlanta

After a hard fought weekend the scores from Warzone Atlanta are out! The tournament was 5 great rounds of custom missions that included opportunities for bounties and other awards. Previously we looked at what armies were being played but now we’re going to focus on the scores. There was ultimately an Imperial Guard victory with a little drama around what relics could go on which characters. Second place overall was taken by  Orks and third overall went to the Blood Angles. You can see the official score sheet here. Now are you ready to see what the best armies at Warzone Atlanta were? Here you go:

Warzone Atlanta Scores:

Warzone Atlanta is a 5 game event with a possible 33 battle points per round making a perfect score a 165 battle points. The overall score factors in both painting and sportsmanship scores using a scoring system unique to the event.

Factions Battle Points Overall Player Count
Blood Angels 128 80.6 1
Ynnari 110 65 2
Chaos 103.67 67.47 6
CSM 101.71 64.75 17
Sisters of Battle 101 60.2 3
Demons 100.45 66.55 11
Imperial Guard 97.38 64.6 8
Space Marines 94 63.43 8
Eldar 91.56 61.42 9
Average Score 90.17 63.2
Ad Mech 85.71 62.14 7
Orks 85.5 64.85 4
Space Wolves 84.33 66.2 6
Adeptus Titanicus 82 54.4 1
Tau 80.33 56.73 3
Death Guard 79.17 64 6
Tyranids 75.67 62.13 3
Dark Angels 75.6 58.72 5
Harlequins 66 63.7 2
Custodes 62.5 58.5 2
Grey Knights 61 50.2 1
Necrons 50 53 1
Dark Eldar 41.5 46.8 2

The top three overall players were using Imperial Guard, Orks, and then Blood Angels. The next 7 armies rounding out the top 10 were all Choas/CSM/Daemons armies. The top three players for Battle Points were using Imperial Guard, Daemons, and CSM with some Eldar and Ynnari players in the top 10.

Top Factions

Hey take a look at those Blood Angels! They don’t even have a codex and yet the lone Blood Angels player was able to make something work for them after they were second to last in the Nova Open scores. After that we get basically what most tournament players would expect, Ynnari with a ton of action economy followed by Chaos and Traitor Marines. Chaos Space Marines seem to be the real winners here as they had the most players that scored pretty consistently well. Sisters of Battle also performed well but had relatively few players. The final faction I’d consider in the top tier at this event were Daemons also performing consistently well with 11 players total. I think these results really show the dominance of Chaos’s Forgeworld support and ability to field Primarchs. The only other armies that are in the top tier are Ynnari and Sisters which both exploit the ability to act multiple times a turn in order to keep up with their opponents. The new Eldar FAQ may have seriously threatened the capability of Ynnari armies to stay relevant at highly competitive events.

Middle Tier

I won’t be able to go over every army that appears in the middle tier but I do want to point out a couple of factions. An Imperial Guard player won both “Best Overall” and “Most Battle Points”.Look at the average though, I’d say they are only the top of the middle tier because they didn’t score significantly more than the average score at this event. Given that the top player got 154 battle points that means the rest of the Guard probably did not perform as well as the rage on the internet may have made you expect. Nerfs to Commissars and Conscripts, or at at least the FAQ’s, seemed to have some effect. Space Marines and Eldar also occupy a similar place above the average score but not by much. They both performed consistently well but didn’t seem to be able to break into the top tier despite Eldar’s -1’s or more to hit and Space Marine’s ability to buff their units. Could this be the fall of the Guilliman gun line? Ad Mech, Orks, Space Wolves, and oh yes Adeptus Titanicus round out the middle group. I just love that someone took a bunch of Titans and did alright. Orks also did surprisingly well at this event which is nice to see as they definitely need some help this edition. We’ve known Ad Mech was middle of the road and a Space Wolves army won the best painted awards so at least they’re pretty!

Factions That Struggled

Basically, this is from the Tau down. You’ll notice that all of these armies had relatively few players and most of the factions don’t yet have their codexes. Without the use of strategems and “chapter tactics” abilities some armies just struggle. With all of the Chaos and Daemon meta I was surprised to see Grey Knights not doing a little better. I guess they have to break into the top tables before facing the things they are a hard counter for. I think Tyranids will start to be a bit more relevant now that they have access to all the goodies a codex provides. Death Guard didn’t perform well at this event or Nova which tells me that they aren’t as powerful on their own as they are complimenting other Chaos elements. Tau players just have to be disappointed this edition. It seems like they struggle with all the minuses to hit and just not having the same points to damage output they did last edition.

