Wednesday, November 23, 2016
Heralds of Ruin Kill Teams Review...
I met up with a few new friends over the past weekend and we all played a few games of the Heralds of Ruin Kill Teams rules for Warhammer 40k.
Here's the link... http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html
It wasn't without it's flaws, but I chalk that up mainly to not having fully read the rules and having built a sub-par kill team. I did what I normally do in these situations and just grabbed a bunch of models that were fully painted, with no thought to how they'd perform.
I had a Necron Noble (sort of like a lesser Lord), 5 Immortals, 5 Warriors and 2 Canoptek Scarabs. My opponent had a very well painted Imperial Fists list featuring (I believe) about 10 Marines with a mix of Sternguard, Vanguard and regular Bolter Dudes. One guy had a Heavy Bolter.
We played at Showcase Comics in Swarthmore, PA. I can't speak highly enough about this store. We were able to fill two full 4' x 4' tables with matching terrain. Here are a few action shots...
I ended up losing in a fairly overwhelming slaughter. This is the first time in a long time I can remember Space Marines feeling like this unstoppable force. It was difficult to put a wound on them and when I did, my opponent kept rolling 1-4 on the Injury chart. Only a 5-6 kills a guy. I, on the other hand, took more wounds overall and rolled far more high numbers for Injury. Even with my Reanimation Protocols, I lost more than half my force and had to take Rout checks. Necron Ld values are 10's across the board, so I stuck around and lost when we hit the end of turn 6.
Overall, it's a very fun version of the game. My main take away is that I need to completely rebuild my list to add a variety of options. I think that AP 3 is the magic you're looking for. AP 5 might as well be AP -.