Community Spotlight: Calth Armies, Tat...
3 Colours Up: Painting Trollblood Skin...
40K Charted: Unit Spotlight – Sp...
Let’s Play: Stone Daze...
3 Colours Up: Painting Pale Green Armo...
July 30, 2012 by darrell
Video Sponsors: Wayland Games – Infinity
It’s time to turn on your torches as we investigate the new rules for night fighting and how the changes will affect those Necron armies that rely on the night fighting rules.
I like that almost all IG vehicles starts with searchlights and smoke launchers. For example it stops you from getting a Leman Russ costing 151p and causing unbalance in your list, maybe stopping you from buying a last upgrade for another unit. Anyway I like the new changes to night fighting, haven’t tested it yet though, so may change my mind.
I like the clarity of these night-fighting rules. Very clean – so even a beginner can appreciate how they will work in a game.
In my last game, my one MLauncher guy blew up a 2+ cover save hammerhead, causing 10 kroot to die and about 5 fire warriors…
Then, at the end of the turn, we measured: he was out of 36″ range
OK. So now the one hope my shootie SM army had against uber assault armies like DE was to shoot them down with long range weapons turn 1 is now nerfed due to the 36″ NF range limit. Grr. Now I get one less turn to stop them, and when they get to me they auto-hit or hit on 3′s in assault. I know, I’m just bitter. I keep hearing how the new rulebook brings more balance, but it was a tough slog to win any games as a vanilla SM player against any of the newer codex armies (i.e. BA, GK, DE), and not it’s even harder. I guess overwatch is supposed to help, but I can’t roll 6′s to save my life, so in practice I’m even more dead when assaulted than before. My PF sarge is the first to die too now that they’ve made them characters. Someone at GW either hates SM, or is going way overboard to prove they’re not biased for SM.
just get your searchlights within 36″ and then fire from 72″ away. It’s only a limit if they’re not lit up.
According to the Necron codex, the Monolith is a Heavy, Skimmer,Tank. According to the 6TH Edition rule book it states that all skimmers have the JINK special rule. Jink give the skimmer a 5+ cover save if the vehicle moved, and a 4+ cover save if it moved at flatyout of turbo boosted. Unfortualy the monolith can ever turbo boost or move flat out.
So during night fight, you would have a 5+ cover save if you move at all times, +1 if your between 12-24″ and +2 after that. I think fior a monolith thats bloody good and lots of people seem to have forgotten about this. What you guys think!!
Anyone have an idea of why vehicles with search lights would shoot at the opponent and then turning on the search light. Because if you would light the enemy then fire at them then they would lost the bonus cover save from night fighting. It doesn’t make sense to me to fire and then turn on the search light.
Click here to cancel reply.
You must be logged in to post a comment.
Create an Account Click Here Why Create an Account on Beasts of War
Stark Vs. Lannisters In A Song Of Ice & Fire On Kickstarter Now
Modiphius Send Piper To Help You Through Fallout’s Wasteland
Puppets War Try To Name Their New Car
Innocent Bystanders Wander Past Knuckleduster Miniatures
14 Projects This Week
36 Projects Last Week
41 Projects Two Weeks Ago
Animal Warriors Come To Life On Kickstarter From Cartoon Miniatures
Carnevale’s Kickstarter Builds A Statue To The Patricians
DUST 1947 Previews Operation Condor
New Buildings From Knights Of Dice To Set The Perfect Scenes
Battleboards Show Off Some Fantastic Orc Goodness
Wizkids Released D&D Tombs Of Annihilation Boosters
Snag An Early Release Copy Of The Blacksmiths At Gen Con
Arm Yourselves With Anvil’s Array Of Hand Guns
A Death Eater Dons Their Mask At Knight Models
Join BoW Lance For A Chill Painting Stream Tonight 8pm BST
MoMMiniaturas’ Bugs Grow Even More Disturbing
An Orc Vehicle Crew Crashes Kromlech
Hobby & Painting Town Square
Historical Gamer Town Square
News & Rumors