Final Thoughts

The meta has been changing pretty fast the last couple of months. Where once ATC was dominated by Stormraven spams we have now seen the rise of the Primarchs. There were 31 of them at Warzone. That’s almost a third of all players taking a Primarch! Remember, they’re only going to keep coming. Another change is that Genestealer Cults, which use to field genestealers in the literal hundreds, weren’t even represented at this event. We also didn’t see many Renegade or Imperial Knights stomping across the battlefield. Gone are the days of 5 knight lists.

One thing I think the results show is that internet trolls aren’t great at predicting results. There was a lot of rage about the Astra Militarum and the Eldar codexes when they came out. It’s worth noting though that they didn’t perform any better than the Chaos Space Marine codex which has been out for a while. That makes me wonder if there is a serious learning curve with all of the new options and abilities presented when a codex is released. It’s possible this edition could be defined by people actually learning to play their army well instead of jumping on whatever the new hotness is. Well, I mean until Chapter Approved gets dropped at the end of the year and the entire meta shifts again.

Currently though I think its clear that Forgeworld support is a huge advantage to armies like Chaos and Imperial Guard. Chaos’s ability to include characters and an overwhelming amount of Smite puts them solidly on top. It’s worth noting though that the top Guard player used quite a few Death Riders in his army to supplement his codex forces. Whether tournaments continue to allow unlimited Forgeworld or shift to a 0-1 or some other limitation will have a huge effect on the meta in my opinion. I really can’t really complain though as long as I get to finally use my Rough Riders in competitive play!

 

Warzone Atlanta said they kept track of which players went first. When that data is released we’ll be checking to see if this edition really does just come down to who wins that essential die roll for who goes first. Dernicus will be writing a recap of his experiences at Warzone next week and we’ll be posting all the awesome video and pictures he took on our Facebook page!

Did we completely miss something? Or, just maybe, did we get it right? Feel free to let us know by commenting below, on our Facebook page, or emailing us at support@fieldoffiregaming.com!

What Factions Will You See at Warzone Atlanta?

The lists are in! With Warzone Atlanta coming up this weekend, we’ve spent the night combing through the lists you don’t have to. This event is a 2,000 point brawl with a maximum of three detachments and no restrictions on Forgeworld. Not only did we count the number of players for each faction, but we’ll also let you know how many players are using a Primarch or have reached into the Forgeworld indexes to build their armies. Now are you ready to know what factions you’ll see at Warzone Atlanta? Here we go:

Factions

Faction Number of Players
CSM 29
Eldar 14
Astra Militarum 11
Space Marines 9
Chaos Daemons 8
Spacewolves 6
AdMech 5
Dark Angels 4
Orks 3
Sisters of Battle 3
Tyrannids 3
Tau 2
Blood Angels 1
Custodes 1
Deathwatch 1
GreyKnights 1
Inquisition 1
Necrons 1
Titanicus 1
Comments:

That certainly is a lot of Chaos. Almost a third of the players at Warzone will be playing either CSM or Daemons. Get ready for some Warp Time, Smite, and Daemon Primarchs! Eldar and Astra Militarum both have a good player base and are probably more prominent thanks to their recent codex releases. There’s a good splattering of almost every other army represented, and oh yeah, there’s a freaking TITANICUS army! I certainly hope those Guard players brought Shadowswords (they did).

Forgeworld

Faction Armies with Forgeworld Number of Players
CSM 21 29
Astra Militarum 6 11
Chaos Daemons 5 8
Eldar 4 14
Space Marines 3 9
Spacewolves 3 6
Orks 2 3
Tyrannids 2 3
AdMech 1 5
Dark Angels 1 4
Sisters of Battle 1 3
Deathwatch 1 1
Inquisition 1 1
Titanicus 1 1
Tau 0 2
Blood Angels 0 1
Custodes 0 1
GreyKnights 0 1
Necrons 0 1
Comments:

No surprises here, Chaos is making the greatest use of Forgeworld with Super Chickens and Malefic Lords still in vogue. It looks like almost all of the top played armies will have some Forgeworld support this weekend. Astra Militarum and Space Marines have some obvious picks from their respective indexes. Eldar seem to be taking Shadow Spectres or even a Tantalus. Meanwhile the Tyranid players are tapping into their Malenthrope reserves. That’s all well and good but I like what the Orks are bringing. There will be a Squiggoth somewhere at Warzone and I expect that player to make a lot of noise.

