Showing posts with label 6th Ed. Show all posts
Showing posts with label 6th Ed. Show all posts
Monday, 17 March 2014
Skone of Thrulls: Part Two
I’m also bringing a solitary Venomthrope to act as a
little bit of insurance against early game shooting. Most of the Nid stuff is very mid-range or
assault focussed and any trick you can pull to avoid early mass casualties is
going to be helpful. The Venomthrope is
unbeatable in that regard. If I keep it
faily hidden, even behind my models (and a Carnifex may be able to completely
obsure it for a while), it’s packing a fair bit of resilience to incoming
shots, and conveying the same to the rest of my units. Kind of a no-brainer, really. And thanks to Kevin Bacon, use of that phrase
now leaves me feeling dirty. Dammit,
Bacon!
Friday, 14 March 2014
Skone of Thrulls: Part One
In move of possibly ill-advised optimism, I’m hoping to
field Tyranids at the upcoming Throne of Skulls tournament. There are many reason why this is a
potentially bad idea:
3) Throne of Skulls starts in less than a fortnight
1) I’ve only played as ‘Nids once
2) My army is currently not yet painted3) Throne of Skulls starts in less than a fortnight
Yes, those may appear to be significant drawbacks
because, well… they are. Nevertheless,
it’s a challenge, and the only time I get painting done is when I have a
deadline, so let’s see if I can rise to the challenge or remain flac… You know,
I probably shouldn’t finish that sentence.
Oh well, I have a list mapped out with a (relatively low) model count,
the weird basing paints should make that aspect of the work quicker and easier
and I have a colour scheme sorted that, after a test paint, looks fairly decent
by my own admittedly low standards.
Thursday, 6 March 2014
Hive Mined: Part One
Well, I had my first game with the Tyranids yesterday and it was a very interesting one to get to grips with. Unfortunately it was quite a one-sided event, mainly due to an army construction issue, I think. My mate was trying a heavy bolter centred list and it was not doing the business. However, aside from the ego boost, it was still a useful learning experience for me, as I will explain.
Wednesday, 26 February 2014
Cult Status: Part 2
Well, not quite later in the week, but I think we’re all
used to my abysmal timekeeping on this score, aren’t we? Anyway, I’ve already said that I’m flinging
in some Guard with my Chaos cult. On one
level, this would be a perfect mix, as the Guard are the other army that can
match Cultists in numbers and low quality indivduals. Apart from ‘Nids. Not going there, although if I were to proxy
up, the Shadow in the Warp would be a very good substitute for Khorne’s hatred
of Psykers. It’s annoyed me immensely
that Khornate armies and characters (with the exception of Kharn and Karnak) do
not have any anti-psyker toys, and that would be a good justification for
roping the nids in I guess. However,
it’s not legal, so say goodbye to that idea!
Would probably have been a lot of work anyway.
Monday, 17 February 2014
Cult Status: Part 1
Well, the escalation league has been going on for a
couple of months now and, although I haven’t yet played my second month games
with my 750 force, I have messed around with various units I want to add. The final version of my list (due to be
reached in November) is definitely beginning to take shape and should prove to
be quite fun. As I said in an earlier
post, I’m building this list on a vague storyline and with a definite focus on
theme rather than sheer efficiency or competitiveness, although I don’t think
it’ll be bad in that department. I’ve
maintained for a while that you can make lists that are strong on theme whilst
still being decent in and of their own right.
It’s what I do with my lists; hit on a story, theme or character and
then figure out how to make it functional, possibly even good.
Thursday, 23 January 2014
Chitin Chatter
Well, it looks like I have done something stupid and,
after a vague interest initially, have talked myself into playing
Tyranids. Thanks a lot, Brain. Didn’t need that right now. Hopefully it will only be small project. Wait a minute…
…
…
Just setting up the cognitive dissonance…
…And we’re good.
Right. Yeah should
only be a small project as I don’t really have a character or story hook to
grab hold of with the Tyranids. It’s the
stories and characters that really get me invested in an army. The aesthetics can be a good part of it, but
I rarely become as invested in an army as one where I can create a distinct
character HQ and get some storylines going.
Every list from my first Eldar collection 8 years ago (or thereabouts)
had a key character and story behind them.
Even if it was just window dressing for the fact that “Wraithlords have
swords now! That’s soo cool!” (Actual
quote).
The ‘Nids don’t have that. I like a number of the models and the monster
designs are very cool, but without a core personality to hook it on, this is
more of an exercise in tactical curiosity.
The codex hit and, as is my way, I bought a copy and had a read. It seemed good. An improvement on the last one. However, many existing ‘Nid players on the
Internet seemed to think differently. A
number of existing units had been removed, which is something of an unusual
move and something to be annoyed about, certainly. I felt though that a number of the reactions
to the codex were knee-jerk, unjustified and, frankly, embarrassing in a number
of cases. I’m just fortunate that the
smart part of my brai9n asserted its dominance just enough to stop me looking
at Dakka or Warseer. I just restricted
myself to the Overlords Facebook Group (Join today for a free gift of bupkis
and bonus pocket lint!). There was a
fair bit of negativity there, some anti-hate backlash and so on. But there was also discussion and rationality
from pretty much everyone I approached, which was good because I don’t like
pointless shouting matches, nor do I hold with bellowing aimlessly into the
void. I tried to counter some of the
complaints with observations I’d gleaned from the new rules and units. In my opinion, it’s a really solid ‘dex. But it’s not OMG OP!, to take on the gaming
parlance.
A number of the generic complaints that I’ve heard about
seem similar to the problem people had when 6th ed came round in the first
place. The loss of outflank assault
really got underneath some people’s skin.
Personally, I was glad of it. The
all-too-common argument of ‘Why are they outflanking and just standing around
before attacking?’ was easy to counter with ‘What were the guys with guns doing
before you outflanked? Why were you invisible until that moment?’ Anyway, I don’t want to make this a sour post
so let’s move on.
Unfortunately, given my natural mildly tactless nature
and various communicative difficulties, I am aware I can often come across as
being arrogant and dismissive, which is rarely my intent. I feel that happened a number of times in my
defence of the new codex and although I can bring up a number of things from my
reading, that kind of paper knowledge and mathhammer can only get you so
far. It’s best when combined with
practical experience. I also found
myself genuinely intrigued by some of the options I was seeing and became more
and more curious as to whether I could get a few of the tactics to work on the
tabletop. I’m not trying to change
anyone’s mind, really. I just want more
of an insight into a different type of army that a lot of people keep saying
isn’t good. I happen not to agree, and I
felt that this time, I needed to put my money where my mouth was.
And besides, a forum thread encouraging people to send
their crushed Gaunts to GWHQ in protest?
That’s just fethin’ pathetic.
Thursday, 9 January 2014
Hands Over Fists: Techmarines II
Follwing on from December's post:
But that’s enough of me complaining. What about the good things with
Techmarines? Yes, there are good things,
so I can’t pout too much. Here we
go. You may have noticed that in my
previous griping post, I was going on and on about how they are nowhere near as
good as they used to be in combat. But
that’s a little too narrowly focused to be a fully valid complaint. Techmarines are a lot easier to accept when
you realise that their role has become more of a support than it was
before. They used to be a nice
close-combat surprise with an added ability to repair vehicles and do the whole
Dreadnought unlock thing. Now, with Hull
points being very much de rigeur in 6th edition, their repair ability becomes
much more of a primary focus. In 5th ed
(and you may be spotting a theme here), vehicle destruction was very much in
the lap of raw chance with that bloody damage table. Vehicles could keep going forever if your
opponent kept rolling those ones on the table.
