Monday, January 28, 2013

School of Hard Knocks: Flyer Rules

Returning to Warhammer 40,000 has been a learning experience. This time around I am painting my own army, something I have not done since 2nd and 3rd edition when I painted up Eldar and Tyranids respectively. I am also having to learn a new rules set with an interesting new aspect: Flyers. I have only gotten in 11 games of 40K sixth edition due to my busy work schedule, but I have learned one important thing already:

Learn Your Flyer Rules, Because More Than Likely Your Opponent Doesn't Know Them Either; Even If They Are Fielding Them!

This past weekend, we had our first escalation league at Thou Shalt Game. The games were played at 750 for the first month and it was interesting to see the number of flyers that were included in lists even at that points level. I faced three opponents and three of them had flyers; one of them even had two flyers. I realize that part of this is the fact that Necron Flyers in particular are extremely points efficient at 100 points; efficient due to the fact they keep your weak troop choices off the field and are a dedicated transport option. 
Even playing against three opponents with Flyers, I managed to squeak by three wins; primarily because I was able to destroy all their ground forces and then I just had to avoid their flyers, or at least mitigate how much damage they could do to me. However, looking back at the end of the day, I realized I could have made the day much simpler on myself if I had known the rules for flyers better.
In particular during one game, I managed to take over my opponents aegis defense line with his Icarus Lascannon; after killing off all of his troops. He did have a flyer that he was moving around the battlefield. Not once, but three times I hit and penetrated it and rolled a 2 with an AP 2 weapon which becomes a three.

Now, this does not seem like a big deal, but the rules for flyers on pg. 74 state that a flyer that is stunned can only move 18 inches in a straight line and can not turn. This is important because it would have forced him off the table in turn 3 and the game would have concluded then instead of three turns later at the end of turn 6.

In addition, vehicles that are stunned can only make SNAP SHOTS. As the model in question was a Helldrake, it could not have fired at all, even if it had remained on the board. This is because page 13 of the BRB states that SNAP SHOTS can not be taken template weapons (like the Baleflamer). While this would not have altered the game greatly this time, it could have in a different game on a different day.
I am sure that I am not the only gamer out there that does not know all the new rules, as such, I will endeavor to chronicle the lessons I learn the hard way here on the blog, in the hopes that:
1. I learn from my mistakes and don't repeat them.
2. My hard earned lessons are beneficial to someone else.


I can say that I am going to spend some quality time with my Rule Book learning the flyer rules a whole lot better.

9 comments:

  1. Heldrake is a Demon Engine - hence Demon Possessed. It ignores Crew Shaken and Crew Stunned results, so it could still fire its baleflamer.

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    1. They still need to roll a d6 and only ignore it on a 2+. I know it is a slim chance, but with three stunned results, the odds are he would have failed on and been forced of the board.

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    2. Ah yes correct you are! "Effectively Ignore" is what I should have said but your point is still valid.

      A roll of a 1 on 3 dice... eh... I would say it probably didn't have much effect on the game.

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  2. For the record - I make mistakes all the time. It's one of the embarassing things about posting my battle reports on our Facebook page the way I do!

    However, like you, I take it as a good learning experience. I doubt I have played one 40k game where a mistake somewhere has not been made!

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    1. I didn't take pictures as I end up helping my buddy run it, as we have about 22 players and 10 or so are brand new....however, I took notes and was looking back afterward....forgot to have him roll for the Daemonforge roll....oh well, that why I playing in the league to get better with the rules!

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  3. I did roll to ignore those affects and pass all three times which didnt matter much following that, because my flyer failed to hit and wound twice after those hits which didnt matter much at that point.
    But on a side note I did have some questions for you How many attacks can a Screamer of Teentch do, I read one attack not three each, I understand the rules allow 1 for charging and 1 more for close combat weapons but i dont see them having a close combat weapon or even so after close combat you kept rollong three every turn. also I thought I read that they only have one wound each not two each can you help me find the proper text which allows that. That way I can be better prepared to face all the nastiness

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    1. This comment has been removed by the author.

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    2. See my comment below. They were updated in August 2012 White Dwarf.

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  4. Screamers of Tzeentch were updated in a White Dwarf insert. They have three base attacks and four when charging. Also if you paid attention, that same white dwarf updated them to have two wounds each. If you are only reading the old out of date codex, I could see why you would not know the rules.

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