Saturday, June 30, 2012

6th ed – the rumours and what they mean for your army.

There’s several things that are apparently coming out that make me unhappy about 6th ed. premeasuring, random charge ranges, random psychic powers, random terrain (mysterious forests), the random movement jetpacks move in their assault phase. The dice make the game random where it should do the rest of these things are just shit. Despite this I can’t stop feeling excited, it may be a let-down, it may be a fun new game. So I started thinking what will be good and bad about my armies based on these rumours, it seems apparent to my armies at least that close combat has been nerfed and shooting has been buffed.
First up thinking about my wych cult as this is a very basic army without many variables to playstyle. And I think it’s going to take a swift knee to the vulva for the following reasons.
* FNP is 17% less effective.
* The average charge range under 5th when assaulting out of a raider is 23.5” (12” raider move, 2” deployment 3.5” fleet, 6” charge) under 6th edition this drops to 13” (6” vehicle move, 7” charge).
*Snap shot at my charging wyches
* Agonisers AP3
* IC challenges (no T3 character wants to fight the Emperor’s finest, that’s what the shardnet wych is for).
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+
So how does my army benefit?
* Dark Eldar night vision completely sees through the darkness
* Haywire grenades can be thrown and en mass can really mess vehicles up!
* AP 2 (dark lances) gain +1 dmg on the vehicle dmg table.
* Fast skimmers I believe are faster
See a trend? Assault nerfed, shooting buffed.


So how do these rumours affect my CWE? As my CWE are a much more dynamic force I’ll have to look at each unit individually.
Farseer: As long as I can still BUY powers from my codex I think 6th will be a buff for this guy. I think lots of armies will take Eldar as allies just to get Runes of Warding, everyone’s going to be wanting to use the new powers and blowing peoples brains out via RoWarding is just funny. Also the Ghosthelm will be the ONLY item that prevents a wound from Perils (no more invul saves). I think I’ll be taking 2 farseers, one using Doom/Fortune from codex the other taking the Divination school as there is some pretty brutal combos with those two. (not to mention 2 RoWarding on the table).
divination
primary target unit rerolls failed hits - Eldar guide power now for everyone!
psycher and unit gain counter attack and get full BS for overwatch
target unit gain 4++
target unit must reroll passed armor saves - Inverse Fortune? Could be good!
psycher and unit ignore cover - Good against dug in units...or fast vehicles
psyker rerolls failed failed hits, wounds and armor saves - And Eldar fortune+
psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain - WINNING!
http://www.lounge.belloflostsouls.net/showthread.php?t=22709
Imagine combining the 4th power in that list with doom. I get to re-roll failed wounds and you have to re-roll successful saves. Somebody pinch me!

Howling Banshees: These girls suffer the same way wyches do but have less redeeming qualities.
* Average charge out of a vehicle under 5th 11.5” (2” deploy, 3.5” fleet, 6” charge) under 6th it will drop to 7” (average of 2D6 charge).
* Power weapons AP3
* Snap fire
* No charge bonus for multi-assaulting
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+

Dire Avengers: These guys see a few buffs
* Able to snap fire
* In shooting, casualties are taken from the front meaning Im further away from CC
* Cover dropped to 5+ (it hurts my DA’s as well but generally I have more small arms shooting orks etc than there is Ap4 weapons shooting my Avengers.. I hope.).
* Random charge length see’s units falling short to assault me
*Pre-measuring gives me guarantee on the two things I want my Dire Avengers doing and that is moving and shooting

Fire Dragons: same benefits the Dire Avengers receive in addition AP1 weapons gain +2 on the damage table.

Wave Serpent: I am still on the fence with how vehicles will operate in 6th. Currently I never anticipate my Serpents being able to shoot due to being stunned so often, if they do that’s just a bonus. So here is the pro’s and con’s as I see it.
Pro: Able to fire 2 weapons at normal ballistic skill when moving 12” – Time to bring back those chin cannons!
Move a total of 30” when going flat out instead of 24”
Glancing hits don’t prevent the vehicle from shooting
“jink” save?

Cons: Every serpent, every game, every turn seems to be shaken but they can see out the entire game this way. Hull points mean 3 glances and they’re down.
Only able to move 6” and deploy – what a jip!
Regardless of how fast I move only 3’s to hit me in CC…

Warp Hunter: Most the same as the Serpent however something more prominent is +5 cover save vs ap2 large blast!

Hornets: Same as above

So what are my thoughts for my CWE? The Banshees are going to live in their box in favour of more dakka, everything else should be fairly ok.

So Im writing this at 3am. I hope it makes sense.

Sunday, June 17, 2012

I just keep plodding away.

So with the change of my apoc game from Space Wolves to Orks I changed my list up slightly. Dropping the Shadow Sect of Karandras (I think I'll need my Scorpions defending my front lines instead of attacking the orks back lines) and I picked up another squad of guardians, and I upgraded some vehicle weaponry. Here is my 10k pt force currently. Bad quality pictures as always!








I am rather unsure how I will go in this game, I know for sure I don't have the ability to tackle several hundred orks. Thankfully Paul tends towards Speed Freaks so there will be less bodies and more vehicles around which I can deal with. Anthony tends towards randomness, so high potential if things go his way. It'll be interesting.







Depending on the setup, I think I will run a similar deployment as I had planned for the previous game. Avatar, Reapers + Maugan Ra, Dire Avengers, 1 squad of guardians defending my home objective. 2 squads of guardians, wraithguard + lord guarding the other one. Scorpions lurking between the two. With my aspect assault wave I'll assault their weaker objective. The prestige may come in early to assist them. My rapid response force will come in late, as I suspect Paul may be running 2 warbosses on bikes, coming in behind my lines along with Snikrot. I suspect there might be 1-2 baneblade equivalents (skullhamma fortress?). I'll send the Cloudstrike squad loaded with dragons into them and with my super heavies focus big threats. The nightspinner will have a field day if there's any uge mobs :p I really lack strength 6 guns =\