Now, with Hull Points, vehicles die quicker, but are functional and
useful for longer (snap firing’s still better than no firing). It’s very difficult to stop a vehicle firing
without killing it completely.
The ability to restore hull points can be crucial when
dealing with attrition, especially in the higher AV units that are more likely
to receive glancing than penetrating hits.
As to whether that ability alone is worth the points, I would hazard
not, unless you have entire vehicle firebase at the back of you army. The servo-arm alone only gives you a 5+
chance, but that can be readily upgraded with cheaper servitors who also act as
ablative wounds.
Speaking of servitors, they are the cheapest way of
getting plasma cannons into your army if you want that kind of thing. A handy bolster for a firebase, as you can
get two cannons for only 60 points total.
They still mindlock like the lobotomised little cretins they are, but if
you have a Techie in there they’ll be fine and can still fire while he focusses
on repair. Either that or you go for
more of a firebase feel with a conversion beamer Master of the Forge. Remember, you don’t need a servo-arm to
repair, just the Blessings of the Omnissiah rule! Also to bear in mind is the handy rule that
the heavy weapons guys can still fire as normal if they personally stood still,
allowing greater freedom for the repair guy to get into the gut of the nearby
damaged vehicles, particularly if you’ve decked the unit out with additional
servo-armed guys.
The other deployment option for them is to stick them in
your front-line units and view them as squad upgrade guys more than anything
else. They come into their own in
transport vehicles to keep them going where they need to go. But once they are out of the vehicle, what do
they do. Is there any point to getting
them out with the rest of the unit? I
think so, as they are still useful at a pinch.
2+ armour and a S8 AP1 attack are not to be discounted, especially as
the combat rules can have you deflect damage to the Techmarine onto the other
squad members, meaning he is far more likely to land the blows you want him to
and helping make up for the lack of an invulnerable save. There is also the possibility of using him as
a bit of a damage soak if you want to entrust his fate to a tonne of 2+ armour
rolls. Probably not your best call in a
bog standard tac squad, but could be useful for more specialised units, or when
you want to keep that troops choice alive as long as you can. Personally, I feel that is you are going to
go for a front line Techmarine, you are far better served by taking a deep
breath and going for the full servo-harness.
This gives far more than the 25 points bump should do, certainly when
you compare it to some of the other tactical squad options. What’s the better deal: giving your Sergeant
a power fist, or giving the Techmarine an extra attack with a better power
fist, a flamer, a twin linked plasma pistol and a better chance to keep the
transport running? I know which I’m
rooting for.
A final point to bring up is the slight tweak they’ve
received in the Force Org chart. Instead
of consuming an entire Elites slot to themselves, they now take a phantom HQ
slot, one per regular HQ choice. This
gives you far better flexibility in your choices, as now he doesn’t have to
content with the host of other, more combat-effective Elites options. I’ll also add that the Iron Hands expansion
allows you to take two per regular HQ slot or three per Master of the Forge,
really opening up your choices, and looking damn cool while they do it!
Monday, 2 December 2013
Hands Over Fists: Techmarines 1
So, how has the new edition treated my beloved Techmarines
and Master of the Forge? Not great, by
all accounts. Not great. They’re not unusable, don’t get me wrong, but
they’re not what I wanted out of the unit.
My problem is that I just keep comparing them to the guys in the old
codex. No, not the 5th
edition one, the one before that. A
regular Techmarine was a proper veteran, with a minor character statline, and
had access to a vast array of technology and other doodads to really kit him
out. Sadly, that version has long since
departed, replaced with the relatively watered-down creation we got in 5th
ed, without any option of an invulnerable save.
The Master of the Forge was a new character, although he was basically
the old school Techmarine with servo-harness standard and slightly better
leadership, and the regular Techmarines were just weak. Yeah, you could give them a servo harness
that allowed them to act as short-range weapon platforms and help out a bit
with vehicle repairs. However, with the
way vehicles and vehicle damage worked in that edition, you barely ever needed
to repair and they took up an entire Elite slot for a single one wound model,
which was hardly an enticing prospect for a guy that was weight in at 75
points. Bolstering terrain was cool, but
a Thunderfire Gunner can do that, and you get an awesome gun in the process, so
really, why would you, unless you were full on Heavy Supports. Which I guess was a possibility.
But now, how have things changed. On the combat side (in my opinion) they’ve
got even worse. This is due to one
factor. The servo-arms no longer provide
additional attacks like they used to.
What used to happen is that the Techmarine would get his regular batch
of attacks at usual initiative and would get an extra one or two (depending on
whether it was an arm or a harness) at Strength 8 and (effectively) AP2. Now, they are just an AP1 Power Fist. That’s all.
I was a bit annoyed at that to be honest. Not only does it have the effect of massively
reducing the number of attacks you can get out of them (a bog standard techie
would get 2 regular with bolt pistol/close combat weapon and then 1 with the
arm, now they only get one total if you want to use the damn thing), but it’s
also made servitors less of a threat as they are only hitting at S6. Not that anyone used servitors, but that’s
not the point. At least servitors are
cheap now.
In a straight fight, they’re worse than before. AP 1 close combat is nice if you need to
dismantle vehicles fast I suppose, and now at least it’s theoretically possible
to give you Master an Invulnerable save if you go for a hideously expensive
Relic to do so. Also, as a side note,
you strangely get the option to purchase a power axe for fifteen points as one
of the standard option for the techmarine or master. This is odd to me, as they can access the
melee weapons list, which grants them access to a tonne of weapons including
the power axe, at exactly the same points value as listed on the entry. This baffles me slightly, not only because it
seems redundant, but also because the power axe is worse in nigh on every
single regard to the servo arm. It
strikes at the same time as the arm, but for less strength and worse AP. You can get an extra attack by pairing it
with the bolt pistol, but if you’re springing for that axe, why not pay the
extra 10 points to get the full harness? You get the same number of attacks but
with a better weapon plus a flamer and plasma cutter. Anyway, that’s my bitching out of the
way. I don’t want to be negative all the
time, but I really like Techmarines and Masters of the Forge and it’s
annoyingly to have them constantly diluted down in combat.
But it’s not all bad news.
Next up, the good things…
Monday, 25 November 2013
Raukaan Roll!
So, the Iron Hands Supplement. Yeah, yeah, I know it’s technically Clan Raukaan,
but for me it’s the Iron Hands book.
Sadly, the dreams of a bona fide Iron Hands Special Character remain but
the half formed imaginations of a madman, but at least we get something out of
it. I’ve had a brief look over it over
the weekend and I’ll give you guys some impressions. First things first, it follows a similar
format to the other supplements. A lot
of fluff (60+ pages of iPad screens), some army list tweaks (but no new units)
and some items to mess around with.
