Friday, September 27, 2013

Next Week, something completely different and the current meta?

So, looking to try something completely different…  Crimson Fists without Pedro Kantor.  Thinking that a Bike CPT gains me a Command Squad and access to Bike Squads (of 5 or more models) as Troops.

Captain (Bike, Primarch’s Wrath, LC)  145
Command Squad (Bikes, 3 Grav Guns, Melta Gun, Medic)  205
Bike Squad (8, Attack Bike w/MM, 2 Grav Guns) 253
Scout Squad (10, 4 Sniper, HB, Cloaks, LSS w/MM) 142+55
Bike Squad (8, Attack Bike w/MM, 2 Plasma Guns) 253
Centurion Devastators (LC, 2 Grav, Scope, ML) 290
Thunderfire Cannon  100

And…  Well, we tend to play at the 1850 level, so ~300 more points.  Hunter probably, or a Storm Raven for the last Heavy slot.  If Hunter then probably the Storm Talon and…  Well, more Cents?  Or the Legion again I suppose?  Dunno, something to think about…

Really, the above Army SHOULD be fielded as a White Scars one…  +1 cover save, Hit and Run, auto pass terrain tests and +1 Str Hammer of Wrath hits?  Essentially for free…  Yes, they lose the Tank Hunter for the Centurions and swap Bolters on Scouts for Shotguns I guess…  But my army is painted up AS Crimson Fists, so…

So, looking at the current local meta I think things are really starting to balance out.  Yes, the Marines still have to be aware of the Heldrake problem…  But at this point I do not feel totally outclassed by the Drakes.  Between my own fliers and some actual AAA I can field I have some things to threaten them and I’ve learned how to deal with them I guess…  Now, Chaos forces based on the Heldrakes fall pretty easily to the Tau and Eldar I think.  In turn, the Tau/Eldar based on the big nasty MCs they have fall to the Grav weapons fielded by the new Marines.  So, back to a more Rock-Paper-Scissors setup I think…  Necrons are still a tough army, but with the both massed and/or twin linked firepower and increased number of AA platforms or fliers I think their fliers are fairly weak.

Some of the assumptions made above really depend on a few very key rulings.  Primarily the one about “Ignores Cover” and that rule’s interaction with Vehicles.  RAW, it does specify “wound”, and as Vehicles do not have wounds it would in the strictest reading of the rules mean that it does not work against Vehicles.  This leads to silliness like Eldar Wave Serpents with Holo Fields sitting on a Skyshield Platform for the 2+ cover save in addition to the 4++ save the platform gives, should you get around the perimeter cover save…  THAT makes the Eldar stupidly overpowered, and it is not how we’ve been playing locally at least….  But that is not universal by any means.  The other is sort of related, the Grav weapons need some further clarification.  Do they ignore cover as they do NOT roll on the vehicle damage chart because they do not cause a glance or penetrating hit?  Also, should a vehicle get hit by 2 of them, does it take 2 Hull Points and immobilize the Vehicle OR does it take 3 HP as the second immobilized result strips another HP per the Vehicle damage chart?  I’d say it takes 3 HP because the result on the chart doesn’t specify “if this number is rolled”, and they recently FAQ’d rolling a 1 on difficult terrain for a Vehicle and immobilizing yourself does strip a HP as well…  So, IMO that would be consistent.  Yes, I know, applying a standard to which GW has not maintained over the years, consistency…  Still, would be a good thing I think to have officially clarified…





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