Primarchs

Faction Magnus Mortarion Guilliman
CSM 9 10
Space Marines 7
Chaos Daemons 5 3
Astra Militarum 1
Custodes 1
Comments:

Did we mention there are going to be some Primarchs at this event? There will be 36 of them exactly. There’s a roughly even split between Magnus and Mortarion with Magnus just barely being taken more. Almost all the loyalist marines were Ultramarines but Guilliman if being taken significantly less than his traitor brethren. I wonder if the Guilliman Devastator spam is starting to fall by the wayside looking at these numbers. Props to the guy who is bringing the Lord of Macragge with Custodes though, that has a lot of potential to be a beautiful and thematic army.

Let us know what you think is the toughest list out there and definitely give a shout out to Dernicus if you see him this year! As always feel free to comment here, on Facebook, or email us at support@fieldoffiregaming.com.

Best Armies at the Twin-Linked! Team Tournament

This last weekend we were joined by a great group of 20 guys for our Twin-Linked Team Tournament! We did our best to adapt 8th Edition to team tournament format. At 2,000 pts a team, each player brought a 1,000pt list that operated mostly as independent armies. Overall we learned a lot and will be making some changes to our format in the future. Now are you ready to hear about the Best Armies at the Twin-Linked! Team Tournament?

The Data

Faction Average Battle Points Player Count
Daemons 53* 3
Imperial Guard 36.8 5
Grey Knights 32 2
Tau 30.5 2
Space Wolves 29 1
Death Guard 25 3
Harlequins 24 1
Space Marines 24 1
Chaos Space Marines 19 2

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Neoreich Troopers: Product Review

Today we’re going to be reviewing the stunning Neoreich Troopers from Maxmini. I’ve always loved troopers in greatcoats and gas masks so these guys certainly deliver on that for a pretty fair cost. After some quick comments we’ll walk you through the models from unboxing to finished product. Once we got our hands on these in person, we didn’t think we could do them justice so we let our friends at Dark Bunny Creatives paint the squad up for us. Alright let’s get to it!

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Twin-Linked Team Tournament

Twin-Linked Team Tournament

Pre-Game Process

  1. Once at your table, swap lists with your opponents and study what you’re up against.
  2. Place the Relic at the center of the table (if necessary)
  3. Place Objectives per mission rules
  4. Choose/Roll for Warlord Traits. Each Player or 1,000pt list gets a Warlord and a Warlord Trait.
  5. Choose/Roll for Psychic Powers
  6. Determine Deployment: Both teams roll off, rerolling any ties. The winner rolls a single die to determine the deployment type (p.216-217). Once the map is determined, the loser of the roll off chooses his/her deployment zone.
  7. Alternate deployment with each team placing a single unit at a time (not each player), starting with the team who did not choose their deployment zone.
  8. After both teamss have finished deploying their army, roll to determine first turn. The team who finished deploying first receives a +1 to this roll. The team that wins the roll can choose to go first or second. The team that is chosen to go second may attempt to seize the initiative.
  9. Shake hands and start playing.

 

Playing on a Team:

  1. Each 1,000pt list (normally a single player) is considered a separate army.
  2. Each 1,000pt list gets its own Warlord, Warlord Traits, Command Points, etc.
  3. Abilities that would normally only affect models in a player’s own army cannot be used on their partner’s models (auras, psychic powers, stratagems, etc.) even if they share keywords.
  4. Psychic abilities, army specific abilities, and Stratagems are limited by PLAYER not by team.
  5. Command Points may not be shared and should be tracked separately by player.
  6. Your partner’s models do not count as enemy models (and should not be considered for example when considering the smite psychic power or targeting an enemy character).
  7. All objectives will be scored as a team.