I’m not going to go the whole hog and go through every single
item and new rule, for a couple of reasons, but I’ll mention a couple of
interesting snippets. I also (by way of
further disclaimer) haven’t been through all the fluff yet, so don’t expect
much from me on that score yet. The inevitable
question when dealing with these kinds of things is always the same: ‘Is it
worth the money?’ I’m going to be honest
and say no. That’s not to say I
regretted my purchase or that I’m not glad I got it, but on an objective scale,
it’s not enough stuff to justify itself to the average buyer. If you’re really into the Iron Hands or Clan
Raukaan specifically, then you’ll probably enjoy the background and the rules
tweaks and scenarios are nice and flavourful.
Unfortunately, the scenarios are probably going to be the part of the
book I’ll get the least out of, as with pickup games and tournaments and the
like, I'm probably just going to stick to the basic missions and leave it at that. I might try to get someone in on them to try
them out though, so you never know.
Right, let’s get into some rules chatter. The army itself has to be chosen from the core
Codex Space Marines and the Iron Hands Chapter Tactics (like you’d use anything
else, really) and give a couple of unit tweaks.
With Raukaan rules Dreadnoughts (of all ilks) can be chosen as either
Elites or Heavy Support, so you no longer need a Master of the Forge to unlock
that option. The other addition is that
for each HQ choice, you can have two Techmarines instead of one. Increase that to three if that HQ choice is a
Master of the Forge. I really like both
of these rules, although the tactical benefit they’ll give you is somewhat
limited. Techmarines are expensive for
one wound models, man. The multi-Dread
option without needing the Master-tax is nice though. I’ll probably mess around with a couple of my
lists to fit some more Techmarines in there though, because it’s such a
thematic possibility, and it’ll look awesome!
The problem I’m finding is that there is always the temptation to load
them down with more stuff. You have your
basic Techie for 50 points. He packs a
S8 AP1 power fist attack and a 2+ save, plus his ability to get your transports
running again, making him a nice addition to many squads. But them for another 25 points, you can give
him an extra servo-arm attack, a twin-linked plasma pistol and a flamer, plus
make him even more reliable in vehicle repair, which (let’s be honest) is a fairly
good deal. But by that point you’ve
spent 75 points on a 1 wound character.
Well, at least servitors are cheap, if you want to run that way. Nevertheless, for theme, there’s nothing
better! I really want to bodge together
a hyper Command Squad by attaching a bunch of Techmarines to it. How awesome would that look? Ignore the points. Please.
We get a new Warlords table, and I have to say I really like
it. It runs a nice gamut of abilities,
but they are all useful. A couple of
particular note are the result that lets your Warlord repair vehicles even if
he’s not a Techmarine (if they can already repair, they get a reroll), and one result
that allows you to use the old Chapter tactics rule from 5th and
automatically fail Morale tests. Given
the way ATKNF and rallying works now, this is tactically very tasty indeed,
allowing you to fall back from approaching assaults and disengage from disadvantageous
close combats at next to zero risk to the unit (unless you’re a few inches from
the table edge, that is). A big thumbs
up for this table from me!
Special items are interesting. All of them are Relics recast. If a character can chose from the Marine Relics,
then they have to select from the Gifts of the Gorgon list instead. You have some very nice items and some ‘eh’
fairly average options, but they all feel good.
There’s a librarian weapon that is essentially a Force Power Fist, a
boosted power axe that becomes a power fist on rolls of a 6 to hit and even a
helmet that houses a powerful comms system that allows your nearby units to
use the HQ’s leadership and even reroll 1s to hit with shooting. They specify that this item can be used even
inside vehicles and building (which seems like an odd distinction to make, as
that’s how everyone seems to play aura-effect items anyway). But unlike the magic banners that become more
inspirational when locked up inside a vehicle where no-one can see them, this helmet
actually make sense in those terms. It’s
a comms network. LoS isn’t a problem. One odd thing about the Gifts list is that there are no restriction as to what you can take other than 'only 1 per army'. No wepaon replacement, or distinctions as made as to which replace weapons and which do not. I'll use my common sense on this one, but basically follow the same selection rules as the mainstream codex just to be on the safe side.
My favourite item is probably the Chains of the Gorgon, which
provide defensive benefits based on how many time the character is
wounded. The trick is that it become
less effective, the more wounded the bearer is, which is not what I would have expected. It never gets worse than a 4+ invulnerable
though. It does mean that if your
character is tooling around with a Command Squad , is wearing this and rolls
the right result on the Warlord Table, you can be dealing with 3+ Feel No Pain
roll. Brutal! I made a character using the regular Space
Marines codex and built him for durability and tarpitting. His name is Leythan Korduskaya, ‘The
Wall’. I think he may be getting an
upgrade! I really want this Mega Iron
Council now!
So that’s my initial review of the release. If you aren’t hardcore about the Xth, then it’s
a definite miss for you, but that’s the way of these supplements from what I can
tell. Just know what you’re buying
before you buy it. If it’s just for the
rules, I don’t think I can justify it to you.
I’m enjoying it though.
End Of Line.
Monday, 18 November 2013
Hands Over Fists: Ironclad Dreadnoughts
It’s fair to say that in 6th Ed, walkers have taken a bit
of a hit with a confluence of the new rules working steadily against them. Vehicles have got significantly less
resilient with the Hull point and with the relative ease with which grenades
and bombs can be slapped on them.
Combine that with Smash attacks and the walker situation can start to
look very sad. You may also notice that
most of these new vulnerabilities in walkers are confined to assault. Gunboat walkers are pretty much as viable as
they always were.
Given that they are pretty integral to the Iron Hands
chapter character and that they’re frickin’ awesome, it was never going to be
in question that I would include some Dreads in my new Marine list. The question was which type of dread. Your standard one can pack a multitude of
weapons and is fairly cheap, with the Venerable upgrade being massively reduced
in price (presumably due to the lack of reliance on the Vehicle Damage Table to
kill them now). The Ironclads are back,
relatively unchanged in cost and stats from last edition. In the end (as evidenced by my previous post)
I plumped for them instead of the more versatile regular Dreadnoughts. There are a few reasons for this.
First is that I like assault and think it still has merit
and importance in 6th edition, regardless of all the naysayers and the Iron
Hands list I arrived at didn’t pack too much of that, so I felt I needed a
presence there. Second, the armour boost
on all fronts does a great deal to boost survivability. It’s now impossible to kill with bolters and
shurikens, even from behind and is nigh-on krak-proof in close combat. Third, is the look of the thing. I really like the bulked out and
armour-plated heft of the Ironclad, and I wouldn’t feel right using a gunboat
dreadnought in an Iron Hands list as it notably lacks one key physical asset. A
hand. With tanks you can overlook that kind of thing, but ‘Noughts? Couldn’t justify it to myself.
Right, so that’s the choice of dreadnought, but what
about the loadout? In the end, I ran
with dual heavy flamer for the integrated weapons. I could have gone for a meltagun there I
suppose; try for some drop-pod tank killing (now made even easier with 6”
disembark!), and ranged tank-killing is one thing may army distinctly
lacks. But I know the curse of the drop
pod melta all too well. I decided to
focus on killing infantry and causing more widespread havoc in the backfield. Also, I like the security of a weapon that
doesn’t require a BS roll to hit anything.
They can also be used to blunt horde assaults before they start and
clear out heavy weapons teams and firebases from even reinforced cover. Seismic hammer or chainfist? Much of a muchness for me really. I’ve got one of each, although I think the
Chainfist is a better performer for killing vehicles. It certainly looks cooler. It’s not a hand though, is it? Everything else is pretty much barebones to
cut down on points.
