So, another codex out for 40k... Just looked it
over and it looks decent... Harlequins next, and with a lot of their
stuff already out in White Dwarf form, not a lot of surprises I think...
Sadly, i have a bunch of the ancient Harlequins from the original RT era ones
even still have a full box set unpainted in the original box... Not
really an accomplishment, more a statement on how little I painted over the
years I think. They look good and lacking the "slightly" OP
Wave Serpent, should be an interesting army to play. And I miss the ancient times when the Solitaire was the single most feared threat in close combat on the table, even taking down Genestealers on average rolls...
Weirdly, found a few ancient 15mm Tigers in the Basement of Doom... I remember those being unholy terrors when I started playing Flames of War... Until my Airborne troopers with their "Everyone has a damn Bazooka" mentality hit, I had no real answer for them...
X-Wing play continues.... Really liking the game so
far. Have to say that I am kind of looking forward to the "Scum and
Villainy" expansion. More Z-95's and Y-Wings I am familiar
with... The other ships, not so much. Some REALLY good upgrades
though. The Mangler cannon for one. 4 points for a 3 dice attack,
switching one hit to a critical. More importantly for my YT-2400 builds,
it is range 1-3 so I can make it a 360 arc and lose the range one blind
spot. The other Scum ships are OK I think as well. So far seeing a
fair amount of variety as far as fleets go. For Imperial squadrons, the
Decimator is really popular. It is hard to kill quickly, and with the
large base and a 360 arc hits pretty hard. It pairs well with TIE Phantoms
and swarms of regular TIEs... Good, but certainly not unbeatable.
Phantoms with their cloaking tricks are annoying and with a base 4 dice primary
attack, I see them as the Klingon B'Rel or Bird of Prey class... Hit hard
and maneuverable, but somewhat fragile. So, I fight against them the same
way playing my Rebels the same way my Federation fleet flies in STAW...
Still having a hard time getting the part that the bulk of the missiles and
torpedoes are single shot (discard) upgrades. That makes less sense to me
given the fact most still require a target lock and the discard makes it even
more painful. Have seen and used the card combo of the Advanced Proton
Torpedoes, Deadeye and a Recon Specialist to get the two Focus tokens, one to
fire the Torpedo and one to convert the up to three blanks that the Torpedo
card converts to Focus over to Hits... So it SHOULD hit for at least
three damage, usually 4-5. But it is a one shot and discard trick.
Good enough to usually kill off a single fighter that you catch at range
one... Oh, that is another thing with the combo, only range one...
But while you can put a hurt on a large ship, not likely to kill it. SO
many things to line up that the combo is just hard to pull off. I use a
B-Wing that allows for Torpedoes to be fired outside of normal arc, but more
experienced players know about this, so avoid it pretty easily.
But Thursday is another X-Wing free play night, have a few things to test before the Armored Gopher's Store Championship on the 28th... I have it narrowed down to two builds I think that I want to tweak. The Corran Horn (E-Wing) and Dash Rendar (YT-2400) makes for a pretty powerful duo... But just two ships, I am concerned about getting overrun by a Swarm... The other build has just three ships though, and frankly not so sure how that will work. We'll see I guess :-)...
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