Battle Length: At the end of game turn 5, the player who went first must roll a D6. On a roll of a 3+ the game continues, otherwise, the game ends. At the end of game turn 6, the player who went second rolls a D6. On a roll of a 4+ the game continues, otherwise, the game ends. The game ends automatically at the end of the 7th game turn.

Updated Sudden Death: If, at the end of any turn after the first full game turn, a TEAM has no models on the table, a judge should be called. Note, Flyers do not count towards models on the table per GW FAQ. The player with models remaining must play out the remainder of the game including rolls to see if the game continues at the end of game turns 5 and 6.

Forfeit: A team who gives up, refuses to/is unable to play out a match to its conclusion, or otherwise forfeits receives no points they may have earned during the match. If this occurs, call a judge immediately. The remaining player will act as though a “Sudden Death” has occurred.

Rerolls before the first Battle Round: Players may only use the “Command Reroll” Stratagem once before the first Battle Round. EXAMPLE: A player loses the roll off to determine who goes first. That player chooses to reroll their die and still loses. That player may not later reroll their Seize the Initiative roll because they have already used the “Command Reroll” Stratagem this phase.

First Blood: A team earns 2 VP if the first time they completely destroy an opponent’s unit. IF the opponent completely destroys a unit in the same GAME turn, each team instead earns 1 VP.

Warlord: A team earns 1 VP for each opposing warlord that is slain at the end of the game.

NOTE: Each mission has ONE Primary and TWO Secondary Objectives. All THREE add up to the final game score (along with Tertiary Objectives). MAX points each round is 25 points.

 

Mission 1: (5 Objectives, 1 in the middle of the board and 1 in the middle of each table quarter)

Primary: Open Fire! – Teams score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (10-0 VPs); Win by 3-4 Kill Points (8-2 VPs); Win by 1-2 Kill Points (6-4 VPs); If both players score the same number of Kill Points (5-5 VPs)

Secondary: Control the Field – Starting on the second GAME turn, a team scores 1 VP if they control more objectives than their opponent at the beginning of their turn. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game.

 

Mission 2: (5 objectives placed by players and 1 relic at the center of the table)

Primary: Control the Field – Starting on the second GAME turn, a team scores 2 VPs if they control more objectives than their opponent at the beginning of their turn. Keep track of this throughout the game

Secondary: The Relic – At the end of the game the Relic a player who is carrying the Relic scores (5-0 VPs). If no player carries the Relic then treat it as an objective. The player with more models within 3” of the Relic at the end of the games scores (4-1 VPs). If no models are within 3” of the relic the player with a model closest to the Relic scores (3-2 VPs).

Secondary: Take and Hold – Each Objective is worth 1 VP to the controlling player at the end of the game. (This does not include the relic)

 

Mission 3: (5 objectives placed by players and 1 relic at the center of the table)

Primary: Take and Hold – Each Objective is worth 2 VPs to the controlling player at the end of the game. (This does not include the relic)

Secondary: Open Fire! – Teams score 1 Kill Point for each of their opponent’s units that are destroyed or off of the table at the end of the game. Victory points are scored as follows: Win by 5+ Kill Points (5-0 VPs); Win by 3-4 Kill Points (4-1 VPs); Win by 1-2 Kill Points (3-2 VPs); If both players score the same number of Kill Points (2-2 VPs)

Secondary: The Relic – Starting on the second GAME turn, a player scores 1 VP if they are carrying the relic or, if no model holds the relic at the beginning of that player’s turn, that player has more models within 3” of the relic. The maximum points for this objective is 5 VPs. Keep track of this throughout the game.

Warhammer Codex Review: Adeptus Mechanicus

Now that we’ve all had some time to look through the new Warhammer 40k Codex: Adeptus Mechanicus, we thought we’d finally write an article about it! First we’ll talk about some of our favorite units then we’ll share some of our favorite lore. We’ll also look into several of the new Forgeworlds and what they can do for your army. That includes strategiums and relics now! Finally we want to go over some ways to make AdMech great again in our Warhammer Codex Review: Adeptus Mechanicus.

