Wayland

Showing posts with label Nightwing. Show all posts
Showing posts with label Nightwing. Show all posts

Thursday, August 30, 2012

Thoughts on vehicles in 6th Edition 40k

The latest edition has been out a few weeks now and I've had a chance to play a half dozen games and wanted to share a few observations on one aspect of the new meta in particular - vehicles.

In 6th Ed, vehicles were pretty much king. Marine armies were often built around Land Raiders and Rhinos, Orks raced across the field in Truks and Wagons, Tau were nothing without a few Hammerheads, and so on and so on. Lets not even get started on Imperial Guard lists....

The conventional wisdom is that all this was likely to change in 6th though. The fact that glancing hits can now remove a tank in as few as three shots should make your Razorbacks and Falcons much more vulnerable, greatly reducing their lifespan. Not being able to camp in a vehicle on top of objectives also reduces the utility of these mobile boxes. But is that how the new game is playing out?



In my last six games I have played with Eldar, Space Wolves, and a mix of Space Wolves and Blood Angels. I have beaten Grey Knights (tabled them twice), a mix of Marines and Dark Eldar, Blood Angels (tabled again) and pure Eldar. Yeah, so far, I'm unbeaten in 6th Ed :) But the point I actually want to make is I've seen a fair variety of vehicles and infantry at play.

My initial verdict: vehicles are by no means done with and are still extremely valuable additions to most armies.

Take my Space Wolves list. I have a fairly aggressive and competitive list. It involves a couple of units of Long Fangs, three Lazerbacks, a las-Pred, and usually a las/missile launcher Dread'. In the three or four games I have fielded them, I have not lost more than two vehicles in the entire game. In fact, I have only ever lost two on one occasion.

Even in last night's semi-Apocalypse game of 4000 points a side, I only lost one Razorback. The other two were on one Hull Point each, true. But my side still also had two las-Preds and a Vindicator untouched by enemy fire.

My Space Wolf tanks aren't even in cover!

So far, it seems, the same principles of the 5th meta hold true for 6th. That is to say, multiple redundancies and correct threat projection will mean your enemy won't be able to target and destroy enough of your vehicles fast enough to stop you doing what you want to with them. How does this work?

1. Multiple Targets.

First, if my army has 11 missile launchers and 7 las-cannons, several being twin-linked, many of which are in cover or obscured, but all of which are pointed at you, as well as tactical marines with meltas and plasma guns running towards you, how do you choose which to shoot first? Unless you also have lots of high powered weapons, or at least weapons powerful enough to Glance from range, its  a difficult process.

2. Cover Saves

Eventually you will prioritise a target though. First you have to roll to hit. you might miss or scatter. Then you have to roll to wound or penetrate. Then I get to make cover saves/invulnerables etc. I'm not saying you can't or I won't make any of these rolls. The point is there are lots of rolls to make to do some damage. And I'm not even using a Aegis or Skyshield yet...

3. Hull Points Aren't As Easy To Take As It Seems, Or Multiple Targets Part 2

So all hits now take hull points from vehicles. But the most common ones come with three. So my semi-mech Space Wolves have a total twelve hull points between them. Even for Necrons, who I hear can take out a tank a turn, will need a few turns of good shooting to eliminate all of them. By which time I will probably have done what I needed to do with them.

That last sentence is key to understanding vehicles, and infantry for that matter, in 6th. As much as your opponent needs to be clear on which targets they can and should attempt to take out first, you need to know what you are going to do with yours because you must assume they will get destroyed eventually.

But what about fliers?

The Eldar list I have been playing in 6th only includes three vehicles. Thats a single Wave Serpent and two fliers. In the hardest game I have played in 6th to date, I lost both the fliers and the Serpent to Orks. That said, I did misuse my Phoenix Bomber horribly, wasting its shots on an Ork Battlewagon, instead of taking out the 15 Looters that then proceeded to shoot it out of the sky. But hey ho, it was the first time I used it and I was a little panicked by the fact my opponent had two Baneblades-as-Wagons racing across a 4x4 table at my squishy Troops. A bit of an aberration then.

Against Grey Knights, the same Eldar obliterated 1750 points in four turns for the loss of two, yes two, Wraithguard...

But, for all that, flyers haven't really percolated down into the meta around here that deeply.

I shot down my Grey Knight opponent's solitary Stormraven with a lucky snapshot from a missile launcher before my Nightwing even got on the board. Last night my Dark Eldar opponent's Voidraven bomber scattered a Mine almost entirely off the board, then took a penetrating hit that removed a lance, and then failed to hit with its remaining gun in the last turn. Still, the strategy of shooting jets like that with las-cannons still seems, to me, the best alternative to a Skyfire weapon.

Until quad-cannons and Icarus lasers and flakk missiles become commonplace its probably too early to tell how deadly flyers will be in the long run. I suspect they will become fairly key in armies designed around them and taking out the aforementioned AA guns will be a high priority for controlling players though.




Saturday, August 25, 2012

Super-quick Thoughts on Aeronautica by Forge World

While at the GW Open Day a few weeks back I got a chance to flick through a copy of Forge World's new Imperial Armour book, Aeronautica. I decided not to buy it, as all the models is covered where already present in other books I already own. The Eldar flyers for examples, are both in Imperial Armour 11. I missed a couple of things though.

This week I got a better look at a copy of the book in my local GW store. First off I noticed that the Nightwing and Phoenix Bomber are both now legit Codex Eldar choices. As far as I could remember the statlines and points costs were the same as in IA11, but this now means you can field them in your Craftworld army and are easier (read:cheaper) to add as allies to a Dark Eldar force.