I’ve found them very useful as an intimidation tactic and
a way to force my opponents hand. Even
if they fail to cause a single casualty when they turn up, they force a
reaction. Mobile vehicles have to get
out of the way, assault troops or point holders have to assault or blockade it
to prevent it getting to the firepower units at the back. At the very least, they need to use firepower
to bring the Dreads down that could otherwise be levelled at my scoring units
and transports. Using this, I can force
the opponent into a reactive posture from the off and use the free time to
manoeuvre my troops to better positions further up the field. If possible, I can also rid Interceptors and
Anti-air units of their crews, limiting the risk to my incoming
Stormtalons. If the Ironclads survive
(and are mobile) into turn 2, that’s a bonus.
They’ve normally done their jobs by Turn 1…
Thursday, 24 October 2013
Hands Over Fists 2
So here’s my general game plan for this army. When it comes to set up, the Master of the
Forge goes in with the Sternguard in their Drop Pod and the tactical squads
split, the heavy bolters manning some reinforced scenery along with the
Thunderfire Cannon and the Centurions. The forward combat squads with Meltaguns
and Sergeants start inside the Razorbacks and either hid behind reinforced
scenery or ready themselves to gun the engines and head upfield. The Scouts in their storms normally start on
the board, infiltrated far forward. If I
can Scout closer, I do (depending on quantity and disposition of enemy units in
their area). The Ironclads are prepped
to go in on Turn 1. Basically, I start
aggressive from the off. It’s one of the
many advantages of Drop Pods. I try to
get as much stuff as I can into the face of the opponent from turn one. This usually means a combo of combat scouts
and Ironclads. Although they can’t get
into combat in the first turn, the wealth of heavy flamers in close is there to
target backfield guns and objective holding troops, plus anyone arming gun
emplacements. The Drop Pods are also
handy for obstructing fire lines and hampering movement, especially as you can
disembark so much further from them now.
Supporting fire is obviously provided by the Thunderfire and Razorbacks
primarily and sometimes the tacticals may get lucky with the heavy bolters.
What are the Centurions doing though? Probably not much in the first turn; the
Cannons are woefully short range for that kind of thing. The guy I bought them from found that they
couldn’t accomplish much as they were massive fire magnets and tended to get
killed by anti-tank fire before reaching decent weapon range. So I’m trying a different tactic with them
and using them primarily as board control.
Having gone against them a couple of times, I was always anxious about
getting anywhere within that 24” firing range and so they seem like an ideal
deterrent for anyone thinking about getting rid of my objective scorers. Plus, the lack of an Invulnerable save seems
less of a big deal when you’re tanking with 3+ Cover. However, I may want to take a more aggressive
stance with them and rely on the Ironclads to take most of the high Strength
low AP shooting for a turn or two and buy the Centurions time to advance. Time will tell as to which tactic seems the
best use for the big guys.
The big down side with turn one is that most of the time
I will probably be giving away first blood.
However, as I see it, it’s a sacrifice that’s worth making if I can
strip objectives from an opponent.
Nevertheless, most of the time, I’ve just got to weather the return
fire. The Ironclads will probably die
and if I position them wrong, the scout will take quite a few casualties as
well. They’re really not meant to be
encountering massed firepower, aiming instead for backfield or outlying units
to harry and distract. The other
downside with this initial rush attack is that I have woefully little decent
anti-tank in it. Make no mistake, the
Dreads and Scouts can definitely deal with vehicles, but they need to be in
assault in order to do so. My first turn
has to be about putting the opponent on the defensive, but also bearing in mind
that I need to assault stuff a keeping targets in mind for that next turn. This has worked fairly well versus more
manoeuvrable opponents, as I have enough stuff with enough freedom of movement
(or at least a free choice of where they drop) to cover most of the board with
threat.
The second turn is when some more punching arrives
(hopefully) as I have two Talons and my Sternguard in reserve to turn up and
they can provide some effective shooting. The Talons in particular have managed to
achieve a great deal with their relatively cheap loadouts and BS 5 (versus most
targets). Never underestimate Strafing
Run! They are primarily for dealing with
light-medium armour that I can’t get to normally, or for deshelling troops
inside a transport. In my last game
against the Eldar, the were to blame for three dead Wave Serpents, so they
definitely paid for themselves in terms of effect rather than raw points. Once the Guardians and Aspect Warriors are
out of their cans, they are very easy to remove… The Sternguard are pretty much just as good
as they ever were, but a few points cheaper, which is not something I’m going
to complain about! I have different
views on the Master, unfortunately, but I’ll save that for a different
post. He can definitely work well, but I
feel they’ve taken quite a few downgrades in this new book. He in there for the fluff and feel of it more
than anything. Plus I really like the
conversion I’ve done for him!
I don’t really have much else to write about my tactics
beyond turn 2 though mainly because from that point onwards for me, the game
becomes about adapting to the battle and the opponent more than any set
plan. Plans 1 & 2 don’t always go to
plan either. Regardless, I am trying
to train myself to play to the
objectives, or at least keep one eye on them throughout the game, as ages of DE
play made me too complacent in grabbing stuff at the last second and not all
armies can keep up with that lack of planning!
I’ll go more in depth into a couple of things from the SM
Codex later, mainly focusing on a few rules queries I’ve noticed and the
strengths and weaknesses of some of the units I use.
So long!
Monday, 9 September 2013
IntrAspection - Maugan Ra
And now we have Maugan Ra, in all his 80s glory. Just
look at those shoulder pads! Fethin’ ridiculous, but utterly glorious.
Back in 5th, he held the joint top spot for Phoenix Lords
in my mind and also held a rarefied distinction of being a decent ranged
special character. Seriously, there are
so few of these around, which is strange given that that it’s the bloody future
and all, but nearly all special characters come in the ‘force modifier’ or
‘assault monster’ categories. There are
so few that focus extensively on shooting beyond, y’know, just owning a pistol. We’ve got this guy, Telion, Illic Nightspear,
and a smattering of Tau characters. No,
I’m not counting ‘Tank upgrade guys’.
Just because, that’s why.
Anyway, Maugan Ra has the usual Phoenix Lord stats and
rules, so it’s a quality statline to build on.
He pack the typical 2+ armour save of his ilk, but wields one of the
coolest weapons in the game (as far as I’m concerned), the Maugetar. This is an upgrade shuriken cannon with a big
damn blade attached to the end. The
upshot is that it fires four shots a turn at 36” range at S6, AP 5 and not only
Rends, but Pins as well. In close
combat, it allows Maugan to strike at S6, AP3 which makes him a worthy assault
opponent was well.
What special rule have we got going for him then? He has the usual barrage of Phoenix rules
(Eternal Warrior, Fleet, Ancient Doom, etc) but also packs Relentless
(pointless as his weapon is an Assault one) and Hatred (Chaos Daemons), which
kind of renders Ancient Doom pointless as well.
Yay redundancy! Joking aside,
it’s nice when the special rules tie into a characters back story nicely, and
Maugan Ra having rescued his home craftworld from the warp is nice
justification for that bit of flavour. I
approve. His compulsory warlord trait
give him split fire if he’s your warlord, which is definitely good for a
primarily ranged character.