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Picture of Awards given out at Field of Fire's "Open Fire!" Event

Best Armies at the Open Fire! Tournament

Last Saturday Dernicus and I spent the day with a great group of guys at Event Horizon Games! We (and I mean mostly Dernicus) ran one of our more competitive focused tournaments with the mission pack found here. It was a fun and mostly smooth running tournament. Now are you ready to see the best armies at the Open Fire! Tournament?

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Best Armies at Nova Open 2017

This past weekend was one of the biggest table top gaming conventions on the East Coast, NOVA Open! While you can find almost any of the major games there, we’re going to be talking about the Warhammer 40,000 events today. NOVA has both an Invitational and a Grand Tournament so we’ll touch on both today and leave the other events for another article. Now are you ready to find out what were the Best Armies at Nova Open 2017?

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Open Fire! Tournament Packet

Mission Pack for the Open Fire! Tournament at Event Horizon:

 

Pre-Game Process

  1. Once at your table, swap lists with your opponent and study what you’re up against.
  2. Place the Relic at the center of the table (if necessary)
  3. Place Objectives per mission rules
  4. Choose/Roll for Warlord Traits
  5. Choose/Roll for Psychic Powers
  6. Determine Deployment: Both players roll off, rerolling any ties. The winner rolls a single die to determine the deployment type (p.216-217). Once the map is determined, the loser of the roll off chooses his/her deployment zone.
  7. Alternate Deployment as per BRB, starting with the player who did not choose their deployment zone.
  8. After both players have finished deploying their army, roll to determine first turn. The player who finished deploying first receives a +1 to this roll. The player that wins the roll can choose to go first or second. The player who is chosen to go second may attempt to seize the initiative.
  9. Shake hands and start playing.

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Best Armies at The Invasion of Khybros Tournament

We’ve got new results from our second 8th Edition tournament last week at Event Horizon Games! This tournament was a more “narrative” event that allowed us to experiment with some of the new rules and mechanics introduced in 8th Edition. TWe’re still working out the kinks for 8th Edition but overall I think it was a pretty fun tournament. If you want to see the meta at other events check out our article on the best armies at ATC and BAO. Now here’s the best armies at The Invasion of Kybros Tournament!

Faction Battle Points Player Count
Daemons 50 2
Chaos Marines 49 1
Eldar 37 1
Harlequin 37 2
Tau 37 1
Orks 28 1
Tyranids 28 2
Guard 26 2
AdMech 23 3
Necrons 19 1
Deathwatch 6.5 2

The Invasion of Khybros Tournament consisted of three rounds with a total of 20 points possible in each round. That means a perfect score would have been 60 Battle Points. While no one scored max points, the best player did score 59 out of 60!

Starting at the top of the board, the Daemons are still right up there at number one. While I know there have been some nerfs to Brimstones I still haven’t seen the answer to them yet. The close cousins of the Daemons, Chaos Space Marines, also did quite well. The release of their codex along with support from Forgeworld will really continue to help them in my opinion. Having a psychic power that turns off invulnerable saves never hurt anyone either. The old favorites of Eldar, Harlequins, and Tau are also on the higher end of the list.

On the lower end of the spectrum we’ve seen some of the same factions. Deathwatch, while really cool in concept, seem to have struggled overall this edition. Necrons and AdMech have also consistently been in the lower tiers at tournaments so far. It’s possible we’ll see a change when their codexes come out. All it takes is one really good rule set or formation like WarCon to change a whole army. Dernicus is our local AdMech player and will be trying out an Assassin and Castellan force this weekend at Horton’s “Battle of The Empire 2” at Atomic Empire. We’ll let you know if he can push AdMech to a higher tier.

In the middle bracket we’re looking at Orks, Tyranids, and Guard. Personally I expect the Imperial Guard will get a bump as players start to experiment with some of their new Forgeworld toys. Orks and Tyranids though are in a bit of a strange place this edition. While they are definitely playable in a competitive setting now, they haven’t been able to push into the top tiers yet. I’ve said it before but I expected Orks and Tyranids to horde up and be very difficult to deal with this edition but I haven’t seen that play out yet. I really enjoy seeing both armies on the table and although I’ve said it before, I do hope they get a bump when their codexes drop.

Don’t forget our next tournament is September 16th at Event Horizon and we will be using a more competitive format. As an added bonus both me and Dernicus will be there for this one, hope to see you there!

 

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