This also means, of course, that I just wasted a few quid and more hours painting those Corsairs. Grrrr. I may well be ebaying them soon. Or send me an offer.

The second thing I saw was that the Fire Storm has a transport capacity of six. This is not a change to previous rules editions, its just the first time I noticed it.

In 5th Ed. 40k the Fire Storm was the red headed step-child of the game. Not really much use in a standard game - the slot it takes up can be much better filled with more powerful tanks. In Apocalypse it could be useful - if your opponent took flyers. Other than that it was a high-cost low AP gun. But now we're playing 6th and there are flyers everywhere. Add in the fact Tankhunters USR got much more deadly in 6th and the Fire Storm (which did get upgraded to 'Skyfire' in Aeronautica) becomes a fairly viable transport choice for that unit of Fire Dragons you've got. Its not cheap. But twin-linked skyfire shots in a fast skimmer that can carry dudes around? Maybe worth it...


Sunday, July 29, 2012

Eldar Corsairs Nightwing Gallery

I think I've got my Sun Blitz Nightwing where I want it. I used some mixed herbs to add some leaf litter around the base and finished off the cockpit canopy and engine blocks this morning. I wonder if Battlefoam do a tray that will fit it alongside my Phoenix....

I buffed the varnish a little, but its barely noticeable

Looks pretty mean from this angle :)

Side view


Top view

This is what happens if you use a rush tip to move the water effects around

Mixed herbs make pretty good and easy to apply leaf litter

Monday, July 9, 2012

Nightwing Scenic Base 2: Forest Pond

Just time for a quick shot of my scenic base for the Eldar Nightwing fighter.

Although my inspiration pic features green water, I figured I would make mine blue. This is to tie it in with the blue gems on the fighter. Just like the picture though, I am going to try to use lots of oranges and reds on the rest of the scenery, again to tie in with the paint scheme on the fighter. There, I must be getting better as a painter. I'm talking about 'tying in colours' and stuff.

Just pretend that glue isn't there...

So, I painted the slates with Bestial Brown, and dry-brushed them, quite heavily, with Kommando Khaki and Bleached Bone. They look earthy, with enough of the brown showing through to get that red hit.

I have then glued on some of that rubbery foliage you can get from any model shop. Its a little stinky and, if you use too much, doesn't look great at this scale. But if you just use a little, and put some thought into where it goes (i.e. coming out of the crevasses between rocks, not just slapped down randomly on top) it looks reasonably like natural foliage.

I also used some Woodland Scenics artificial grass to make reed-like clumps of greenery around the edges of the pool. Not too much - Just enough to show there is life around the edges of the water. I also kept it away from the 'beach' - if this is a living world we're looking at, its likely animals would be coming down to the waters edge to drink. This also helps the base feel more like a portrait - the open edge draws the eye into the water, while the rocks at the far end frame it all.
I ddid add a couple of fallen logs at the near end and some rocks though. I see them as an opportunity to add more red and orange accents, probably in the form of lichen or leaves, to again help tie the base in to the model flying above.

The water itself is really simple. Its just three layers of blue, starting with a dark layer under the rocks and finishing up lighter where the water ends. I will be adding Water Effects later, but this simple paint job will help give an impression of depth and reality to the whole thing.

Overall I'm very pleased with how this thing is turning out. Just have to wait a few hours for all that PVA to dry now...

Sunday, July 8, 2012

Eldar Flyers Appear Unstoppable!

A few days ago, when I mentioned to a friend I was considering adding some Corsair Flyers to my Eldar army, he suggested I wait until Forge World released their FAQ/Errata for 6th Edition to see what they could do. Well, the documents were released on the 6th, July, and a quick read shows Eldar flyers are a must have!

Lets start with the Nightwing fighter. As well as being Supersonic (duh!) and being able to Deep Strike, this thing has the Vector Dance special rule. This means you will never have to finish your movement and not be lined up to shoot at something. This is, I believe, a major drawback to the Marine and other races' flyers, particularly on small boards.

Got my gems done today too :)
 On top of that though, you get the Shrouded special rule. Granted, it does depend on your interpretation of the Jink rule (and that really does need to be FAQ'd) but it appears that if you choose to Evade shots you get a 2+ cover save!

Then we have the Phoenix bomber. This has all the above plus Strafing Run - you hit targets on the ground with an extra +1 to your BS! This thing's bombs are going to obliterate nearly every infantry unit in the game :)

Given the power and potential of these two flyers then, it seems likely they will attract a certain amount of enemy fire early in the game. It is possible, even though most players will need 6's to hit, you will spend a lot of time evading. That said, many players struggle with target prioritisation and I can see a lot of players still choosing to spend their bullets on the infantry targets that are threatening objectives.

The smart move though would seem to be to target enemy fliers early in the shooting phase with some high strength (at least 7) weapons to force the controlling player to Evade. Then forget about them if you really do need to take out ground based targets.

The removal of the 12" penalty to range when shooting at fliers will help with this.

Sun Blitz motif. Yeah, I know it looks like a flower.

Fighters and bombers could be one of the most exciting aspects of New 40k though. Its seat of the pants stuff - flying at high speed, out of the reach of most weapons, hard to hit by all others. You can do a lot of damage - if luck is on your side. Or - stray las-cannon slams into your ship, a plasma blast glances you, and its all over. Dominating your enemy from the air sounds like a gamble, sounds risky. But pull it off and you'll be slapping the X-marks all over your fliers and coming up with Ace pilot names before you know it.

I'm looking forward to seeing which way the dice fall for me :)