Wayland

Showing posts with label stormraven. Show all posts
Showing posts with label stormraven. 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.




Wednesday, January 11, 2012

Slightly more traditional Blood Angels list

I have made a habit of playing some frankly ridiculously small Blood Angels armies. Using Dante's ability to make Sanguinary Guard into Troops, I've fielded two squads of them, two Stormraven's, two Furioso librarians, and five Death Company with a Dreadnought.

As well as providing a tactical challenge (to both players), this has largely been an excuse not to have to paint a lot of miniatures. More recently I have pushed that tactical challenge even further, replacing Dante with a Terminator Librarian, along with assault termies in a Land Raider. That means 0 scoring units - I can only win by tabling the opponent (although I tend to take draws as a win too!).

I even went so far as to tell a friend I would not buy any more Blood Angels, particularly not Tactical Squads. My reasoning there was to keep my army lists themed around what I see as the flavour of the codex - fast moving squads with lots of deep striking and jumping around the board. Tactical flexibility over tactical marines, if you will.

But one should almost never say never. This week I have ordered two tactical squads and a couple of special models in order to field the following list:

HQ
Librarian

Elites
Furioso Dreadnought with melta and frag cannon

Furioso Dreadnought Librarian

2 Sanguinary Priests

Troops

6x Death Company with Boltguns, one of whom is Lemartes

Death Company Dreadnought with Blood Talons

Tactical Squad with flamer and plasma cannon, sergeant has a powerfist

Tactical Squad with a plasma gun and a las cannon, sergeant with chainsword and pistol

Heavy Support

Two Stormravens, each with las cannons, multi-meltas and hurricane sponsons, plus extra armour.

This list is based on one that appeared in White Dwarf last March. The thrust of it is a two-pronged killing machine assault with the Death Company in one 'raven and a tactical squad and dread in the other. The Death Company are more or less guaranteed to clear any infantry unit in the game off an objective, leaving it to be held by the tactical squad.

In addition to the Dwarf list I have two Priests to give Furious Charge and Feel No Pain to my marines (and possibly the dreadnoughts too). I have taken Lemartes because a)I have the model and it looks cool, and b)he has cool rules and makes those raving loonies he's with even more insane in combat.

Similarly I have the Librarian dread in the list because a)I have two of them and they both look cool, and b) they are dreadnoughts with 20ft long force weapons! (On a more rational note, the Blood Angels have access to some great psychic powers and the only thing better than one powerful psyker is two!)

Another strength of this list is the amount of firepower it can put down in a turn. Angelus boltguns are great and all, but I have looked on in envy as my fellow Marine players have have used their two or even three tactical squads to gun down vastly superior numbers. With this list I have lots of strength 4 shots, plus lots of really nasty close combat power. The dreaded ork hordes may not be a problem any more!

Actually trying to take and hold objectives with two full sized squads is going to take some getting used to though and don't get me started on combat squads - the potential to take on four objectives all at the same time? Unheard of!

I started repainting an old dread as a Furioso last night and the other new models are on the way. Should be able to start playing them next week :)