This. This is how 40K is supposed to be. Fun. Competitive. Suspenseful. Intense. Aggressive. I've had some good games. I've had some not so good games. Never have I had a game that was clearly anyone's to win right up until the end. This was a game where we each had bad rolls, but the dice were not an issue. The deciding factors were the strategic and tactical decisions we made, and how we used our forces, not the fickle whims of the dice gods...well except for ONE fickle whim.
My buddy Steve spent the week working the graveyard shift, and was home during the day. As he lives about 5 minutes from where I work it was another opportunity to get together and game. These weekly games are quite interesting. We split the game up into hour long blocks. Monday is usually setup, with Tuesday - Friday being the actual rolling of dice. What makes it interesting, is that with the carry over, we spend a lot of time thinking about the game, so we are really prepared for our moves. Each of us was devising game plans and strategies throughout the week that we would apply with great intent when lunchtime hit.
As is natural for us, Steve played his Blood Ravens, I played my
Orks. We decided to throw a wrinkle into the game by trying out some home-brew Blood Raven rules. Blood Ravens like their
Librarians, but rather than allow them to field a bunch of Librarians,
we allowed Steve to upgrade his Tactical Marine Sergeants to be Sgt.
Librarians. They each had access to one Librarian skill, but not
the biggies (Gates of Infinity and Vortex of Doom). Each Sgt. Librarian
cost an additional 50 points. I'm not sure this really played out in
this game, but the thinking is that by giving the Sergeants limited
Librarian skills it reflects the progression of Space Marines through
the ranks of the Librarian heavy Blood Ravens without causing substantial game balance issues.
Another
note on our lists. We went 1500 points, and surprisingly both of us
didn't bring any type of Walkers. Normally Steve has some sort of
Dreadnought in his army, and I rarely run without either the Deff Dread
and/or Killa Kans. This was not something that we planned ahead of
time, it's just an interesting coincidence.
Hit the jump for the turn by turn recount of the action.