Last week, my wife said the words every guy wants to hear: shall we have a regular game night?
Awesome!
For our first game of the new season, as it were, we got Elder Sign to the table, and started against Yog Sothoth – which was just vicious! We started out as Amanda Sharpe and Gloria Goldberg, but the Museum cards were just so brutal that we were pretty much on an uphill slog from the get-go. It wasn’t impossible per se, but even with Amanda’s ability to complete multiple tasks per roll of the dice, I did find it very difficult. Indeed, Gloria was devoured within about two turns! We went through a succession of investigators, each one was pretty much on a conveyor belt as they turned up, stuck around for maybe a turn or two, then was devoured.
Perhaps inevitably, then, Yog Sothoth woke up and for maybe only the second time I was faced with having to defeat an Ancient One by removing doom. To start with, it was going okay – by this point, we’d made it through to Carolyn Fern and Jenny Barnes – and we removed quite a bit of doom. Then of course, we plateaued. Fortunately, we had amassed enough trophies between the two of us that we were able to keep discarding them through all of this, but with still three doom tokens on him, our final couple of trophies were discarded, and we were devoured forever.
It was a really good game, despite the lack of success! I think Elder Sign sometimes has the reputation for being a walk in the park, hence why later expansions deemed it necessary to make things much more difficult. However, it just goes to show that with the wrong combinations of investigators and location cards, we started on the back foot and things only got worse from there. I honestly don’t think any of the location cards we pulled was particularly easy, and many times we found ourselves failing tasks as a result.

But we’re going to be playing more, which is exciting stuff, so I’m looking forward to working through each of the Ancient Ones in the core game, and then Jemma has said we should also work through the expansions, which is really exciting! I’ve played with Unseen Forces a few times now, but I’m fairly sure that stuff like Gates of Arkham and Omens of Ice have only hit the table once each, and Omens of the Pharaoh and Omens of the Deep have never been played with – indeed, the tokens sheet was still shrinkwrapped in each of the boxes!
I’m really looking forward to seeing what each of these expansions has to offer, and there will doubtless be more reports here on the blog when I do! I’ve also recently bought Ticket to Ride and the Charms & Potions expansion for the Harry Potter deck building game, so that’s very exciting, as well!
Moving on!
Last night, I had my first game of Tau in 9th edition, my first game with Tau since June 2018 and 8th edition, and my first game of 40k in what feels like months! Fortunately, I don’t think I was particularly rusty with the rules. JP was playing Imperial Fists, which was a revelation, as he has only ever played Word Bearers in all the time I’ve known him, so we both didn’t really know what we were doing…
I was playing according to the plans and thoughts laid out in this blog, so was really happy that I had remembered to actually write all of this stuff out beforehand, as I could just reference it when needed! I think that was probably the first big difference, because while I wasn’t entirely sure what I was doing, I was still prepared, but JP wasn’t prepared with his Fists. I don’t mean that unkindly, just that there wasn’t really a plan that took into account stratagems and so on.
We were playing the Crossfire mission, albeit on a square table rather than the usual rectangle. I was able to get first turn, which proved to be incredibly powerful as I was able to move my Pathfinders into position securely knowing that I would not be overly exposing them by doing so. As such, they snagged me two additional objectives, and were able to light up a lot of the board with markerlight tokens. Between the first Pathfinder squad and the Breacher squad, I was able to eliminate a squad of Primaris marines (and I forgot about the markerlight buff while doing so – learning point number one!) Then moving on to the Redemptor Dreadnought, my Crisis team was able to get rid of that in combination with the Strike squad. I used the Relentless Fusillade stratagem to double the shots and improve AP by 1, then the Coordinated Engagement stratagem to further improve the AP by 1, on top of having chosen Mont’ka to improve the AP by 1 for all shooting within 18”. I forgot about the Coordinated Engagement on the Crisis team, but my Fire Warriors were making 20 shots at AP-4, which is worth it just for the hilarity factor. As such, the Dreadnought was eliminated in short order.