His Exarch powers are where things get synergistic
though. Night Vision is cool, but
unremarkable otherwise. Just a basic
utility power in the right place. The
next two are the fun ones. We have Fast
Shot, increasing the Maugetar to five shots a turn and Marksman’s Eye, allowing
him to snipe on 5s instead of 6s. You
are quite likely to get two precision hits a turn with this guy and it is here
where he shines. Try not to try to snipe
Independent Characters, but aim for upgrade guys in the squad. Special Weapons, Heavy Weapons, banner
bearers, that kind of thing. Even his
overflow shots can be quite effective in suppressing a squad, although it works
better against the non-power armour types.
He helps out other dark reapers (obviously) but will
bring more benefits to other ranged squads.
His gun is slightly shorter ranged than the DR standard and will
probably want to hunt for different targets as (without the heavy shot upgrade)
he’s better at dealing with medium vehicles that his disciples. That said, he can split fire, so that’s not
necessarily going to pose much of a problem.
He could also be a bit of an assault deterrent for backfield harrying
forces. I think he is at his best when
accompanying a big old Defender squad.
They benefit greatly from his Fearless rule and he’ll benefit from the
ablative bodies in the squad whilst firing at whatever is out of range for the
rest of the squad. He will also get a
boost from the Warlock powers, if one of them makes it into the squad as well,
so I’d say that would be a good fit. For
a laugh you could always stick him in a ranger squad though! He’ll get benefits from the Stealth rule and
he looks for similar targets, so that’s an interesting little combo.
And that’s pretty much it for him. He’s a simple guy really, but what he does he
can do well. He’s a hyper-accurate
assault cannon on legs and I love him for it!
Monday, 2 September 2013
IntrAspection - Dark Reapers
And on with the next target. Back when I used to play Eldar, Dark Reapers
were a common choice for me. I would
usually take a small squad of them and an Exarch. The regular Reapers were okay for the odd bit
of marine hunting and duelling with devastator squads, but the main reason I
took them was for the Exarch. Tempest
Launder and Crack Shot was a winning combo against many armies. The Tempest Launcher wiped out marine armour
(two blasts at S4 AP3) and the Crack Shot allowed a reroll on the blast (and
with a BS of 5, it wasn’t often needed) and most importantly denied cover
saves. This was fairly brutal, but it
often felt like I had to spend too much on regular aspect warriors to gain the
benefit of that one combo. So, have the
Dark reapers shifted for the better in the new Codex?
Well, the first thing that jumps out is the pricing, as
with so many of these units. The Reapers
have taken a significant 5 point downgrade in price; undeniably useful for such
an expensive unit. They haven’t suffered
for their reduction either. Much of the
equipment remains the same, at least in stat line. The armour is the same. The special weapons (missile launcher,
Tempest Launcher, Shuriken Cannon) are all the same, with the obvious
Bladestorm upgrade to the shuriken. The Reaper Launcher is the same, granting
you two shots at S5 and AP3 for your marine hunting. All good.
However, the launchers have an upgrade option. For +8pts per model, you can give them a S8
AP3 pinning Heavy 1 shot option, allowing them to far more efficiently deal
with vehicles. What also can help in
that regard is a new piece of wargear that the squad get gratis: the Reaper
Rangefinder. With this doohickey, Jink
saves can no longer be taken against your shots. True; a lot of the time, that’s not going to
amount to a hillock of legumes, but against other Eldar, bike armies or (best
of all), the Dark Eldar, this could be an invaluable asset.
When we approach special rules, we find another nice
addition. The Dark Reapers now have Slow
and Purposeful. The bad news is that
this cancels out the tactically flexible Battle Focus and eliminates the chance
to fire overwatch, but on the plus side, being able to move and shoot at full
effect is a great boon to this unit, for those times when the enemy are hanging
around just outside that 48” range.
Other than that, they’re about the same in the special rules department.
But what of the old Exarch? He still exists, naturally, and follows the
standard +10pts upgrade pattern. Weapon
wise you can give him a Shuriken Cannon, a Missile Launcher and the Tempest
Launcher (the latter two for a few more points). However, the skills have shifted a little, as
in common for all Exarchs. Night Vision
is available for 5pts. Very useful for
the occasional night fighting scenario, especially as it comes cheap at 5pts
and (if memory serves) convey on to the rest of the squad as well. Fast Shot is here as well and at 10pts is
also hard to argue with, considering the ordnance at play in the unit. There’s not really any weapon option that
this doesn’t fit nicely with, although it probably ties in nicest with the
Tempest Launcher. And we also have
Marksman’s Eye, which allows precision shots on a 5+. This has its charms to be sure. The idea of wiping out sergeants and captains
with precision S8 will always be appealing.
To me though, the first two have the edge over Marksman’s Eye for
general utility, although you could easily argue that Night Vision won’t come
into play as often as Marksman. Still,
it’s a very good line-up of power choices and certainly one of the most easily
matched out of the Exarch powers in the codex.
So, in all, they’re a touch cheaper and are capable of
taking on many different targets, with the exception of the heaviest
armour. They have more mobility than
before and, given the number of bike and skimmer armies hanging around, their
ability to ignore jinking is hard to argue with. On the downside, they are still quite
expensive, and still quite brittle, even with the 3+ save. If you’re going to field them (and there are
many good arguments to do just that), you’ll need to position something else
threatening to take some of the heat off them.
They should be able to stay out of range of the small arms, but will
fall as easily to anything else with the big guns. And my favourite combo is gone.
Final thought: I like ‘em. Could have just said that and save myself 800
words, really. Oh well…
Tuesday, 20 August 2013
IntrAspection: Warp Spiders
Back in the dark days of fifth edition, there were
precious few aspect warriors about with exception of the near ubiquitous Dire
Avenger Vehicle upgrade. Not quite as
cheap as the Gretchin upgrade, but close.
However, one aspect was eking out a few showings and growing a bit in
popularity in my local area, and that was the Warp Spiders. The Fast Attack section of the old Eldar
codex was not tremendously popular, with most things being less than entirely
worth the points, especially as Jetbikes and Wave Serpents were as manoeuvrable
as anything else you could find there.
Nevertheless, I would quite often see small Warp Spider
strike squads. They were mainly tasked
with cracking light vehicles and taking on small isolated squads on foot. With the speed and trickery of the jump
generators and a wealth of S6 weaponry, they had a fairly versatile tool set,
but a significant price tag. In the new
codex, one of those things has now been got rid of. And it’s not the equipment…
Okay, let’s start with the big obvious point. Much like with the Swooping hawks, the price
of the Spiders has gone down by a bit, although not as much the Hawks. However, this is counterbalanced by the
tweaks to their equipment. They’re
packing the normal 3+ Aspect Warrior armour now, although Fleet of Foot is now
an option for them. Yes I know it’s a special rule rather than a piece of
equipment, but their lacking of Fleet was so often attributed to their heavy
armour, I feel the two are close enough linked to one another to warrant
mention. The Warp Jump Generator has
been changed as well. It used to be just
another name for a jump pack with a bonus move in the assault phase (which
could result in a squad casualty if a double was rolled). Now however, it’s just another name for a jet
pack with a bonus move in the Movement Phase (which could result in a squad
casualty if a double was rolled). See
the difference?
