40K: Get in the Game – Space Marines vs ‘Nids

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See a classic match up adapted to 8th Edition, played by the guys who playtested it.

One of the best ways to learn a new system is to see it played by people who know what they’re doing. And to play it yourself of course, but just like people hunting the ‘net to get an idea of tactics–watching the people who’ve had their heads in the game a little longer than you can show you a few things you might never have caught. So today we’re presenting you a Front Line Gaming Match (with some of the folks whose names you might recognize from some of the Faction Focus articles) that features those classic enemies–Ultramarines vs Tyranids.

This is a chance to get to see the new system play out–you can see the whole thing from set-up to the conclusion–and along the way they explain the mechanics they’re employing. So if all you’ve done so far is read over whatever of the rules you can see–this is a great way to see that knowledge applied firsthand. Plus, who doesn’t want to watch a bunch of guys in power armor fight giant space bugs? It’s practically a tradition by this point. It’s one thing we can all agree on, no matter your geography or creed–space marines and space bugs hate each other–and their animosity is best writ with bullets and explosions.

via Frontline Gaming

This is the first part of the match–it shows off mission set up, the importance of positioning, and turn order–you can really get a feel for how to quickly get a game put together. And even for those of you who are familiar with the game–this is one of the most complex parts (after all, the advanced rules center around missions and terrain), so seeing how it works out is a great way to clear out that hurdle and get to your own games faster.

And here’s part two. I don’t want to spoil the ending–but let me just say-<REDACTED>┬áIt is worth noting that they keep running into weird rules interactions–which is great you can watch the kinks get worked out as they go. The reroll/modifier interaction is interesting. It appears you only reroll “natural misses” because modifiers are applied after rerolls–which you might not have caught.

Have good games, everyone!

  • Crevab

    See, the boobs and butt pose isn’t just for action starlets!

  • Brandon Prouty

    for once i’d like to see a real army in a new 8th bat rep, like competitive, things i’d see down at the local store

  • Koonitz

    How interesting that, at 28:48 minutes in the first video, when Pablo
    goes into his first shooting phase, Reece confirms that the ability to
    reroll a die is determined BEFORE modifiers.

    What this means is that if you are a Marine (BS:3+), and move with a heavy weapon, but get a reroll to hit due to Guilliman, a roll of a 3 means that you hit, so no re-roll, THEN you suffer the -1 for moving, making it a miss (with no ability to go back and reroll).

    Personally, I think that’s plain stupid.

    • Now we just need to find the sentence in the rules confirming that. Just because they play-tested it, doesn’t mean they did it right after all. Or that the rules are written as clear to reflect that.

      But I agree, that is stupid.

      • Kitane

        Page 178 on re-rolls “…, and re-rolls happen before modifiers (if any) are applied.”

        • SWISSchris

          I agree that is stupid. Should determine the score you need on the dice, including modifiers, then roll, then re-roll if necessary, no?

        • Wow. What a crap ­čśÇ

    • Red_Five_Standing_By

      DUUUUUUMMMMMMMMBBBBBB

      • Maitre Lord Ironfist

        I hit, i did not ! NO, SI, OHHHH!

  • EvilCheesypoof

    Still kind of depressed about Sternguard, they lost a lot of utility. I’m really not sure why he put so many flamers in the drop pod, when you can’t shoot them the turn they come in. I want to try maybe less sternguard but in a rhino that rushes up the field, gets out and then uses their heavy flamers.