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Back to the (Grim Darkness of the Far) Future

12/1/2019

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Over the Christmas break, my son Nick and I managed a nostalgic game of 40K. It was great fun to be back in the grim darkness of the far future. Between 1997 and about 2010, we played every Games Workshop game on the market, picking up each new edition and army as it came out. After a few years Nick’s younger brother Will joined in, becoming a very fine painter over time.
We drifted away from GW around the release of Age of Sigmar. I greatly regretted the destruction of the Warhammer world, which had been such a rich environment for campaign games and fiction. I just couldn’t get excited about the Age of Sigmar storyline or rules. But we didn’t consciously decide to stop playing GW: we just found ourselves playing fewer wargames and when we did, we played more historical rules.

We have played the odd game in recent years, particularly enjoying a multiplayer Epic 40k game in 2017. But this Christmas was our first return to GW since then. Although we do have every edition up to the sixth, we decided to play fifth edition, as we remembered this set best and our figure collection stopped growing at that time. I took Ultramarines and Nick chose Imperial Guard. We chose the Blitz scenario from the third edition rules, which required me to break through Nick’s line in an attack down the length of the table. We played this a few times in the old days and it was especially fun with Imperial Guard on the defensive.
We had 1,500 points apiece. I took a unit of terminators thinking they would deep strike, but in the 5th edition Space Marine codex this isn’t possible so instead of landing in the enemy’s rear, they had to shlep up from my base line (believe me, I searched the codex from cover to cover). I also took some scouts and scout bikers because I love the models, but the bikes in particular were a poor choice against a solid defence line. My vindicator was a more sensible selection, along with a razorback and a rhino. Nick meanwhile took a solid force with lots of lascannons, a Leman Rus and some Kasrkrin who could (of course) deep strike.
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I sent my main force up the left, hoping to pin Nick’s left with the terminators. They sort of did their job and when they closed with the enemy line they were unstoppable. However, while they trundled forward, slowly losing men, Nick managed to rip my main assault apart. In particular he dropped his Kasrkrin at the right time and point to destroy my command squad with their fire. In the same turn he took out my vindicator with a lascannon-armed sentinel. I decided to debus my tactical squad to deal with the Kasrkrin and shot them up pretty effectively but at the cost of my only chance to get into the enemy rear area. The game ended after turn five with Nick’s centre dented but still in a coherent line and my objective categorically not achieved.
We really enjoyed our return to the grim darkness. We both love the back story of the Imperial Guard, pitting their unaugmented strength against supermen and aliens. This game showed how a good position, investment in heavy weapons and wisely used counterattack capability can spoil the Ultramarines’ day.

I am sure we will return to 40K from time to time but I don’t feel a need to upgrade to the latest rules. Although... it might be fun using an edition that allows terminators to deep strike.
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