All snark aside, this is actually a major change in
movement style, resulting in almost unparalleled movement for infantry. The jet pack ruling reduces the distance in
the movement phase to only 6”, but as a payoff allows a 2D6” free move during
the assault. This assault move is now
risk free for the Spiders and combined with the ever-useful and tricksy Battle
Focus allows for a lot of hit and run style to the unit. The big jump in the movement phase allows the
squad to shift itself 6+2D6” instead, with the usual risk of losing a random
squad member. Using this you average
slightly faster movement speeds when you need to book it and if you pack all
the speed tricks together, you get a unit that has the potential to get itself
3 feet down the board in a single turn.
Admittedly, as often as that can happen, you could find yourself only
moving 11”, but that’s still not exactly slow compared to most of the other
units in the game. Whether or not you
want to risk that guy for the burst of speed is entirely up to you, as that
casualty could be your exarch, and that could be a bit of a nad-punch. But that’s really unlikely to happen, right?
The weaponry, at least in stat line, is pretty much the
same, but now we have the Monofilament rule, which is kind of like Bladestorm,
but has an AP1 on a 6 to wound instead of AP2 (why?). At least this adds a point of Strength to the
weapon if the target has an Initiative less than 4. Luckily, this includes vehicles, further
ramping up the ability of the Spider to take on the light vehicles, especially
as AP- doesn’t negatively inflict on rolls on the vehicle damage table
now. In fact, land behind a heavy Russ,
and you’ll probably still bring it down with a decent size squad of guys. This rule makes them excellent for handling
most vehicles (given proper positioning) and elites high armour infantry, also
kitting out nicely for a bit of monster hunting. A lot of versatility and manoeuvrability
here.
The exarch gets the usual Spider toys, although the twin
spinner is now just twin-linked. It used
to be Assault 4 instead. Shame. The Spinneret Rifle has taken a bit of an
upgrade, benefitting from the Monofilament rule, but changing from Assault 1 to
Rapid Fire. It’s definitely useful to
have a long as you’re guaranteed to bust Terminator armour and get a +2 on
vehicle damage, but as to whether you want to pay 15 points for that guarantee,
I can’t say. Powerblades are still
there, giving the Exarch some AP3 melee strikes and an extra weapon. 20 points is quite expensive though. If nothing else, I’d be tempted to get
another Spider and hope to ride out the combat better until Hit & Running
away at the end of the phase, but I can see the benefit of the extra AP3 punch,
certainly.
We have couple of new special rules to bear in mind as
well. For a start, Hit & Run is
standard now, rather than an Exarch upgrade.
As even a couple of spiders can cause major problems for vehicles, this
is a great rule to bear in mind if the opponent tries to bog them down in
assault. Everything else for them is the
usual stuff that nigh on all Eldar have now (Ancient Doom, Battle Focus and
Fleet). Now we get to exarch powers, all
of which are ten points apiece. Fast
shot certainly has its place, working to its best when combed with a Spinneret
Rifle and making the most of that AP1, but is still nice to have for the
regular spinner. Marksman’s Eye is
another useful one (again, best with the spinner) as sniping out sergeants and
special weapons is a highly useful trait when used smartly. Combined with fast shot, you are highly
likely to get a precision shot every round of firing. Handy.
Finally, we have Stalker (the reroll to wound on a successful opposed
Initiative test). Personally, I wouldn’t
bother with this one. You don’t want to
be in combat and are ideally equipped to either avoid it or escape it. I’d think about better spends for those
points (like either of the other exarch powers).
So that’s the brief run down. Again, they are very strong contenders for
the Fast Attack slot and the only thing stopping them from seeing more play
time is the competition they have in that Force Org slot.
Monday, 29 July 2013
IntrAspection: Shining Spears
Now these guys are a bit of an oddity. They have definitely (bar one particular
area) improved significantly from 5th edition, but most of that is down to the
edition change rather than the new codex.
Should I just restrict this appraisal to the changes specifically
brought by the new dex? Probably not. I think it'd be best to address them as a
whole and do quick overview on how the new edition and newer codex have
dovetailed quite nicely.
Now, I said that they had improved bar one area, and that
area combat versus 2+ saves. In 5th,
they could deal with Terminators and the like swiftly and efficiently. Usually in one charge. Hitting on fours, wounding on 2s, a
smattering of Inv saves and then done.
Sure, the storm shield guys were a pain, but they always are, regardless
of what you use to take them down. But
with the new edition changes to power weapons bringing laser lances to AP3 on
the charge, that target was denied them and, frankly, it was one of the few
targets gave the squad a chance to get their exorbitantly high points
back. At 35 points apiece, Shining
Spears were exceptionally pricey.
However, before I go down this road too far, let's
quickly go over other things that the new edition changed for them. The Jetbike rules made it easy to get cover
saves and increased speed available with the Eldar Jetbikes could take them pretty
much anywhere on the board in a turn.
Difficult terrain tests were far more forgiving as well and the bonus Hammer
of Wrath hit was a nice plus.
Now we not only have these improvements to the unit, but
also the tweaks given in the codex. The most
noticeable of these is a pretty hefty price drop to only 25 points per model,
making them much more affordable. Definitely
still expensive, but able to easier get their points back, having unrivalled manoeuvrability
about the field and the ability to take regular power armour to town. The improved Shuriken weaponry is nice, but
if that's all you're after, take guardians.
The lances don't seem to have changed at all, but for one thing, if you
look closely enough. They now have the
lance rule in close combat. This means
that no vehicle is beyond their ability to damage (apart from Black Templar
Land Raiders, of course). Now, this is
admittedly, unlikely to turn them into a wrecking ball of destruction, but the
ability to scratch off the odd hull point here and there really is another
feather in their cap, especially as you can shoot the lances before the charge
as well. Let's face it, you don't need
to deal many glances to bring a vehicle down these days.
Aside from that, the equipment is pretty much as it was,
although the laser lances have lost their Initiative bonus on the charge. Oh well.
We'll just have to rely on our natural I5 to see us through. We'll manage somehow... We do have some new skills to mess about with
though. We've been through Ancient Doom
before and Battle Focus is useless to a jetbike (why is it there? My money's on misprint.), so we'll skip them
and move on. The two new skill that they
have now are Outflank and Skilled Rider.
Outflank isn't tremendously useful in my opinion given the speed a
jetbike can reach regardless, but I suppose it's nice to have that as an option
in case you need it. Skilled Rider is
the big one though. Previously a fully
paid-up Exarch power, you now get this as standard and with the new version of
the rule in 6th, it's phenomenal with this unit. Where it used to give you a reroll on
Dangerous terrain tests, it now renders you immune to dangerous terrain and
also nets a very neat +1 to the Jink save.
This means that not only can you move the unit anywhere (or
thereabouts), they also get a 4+ Cover save provided they moved. That increases to 3+ when Turbo-Boosting, so
stay nimble!
I see the unit very much as a bit of a Dark Eldar unit in
practice. Now, hear me out. Their modus operandi is about the same. They use their speed to stay out of trouble
and harass enemy forces before leaping in on a weakened enemy unit and
finishing them off. Seriously, given
them Power From Pain or maybe a decent brand of amphetamine, and they'll be
right at home in Commorragh! Ignore their
name. They're not a spear, they're a
punch-dagger.
We also have the traditional Exarch option for 10 points. This nets the usual stat improvements and
access to skill and equipment. Equipment
wse, you can get a power weapon (eh...) or a Star Lance (oooh...). We all know what a power weapon does, so
let's move onto the fun stuff. A star
lance is like a laser lance, except that instead of dealing S6 AP3 hits, it
packs a nastier punch at S8 and AP2.
