The
latest league has started up at Black Knight Games, my
friendly local hobby shop, and it's quite the doozy. Not only is it nine weeks long, instead of the usual six, but it's got a whole host of unique rules and restrictions in play, courtesy of the much-ignored variable terrain rules from the later part of the big rulebook. This promises to be a campaign like none other!
There's
an actual player pack for this thing; for those interested in it,
there's a pdf up of it, available here.
For those who don't want to go through the whole thing, let me give
you the highlights. The league is a tile-based campaign, with
everyone starting with a single tile and each victory seizing another
one to add to your points overall. No special or named characters;
every game is played under the Ice World rules (Dangerous Terrain
rolls fail on a 1 and 2, and Gets Hot weapons don't); lightning
storms will strike on a 1 each turn, either forcing flyers to hover
or to take a S7 hit; every game is Crusade, with D3+2 objectives;
any Infantry model can hold an objective.
The
big thing, however, is the Relic system. Each warlord starts off
with a single Relic upgrade, and gains new ones by either seizing the
secondary Relic objective in each mission, or killing the enemy
warlord in a challenge (or both). There's a d6+d6 table to roll on,
providing a full 36 possible options, though in each of the six
sections there is an Explodes result, in which you get nothing. The
relic effects can be stacked, and if you get a double that doesn't
(having Fear twice, for instance) you're allowed a re-roll.
From
a Tau perspective, the campaign rules have a couple of obvious
effects. First, the increased risk of dangerous terrain will make it
more dangerous to jump crisis suits in and out of nasty pieces of
cover to get a better shooting angle. At a one-in-six chance this
can be an entirely reasonable risk to take to get a better shooting
angle; at one-in-three, however, it means that statistically it'll
happen to your three-suit squad every single turn. To me, though,
that's more than offset by the fact that Gets Hot stops being a
thing. Ion weapons, already good, become even better with these
rules in place, to the point where I almost considered trying to find
some way to make use of the cyclic ion blaster. But the ion
accelerator, the ion cannon and the quad ion turret all get a
significant boost from the reliability of no longer having to risk
Gets Hot rolls. This is especially useful on the ion accelerator
with early warning override, as it means you can reliably pull off
the blast against deep striking units of 3+ and 2+ models while
they're maximally clumped together. Given that two of these weapons
(the cannon and accelerator) were things Tau wanted to bring along
from the start, this increased reliability is immense. Honestly, I
even considered trying to incorporate the cyclic ion blaster.
Briefly.
Anyway,
the league starts off at 1500 points, and eventually finishes at
2000, rising by something in the area of 75-100 points per week. So,
let's start from the beginning!


