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    Default A Tale of 3 Fliers

    One of the biggest shifts in the 6th ed rules are the introduction of fliers into 40K. However, at this point all the fliers we have had their rules before 6th eds introduction (you could argue otherwise with StormTalon and the Orks…)

    So this is a look at 3 different fliers. We have;
    - The Eldar Nightwing. An example of an old model made good, made bad again
    - The Vendetta. The first of the fliers, with rules from an age with no fliers in the game
    - The Necron Night Scythe. A flier written with 6th solidly in mind

    In this we will look at each of the fliers and see how the approach to their rules varies and how it applies in a 6th ed environment

    Protection
    Nightwing – AV 10/10/10. 2 HP. Shrouding and a 2+ evade save
    Vendetta – 12/12/10. Extra Armour. 3 HP
    Night Scythe 11/11/11. 3HP. Living Metal

    Got to say the Vendetta wins this round. The extra armour in all but the side means it is much less likely to take a damage roll. The Nightwing, has a decent chance of surviving, thanks to that 2+ evade save, but sacrifices all chance of being an effective shooter to do so. And being 2 HP and AV10 means you will be evading a lot to ensure your survival as even a squad with bolters is a threat

    Armament
    Nightwing – 2 Cannons (2 x 3 shots S6 AP5) and 2 Lances (S8 AP2 Lance) at BS4
    Vendetta – 3 Twinlinked Lascannons (S9 AP2) and 2 Heavy Bolters (2 x 3 Shots S5 AP4) at BS3
    Night Scythe – 1 Twin Linked Tesla Destructor (4 Shots, S7 AP- + Additional Hits on a 6) at BS4

    2nd round to the Vendetta with the Necrons close behind. More firepower on a normal turn of shooting for the Vendetta, with twinlinked to make its snap shots better if it evades. The Necrons do well here as well, with a single snap shot hit giving them 3 hits. As previously mentioned if the Eldar go evading so they can survive, they only hit on their 6’s as normal.

    Transport
    Nightwing – None
    Vendetta – 10 guys, can be deployed on the move. (Virtualy guaranteed to be) wounded on destruction
    Night Scythe – 15 guys, go back in reserve if destroyed

    Necrons win here. The fact the guys inside live to fight another day is good for them, even if they must come on from the back. Beats being killed on a 2+ for the Guardsmen

    Any Other rules?
    Nightwing- Agile (+1 evade save, gives us the 2+), Vector Dancer. Fast Attack Choice
    Vendetta – Searchlight. Fast Attack, Squadrons
    Necrons – Can’t think of anything – Ded Transport


    The Nightwings ability is very situational here, the Vendetta’s searchlight can be great, particularly if the enemy is dug in in the last turns if you have night fighting as it can get there good and fast. The fact the Necrons are a ded transport is a big boon to them in how many you can take as well

    Cost –
    Nightwing – 145pts
    Vendetta – 140pts
    Night Scythe - 100

    Despite not winning a single category the nightwing is the most expensive of the lot. Bear in mind pre 6th when these guys all just counted as skimmers, it had the same cost, but had a permanent 4+ invulnerable, and for apoc rules was the only one of this choice with AA mounts.

    Long story short – as everyone knows the Vendetta is disgusting,the Necrons are pretty good and the Eldar are being screwed again.

    Nothing new there then
    Last edited by DrLove42; 08-15-2012 at 05:18 AM.
    Autarch, Shas'o, Chaos Lord and Decadant Lord of the Webway. And a Doctor!
    http://drlove42.blogspot.com/

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