Glorious! It keeps the lance
ability, making it a very viable omni-killer.
A useful challenger in assaults, seeing as it causes Instant Death for
your standard Marine type. Very
nice. You'd be hard pressed not to take
a star lance if you're taking the exarch, especially as its only 10 points.
The exarch powers are also worth a look. Monster Hunter is there for 5 points, which
with the increase of MCs in the game, it could well be a sound investment,
although with a star lance, you'd barely need it. Still, you don't want that monstrous creature
alive to hit you back. We also have
Disarming Strike for 10 points, tying in very nicely with his role as a
challenge killer. I've gushed about that
skill enough, so let's move on. The third
skill is the best though. Hit &
Run. I've been a great exponent of Hit
& Run since I was running Hellions in 5th, and there's no way I'm changing
that stance now! It becomes even more
useful for the Spear given the fact that they can only really deal decent
damage on the charge. Most of the tactics
you can use with Hellions, you can use with Spears, so enjoy the ability to
escape any fight you want and punch back at your leisure!
The big question here is not whether the Shining Spears
have improved. They have, undoubtedly. But have they improved enough to oust the
Hawks, the Hunters and Spiders from the Fast Attack slot? The answer, as ever, is really up to
you. I'm definitely curious to test them
out though!
Monday, 22 July 2013
IntrAspection: Baharroth
Aaand.. we’re back.
Next up to the plate is Baharroth.
Baharroth is the Phoenix Lord of the Swooping Hawks and has always been a bit hard-done-by as a special character. In the previous edition of the Eldar dex, he didn’t actually have any equipment (bar the armour if you’re being pedantic) that a regular SH exarch couldn’t get his hands on. Stat-wise, he’s not any worse, but her wasn’t particularly great at fighting (great statline, but no Inv save and only a regular power sword) and his shooting wasn’t anything in particular to write home about. I mean 3 S5 shots at BS7 is cool and all, but you could afford an entire squad of Hawks plus an exarch for the cost of the Cry of the Wind. It’s a shame. I quite like him in the background, with his oddly ‘buddy-cop’-esque relationship with Maugan-Ra and his accompanying his friend to save his craftworld. It was neat, but the rules made him unviable unless you were determined to put him in there or wanted to run a Phoenix Court.
Has that changed in 6th?
A bit. But regrettably, probably
not enough. He’s the joint-cheapest of
the Lords (at a pretty hefty 195 points) and comes with a raft of special
rules, just like all the other Phoenix Lords.
Ancient Doom, Eternal Warrior, it’s all there. I checked.
He (unsurprisingly) also comes with the normal Swooping Hawk rules,
allowing pinpoint precision on his deep strikes, which is very useful with one
of his character-specific rules; Sun’s Brilliance. When he deep strikes he inflicts a blind test
on all enemy units within 6”, which is very nice, although highly situational
depending on your opponent’s army.
Nevertheless, if you’re trying to take down some shooty Orks, or the
Tau, the one-two punch of Deep Striking and blinding could be used to great
effect, cementing a role for the guy at last: that of backfield disruptor. Best deployed mid-early in the game, when the
opponent’s assault elements have advanced and his firebases are relatively
undefended. Drop in, grenade stuff,
blind some guys, skyleap away before they’ve recovered. Similarly in this role, assaulting can be
viable option, especially as Hit & Run is part of Baharroth’s repertoire
now.
Equipment wise, you’re packing grenades (haywire &
plasma), the hawk grenade packs, the 2+ save, the wings and the Hawk’s Talon
(Assault 3 S5). You also have a special
melee weapon: The Shining Blade. It’s
not spectacular, as it’s really just a power sword that inflicts Blind. Again, quite situational, but deployed
against the right enemy, very useful, especially when against low I enemy
units, as I think the Blind effect will take place before the return blow can
be struck. This will help them tarpit
otherwise massively superior assault-based forces and is really handy on
occasion. Even when you’re against
Marines, hey, you could get lucky.
Another new thing Baharroth has is Battle Fortune, which
means he finally has an Invulnerable Save! Yay! Obviously, you can’t really
rely on a 4+ save, but it sure as hell is better than the nothing he had
previously. Overall, Baharroth has
definitely taken a step up in usefulness, although I have my doubts he can
bring enough whoop with him to account for his hefty price tag. Nevertheless, he has a viable battlefield
role that doesn’t rely on him being absent for half the game, and that’s got to
be worth something!
Also, while I’m going through the aspects, I should
probably point you in the direction of Rampage’s blog (see the Underlings list
on the right). He’s been going through
the Eldar Codex as well, and seems to be covering a broader scope of units, so
give him a read if you want a different viewpoint on the same units, or to read
an analysis of some of the other Eldar units available. He’s been known to talk sense (on occasion)!
Monday, 8 July 2013
IntrAspection: Swooping Hawks
The prize for the ‘Most Improved Aspect’ definitely goes to
the Hawks in this Codex. Whereas, my
wittering about the Dragons and the Scorpions have been fairly close and
guarded, the Hawks’ analysis is going to be positively effervescent. Just an FYI.
Back in 5th, the Hawks were relatively unused for
a couple of reasons. Skyleap was
expensive to attach to a unit and with reserve rules being what they were, the
Skyleap/Grenade Pack combo was not reliable enough for cost, and didn’t pack
much noticeable punch against a lot of armies given the prevalence of
mechanised infantry. They had haywire
grenades, sure, which gave them a valid role of vehicle takedown, for whoever
wanted an alternative to the Dragons.
Unfortunately, that was one of their only real roles, as their
anti-troop weaponry was lacklustre and they were too brittle for their points
cost. 22 points a model was crippling,
and even then you needed to pour points into the unit to get an Exarch with
Skyleap and maybe a decent gun. The
third reason (for me at least) was the models.
Not particularly bad looking models, but models that were spectacularly
annoying to put together and transport.
We’re talking metal models with two individual wings apiece which had to
be attached with poor contact points. It
was nearly impossible to transport them without the wings falling off and was
very frustrating. So I never used them
in my games, which was a shame.
Thankfully, all of these points have been addressed in one
way or another, which is glorious.
There’s a lot of trash talk about finecast, but it is so much better or
these models than metal ever was. The
lightness of the material and the ease with which it adheres to superglue are
major benefits and they can now transport well unless you’re really careless
about it. Also, as I’ve gone for a
piratical/raider theme with my craftworlders, the Scourge models fit in very
well as alternatives. Scourges look
freakin’ amazing, so I’m very happy that I have a ready-made excuse to use them
in my Eldar lists!
The first change you’ll notice skimming through the book is
that they are now noticeably cheaper, at only 16 points apiece, a significant
reduction. All to the good. The next change is the weaponry. The Lasblasters have been improved, their
strength and AP remaining the same, but being improved from Assault 2 to
Assault 3. They’re probably not going to
obliterate units with that, but it’s very nice to use to peck away at infantry
from a respectable distance. The Grenade
pack has been improved as well, giving an extra AP (down to 4 now) and also
rocking some Ignores Cover, which is spectacular. Perfect for their ant-infantry duties and
excellent counters for Nids, Tau and Guard.