The second group of Pathfinders then shot the Primaris Eliminators off the board, with some assistance from the Commander, whose final volleys helped to soften up the Impulsor tank. Two hours of my shooting phase later, and I had wiped out three entire units, and controlled three of the four objective markers, meaning I was already up 7 victory points. There wasn’t a great deal that could then be done, though JP was actually able to wipe out that second Pathfinder squad in a single round of close combat, thanks to the Assault Intercessors making a ridiculous number of attacks on the charge.
In the end, I lost the Pathfinder team, two Crisis suits, and a single Fire Warrior. Due to the fact that it was already getting late, and we were only having a learning game anyway, we called it after the first turn, but I think this will definitely bear further exploration as time goes on, as I really enjoyed the army, regardless of the victory.
There were definitely some learning points on my side of the table as well, though. For starters, drones are people too (kinda) – I had been treating them as basically unit upgrades and not thinking of them as actual models. As such, that second Pathfinder squad shouldn’t have been wiped out, as there were still 5 wounds remaining from the drones. Secondly, there is a very tasty stratagem called Pulse Onslaught for Fire Warriors, which makes 6s auto-wound. I think it was the Strike Squad that rolled about seven 6s to hit, which would have been quite wonderful, but no matter. My third learning point is around the Commander, who allows for nearby Core units to re-roll hits of 1, and also for nearby Core units to advance a straight 8”. As it happens, I rolled a 6 for my Breacher squad and was therefore able to advance them enough to claim the objective they were sat on for the game, backing up the Pathfinders there. But it would be handy to remember!
I do quite like the Breacher team, as they were able to play a key part in removing the unit of Primaris marines, thanks to the Breach and Clear stratagem that allows for re-rolls of wound rolls, and also denies cover. However, while this brings me on to where to go next with the army, I think I’m actually going to favour the Strike team instead as my third unit of troops, giving the unit pulse carbines rather than pulse rifles for a more mobile team. I think this could work quite well, having the unit with pulse rifles remaining fairly stationary for the battle, as they still have the stratagem to double the shots so they don’t need to move into rapid fire range to do damage. I can then have the pulse carbines moving into position to set up that Coordinated Engagement, and potentially have both units doling out 20 shots each, AP-3 for the carbines and AP-4 for the rifles. With judicious use of the Commander to allow for them to re-roll hits of 1, that could be very nice indeed.
I’m definitely thinking about swapping out the Ethereal for the Cadre Fireblade, as this guy gives pulse weapons within 6” exploding 6s to hit, and also has the ability to allow for re-roll of 1s to hit, giving the Commander more flexibility to cover the field. He also has a markerlight, which I’m thinking will be key to the battle here, as it basically allows for the troops to hit on 3s as well, which stacks up something dreadful. I mean, what other basic troop choice has the firepower for 20 shots to hit on 3s, re-rolling 1s, and 6s get additional shots and auto-wound; wounding (potentially) on 3s, at AP-4?
I’m still intent on not letting this army get away from me, though, so I don’t want to plan for all manner of horribleness and end up with too much to paint. I already have the Crisis team and Ethereal primed but not painted, and I built the Breacher squad ready for this game, but now have 23 models that need painting because of this! It makes me uneasy, so I’m not about to go building the Ghostkeel or something, just to have more toys to play with at the expense of drastically increasing the painting load!
There’s doubtless more to be said about the Tau, and I definitely think I’m back wanting to get them painted again! So that was very good!
Ticket to Ride is fun with about 4 people. Less than that and I found it felt very solitary.
Fortunately I’ve been playing recently with the family, so we’ve not had games less than 4 people involved. I imagine though, with less people you have more map, so it could well feel like a very different game…
Mrs B and I played it over at my brother and sis-in-law’s and it was a LOT of fun. So we borrowed it and tried it 2 player at home. Oh, that was a disaster 😦