The Horus Heresy 30k narrative escalation campaign continues (search for ‘Heresy @ HATE: Doomsday campaign’ on Facebook)! In this round the Loyalists and Traitors clashed over a cache of archaeotech.
My Dark Mechanicum infantry hobbying has taken a bit of a backburner to Dark Imperium Plague Marines and so I decided to arrange a ‘Knight-off’ with things I already had painted:
Loyalist Veridia Mechanicum Knights facedown my Traitor House Atrax in an apocalyptic battle:
There is a LOT of excitement over the release of 40k 8th Edition at the club and so my opponent and I decided to play using these rules – which is easy enough to port over into Horus Heresy as all of the Knights rules can be found in the Forgeworld Index books.
We didn’t get bogged down with points – simply picked four different knights each from our collections and went to war. This was only my 2nd game of 8th edition and the 1st for my opponent, but with only 4 models to a side things went very quickly. We set-up relatively late so at that point there wasn’t much chance to pick out ‘Knight optimised’ LOS blocking terrain so it really had minimal effect on play. A quick, but fun game lasting a little over an hour which suited me fine after a long day at work 🙂
I haven’t actually played many games with the Knights under 7th Edition, but it is interesting to make a few comparison observations:
- The changes to shooting mean that overall it is much more effective relative to close combat for Knight vs Knight battles in 8th edition: there are no ‘D-weapons’ which means that a single lucky close combat swing is unlikely to destroy an enemy Knight in a single round. Equally, the ‘blast’ type weapons would normally only cause a single hit in 7th edition, but can cause multiple in 8th edition due to the random shots you get to simulate blast area effects.
- I am really enjoying the luck mitigation mechanic provided from using Command Points for re-rolls at key turning points. This combined with the fact that tanks and titanic vehicles like Knights have so many wounds, it means that you don’t tend to get such ‘swinging’ results where a single lucky hit can knock something out of the game.
- The charger always gets initiative mechanic followed by alternating thereafter, but with the potential to be mixed up by special rules and Command points seems to work really well in practice – there are interesting tactical decisions to be made and so close combat is arguably the most interesting and interactive phase of the game now.
- Mortal wounds from vehicle explosions actually has a much more significant impact compared with 7th edition. The most cinematic event of the game came when my Styrix Knight was destroyed in close combat only to explode and destroy his killer as well as the killer then exploding in a further chain reaction to damage other Knights on both sides.