The size of the blast depends on the number of models in the unit, so
you’ll want to have a minimum of 6 in there to get the large blast. Thankfully, the Hawks still have their
Haywire grenades and with the confluence of vehicle combat rules and Hull
Points are far more dangerous than they were in 5th. This is going to really put pressure on a lot
of opponents to put down the Hawks as a priority, as even one or two surviving
Hawks can deal significant damage to vehicles and have the manoeuvrability to
strike almost where they please.
So that’s equipment.
What about the special rules?
Well there are two big ones (over and above the army-wide race
rules). The first is they all have Skyleap
as standard, although that rule has been altered a bit, both for the good and
the bad. The bad is that you can no
longer use it to escape from combat.
Technically bad, but if your Hawks are in a non-vehicle assault, then
things are going poorly for them anyway.
Besides, you’ve got an exarch power for that problem should you be
concerned about it. The good part is
that Skyleaping now puts you into Ongoing Reserves, meaning that they will
automatically turn up again next turn, taking a lot of the uncertainty out of
the power. Speaking of the lack of
uncertainty, the second ability is the Herald of Victory (rather presumptuous,
isn’t it?) meaning that, if the entire unit has that rule, then they don’t
scatter. Boom. You can use these special rules to nasty
effect in the game, contesting objectives in the late game, repeatedly
bombarding enemy holding units or stealth troops, putting pressure on backfield
vehicles, all manner of things. Not to
mention that when you Deep Strike in, not only do you get the Grenades, you
also get a ton of shots and with
battle Focus, you can retreat into cover afterwards, or at least spread out to
mitigate templates. Bear in mind you
have Fleet as well to reroll that run move if you don’t like it. A very aggressive
playstyle presents itself for this unit.
Almost Dark Eldar-style… One more
tactic to remember is that Ongoing reserves are automatic, so you can deploy
the Swooping Hawks and then Skyleap them on turn 1 for an automatic turn 2 Deep
Strike rather than relying on the vagaries of the dice.
The Exarch is useful, but nowhere near as necessary as he
once was. The usual characteristic
upgrades present themselves and you have three powers to pick from. Night Vision, which is occasionally useful,
given the propensity of the Hawks to stay at range. Not critical by any means, but at 5 points it
doesn’t have to be. Marksman’s Eye
(allowing precision shots at 5+) is cool, but I don’t think the Exarch really
has the ranged weaponry for this to be worthwhile. Hit & Run is probably the most worthwhile
power for him I think. Combat is really
not where the hawks are meant to be and if you can escape it, then do so. Expensive though.
Finally, we have equipment.
You can give the Exarch a power sword, but see my previous comments
about Hawks and assault. I think there
are better uses for those 10 point. You
have two guns, one of them is a S5 Lasblaster and the other is a Lasbalster
with Blind and AP3. I’m not sure on
these. Marksman’s Eye will stack fairly
well with these, allowing you to snipe out sergeants and special weapons guys,
but I would really think about where else those points could be spent before
purchasing any of these.
So that’s my view on the Swooping Hawks. Holy hell, they’re awesome now!
But does their Phoenix Lord follow suit? Baharroth will be next in the firing line.
Friday, 5 July 2013
IntrAspection: Karandras
Karandras is the Phoenix Lord of the Striking Scorpions, although
not the founder of the Aspect. That’s a
fairly long-standing and well-enough know piece of the fluff and one that I
like, especially as it is expanded on in a nudge-and-wink way in the Dark Eldar
codex and in The Dark Eldar novels, particularly Path of the Incubus. The founder of the scorpions and, later
(allegedly) the Incubi, was Arhra Father of Scorpions, also known as Drazhar,
the Master of Blades (allegedly) although according to legend Arhra is dead now
(allegedly). I bring this up apropos of
nothing by the way; I just enjoy all the maybe/maybe not messing around that
happens with these characters. Yet another
of the reasons why I like the game and the universe in general.
The fact that he’s only second fiddle in the history of the
Scorpions has no effect on his ability to do his job however: Karandras is an absolute damn murderer on the battlefield. Amongst the Phoenix Lords in 5th,
he was highly ranked despite his price tag as he could pack a massive punch and
probably survive long enough to deliver it.
Now in 6th, such a declaration is beyond any doubt. With the Scorpion’s claw being altered in the
new codex, this guy has taken a distinct upgrade in sheer killitude. Its lack of the Specialist and Unwieldy
special rule means that he can get about breaking necks at a highly respectable
I7 and all the while at S8 and 5 attacks flat footed. That weapon attached to that statline is
almost cruel.
His unique piece of wargear this edition is the Scorpion’s
Bite (‘cos scorpions are renowned for their bites, aren’t they?) and operates
exactly the same as the run-of-the-mill Mandiblaster, but resolved at S6 rather
than S3, which is nice, but not amazing.
Nevertheless, it’s funny to imagine this guy blowing up a tank using his
face-mounted lasers! It’s also always fun
to get a cheap shot in during a challenge and it helps to thin the ranks during
a brawl-style melee. Also, while we’re
on wargear, note that Karandras has a clutch of plasma grenades, so charging
through cover is not a problem. Suck it,
Jain Zar!
Skills wise, if he is the warlord, then for one phase per
game he and any friends with 12” get to reroll failed wounds. Not earth-shattering, but could turn the tide
in a pinch and assert a strong charge. He
comes with the usual Phoenix Lord goodies, most importantly Eternal Warrior and
Fearless. He also brings the gamut of
Scorpion rules to the fore, packing Night Vision, Infiltrate, Move Through
Cover and Stealth. Most of these skills
are transferable to his unit, so much like Fuegan, he may well be of greater
use accompanying a non-Scorpion unit. It
would be hard to break theme though…
Unlike Fuegan however, he does not dual class very well and his shooting
is limited to a Shuriken catapult. I
would very much stick him in an assault unit.
I’m think Storm Guardians again, oddly enough. His Fearless will rub off on them and the
mass of them approaching, all stealthed up, could prove a significant threat.
His Exarch powers are not what I would have chosen, as there
is a fair amount of overlap between the two.
He has Monster Hunter (granting him rerolls to wound against Monstrous Creatures
and a law suit by Capcom) and Stalker (allowing him rerolls to wound with a
successful Initiative roll-off in a challenge).
I can see their relevance to him, no doubt, but all I’m saying is: no
Crushing Blow? Really? Anyway, that’s really a minor gripe. The major gripe may come for many at his
cost. He comes with a Land Raider price
tag. Oh, all right, he’s a few points
under, but in a 1,500 point game he’s still accounting for about a sixth of your
army, so if you take him, you’d better have a plan to get into combat. Not only that, but a combat that is worth his
while. Again, challenges add a dimension
of deadliness to the character that’s hard to overlook, but a lot of the time
he would be better off dealing with the bulk of the enemy unit, so whichever
unit accompanies him into the fray, make sure they have a character in them to
soak up any chancers who want to challenge to deny some wound allocation.
Nevertheless, having said that, blunting his impact on the charge
by having a squad sergeant as a wound soak for resolution will increase your
chances of breaking the assault in the opponents turn, always a good thing for
an assault unit. So what I’m saying is
that you need to judge these things carefully and plan ahead. He’s a lot of points bound up in one small
character, so much like the Scorpions, you must be patient and only strike when
the time is right and when the appropriate target presents itself.
I so want to play a Court of the Young King now…
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