As a pair of naive fools both Ant and myself volunteered immediately when Grand Master Forster asked who wanted to paint the contents of the Burning of Prospero. I love the mighty Space Wolves and Ant has an affinity with the shifty sorcerers of the Thousand Sons so this seemed like a great chance to get our hands on the new models.
And then we got a deadline. And were told we had to play some games. And then write about it all for the blog. I know, it?s a tough life working in Web Towers, but we struggle through.
So, with all of our models painted (we?ll get to that in another blog) we put a lunchtime aside to play through the first mission. As long-time gamers neither Ant or I made any attempt to read the rules ahead of our game, it?s served us both pretty well thus far in our hobby so why break the habit of a lifetime.
Fortunately the rules are so clearly written that this wasn?t a problem. Once we?d set up the board for the first scenario and put our models in their deployment zones we had a quick shifty at the rules and cracked on.
We decided that we?d follow the rules word for word as we played out our first turn, and this turned out really well as it?s a totally different game system to both Warhammer 40,000 and Betrayal at Calth. It allowed us to put aside any assumptions and just play the game which put us both in the same place of being utterly incompetent.
The first thing to do is the Enumeration Phase, this is the part where the Thousand Sons try and cast their psychic powers against the Space Wolves. Essentially, the Thousand Sons player draws cards from the Psychic Powers deck and the Space Wolf draws cards from the Willpower deck, whoever has the most points at the end of drawing 3 cards either casts the psychic power, or nullifies it. This turned into a mini-game in its own right and a definite air of tension ensued as we revealed our cards one by one. It turns out that Ant was pretty good at this part of the game.
But have no fear, the following Movement and Attack Phases revealed that Ant had absolutely no luck rolling dice. He must have offended the dice Gods in a previous life because I have never seen such a shocking series of results. The way that dice work is beautifully simple: the better the weapon or armour, the larger the dice you roll. Basic attack rolls are done with D6, but if you have any special weapons you can upgrade a die to either a D8, D10 or D12 (depending on the weapon). The same applies to armour rolls, so the better you are equipped the more chance you?ve got of rolling higher than your opponent and either injuring them or saving yourself.
It?s such a simple gameplay mechanic that it allows you to concentrate on what?s going on in the game, rather than having to refer to multiple charts.
We haven?t managed to finish our game yet, but it looks likely that the Space Wolves are going to win the first scenario (I don?t think so – Ant). Either way, we?ll be attempting to finish all the scenarios in a bid to re-fight one of the greatest battles in history.
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