White Dwarf - Issue 42 by Games Workshop
Author:Games Workshop
Language: eng
Format: epub, mobi
Tags: games workshop, white dwarf, warhammer, hobby, 40000, citadel miniatures
Published: 2014-10-29T16:00:00+00:00
THE BATTLE ARENA
For this challenge, we set up a 4’ x 4’ arena using four Sector Imperialis tiles with a few low buildings on them. Before each battle, the players would roll off, the winner choosing who would enter play first.
A Flyer could leave combat airspace in any turn, but one Flyer had to remain in play at all times. Should both end up off the table, the last one to leave would lose the match. Luckily, our pilots handled their craft impeccably (even the Ork) and no one lost a fight in this way.
THE FIGHTER ACES
Astra Militarum Valkyrie with Covert Deployment
Chaos Space Marines Heldrake with Arcane Targeting System
Dark Angels Nephilim Jetfighter with Expert Redeployment
Dark Eldar Razorwing with Dance of Dusk
Eldar Crimson Hunter with Dance of the Dawn
Grey Knights Stormraven with Mental Challenge
Necron Night Scythe with Repair Subroutines
Ork Dakkajet with Flyboss
Space Marine Stormtalon with Vectored Retro-thrusters
Space Wolves Stormfang with Alpha of the Skies
Tau Empire Sun Shark with Stealth Shielding
Tyranid Hive Crone with Lone Hunter
UPGRADES ARE ACE
The Death from the Skies section of Shield of Baal: Leviathan includes 14 charts on which to roll for Flyer upgrades – one for each of the main factions and an additional one for Flyers that don’t fall into any of those categories. Each chart includes three possible upgrades, the first normally being a Ballistic Skill increase, the second a manoeuvrability or survivability bonus and the last benefitting nearby friendly units. With only our Flyers on the table, we decided to roll between the first two upgrades only, rather than all three.
The Grey Knight’s Mental Challenge (which improves any cover save the Flyer is entitled to by one) proved incredibly useful, as did the Nephilim’s ability to arrive from any table edge when it arrived from Ongoing Reserve.
HOVER TIME
One thing we discovered during these fights was that those Flyers that can hover had a definite advantage over those that can’t. Being able to hover enables a Flyer to drop low to the ground and act like a Skimmer, giving them far better manoeuvrability. In regular battles, this has the inherent risk of making them much easier to shoot and infinitely easier to punch out of the air. Of course, in this mini-tournament where only Flyers were involved, there was absolutely no chance of that happening. In fact, the only downside was that they would need to fire Snap Shots at the Flyer zooming around above them. Then again, shooting and hitting on 6s is preferable to not shooting at all. It’s a trade-off that everyone that could hover was more than willing to take during our games.
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