White Dwarf - Issue 42 by Games Workshop

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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