Showing posts with label fliers. Show all posts
Showing posts with label fliers. Show all posts

Sunday, 1 July 2012

Everything FAQ'd except for 1 thing - Brilliant job GW

All in all life seems pretty sweet and people seem happy with the new rule book.

I would say Space Wolves have been fortunate to come out of it so well, only thing that’s really got worse is a chaplain with his lack of AP3.

However we still have the question of Flak missiles,
The internet seems to be broken into two factions so let me explain both sides

The rule book entry for Missiles specifically says that missile launchers can have the option of an upgrade to flak missiles which have the sky flier rule while the stats at the back of the rule book give Missile Launchers 3 types of ammo, frag, krak and flak (Not all types of missiles have that).

The FAQ then says that if there are any differences between the Codex weapon and the main rule book that you should use the main rule book stats.

Some are taking this upon themselves to say that Missile Launchers have frak straight off some are saying we must wait for the new codex. Personally to begin with I was in the latter group, however the more I think about it and the lack of the entry for other variants of missile perhaps so.

So what do you think? Whose side are you on?

Friday, 29 June 2012

A answer to an earlier question - what are Wolves going to do about Air support?


I think this was the main question for me.

However people have now got their hands on the rule book and substantiating reports are telling us that we are going to do exactly what we did before shoot the hell out of them with missile launchers.

Just to cover the source I have now read this on Bolter and Chainsword on a thread that seems to have been given the hammer already and on the Warhammer Forums.

Missile launchers now have a third type of ammo which is flak. It’s at strength 7 Ap4 and allows missiles to hit fliers at normal AP.

So we have lost a point of strength but with hull points (and I think I am right in thinking that all fliers have 2) it doesn't matter so much because you can glance a vehicle to death.

Did the ubiquitous missile launcher just become even better and did 3 squads of long fangs become even more needed? I would say so


Happy days

Tuesday, 26 June 2012

Space Wolves in 6th - Air Superiority

4 sleeps to go until sixth edition is in our hands but the overlying question I come to after reading the reports on 3++ and white dwarf is how are we going to deal with fliers?

Lets just be clear here in case people don't know, as I understand it, unless you have the AA special rule (unsure of the proper name) you are only shooting fliers at BS 1 obviously meaning that you need 6's to hit.

Looking at white dwarf it appears that they are setting the scene for dog fights over the battle field, other fliers certainly seem apt at dealing with their counterparts fighting them at natural ballistic skill. The problem with this is that so far we don't have any fliers.

So what can we use to deal with them?
Rune priests with the divination psychic powers have the chance of pulling a power that allows snap shot (which a shot at a flier is) to fire at its normal BS, useful but white dwarf indicates that psychic powers not from the codex are random so its not consistent enough.

Riflemans have the reroll at least giving you slightly more of a chance but its still not enough really is it?

So we come to the only option we definitely know that Space Wolves have for Anti Aircraft duties, fortifications.
Both the bastion and Aegis defence line have the optional upgrade of the quad gun. However I suspect that within a few months tournaments will have banned fortifications as they did in Fantasy.

This is certainly going to bring a new challenge to the Space wolfs game and one that may not be able to be sorted with mass firepower from Long Fangs.

LinkWithin

Related Posts with Thumbnails