One of the biggest additions to the game in 6th edition are the new flyers with their rules. How they will effect the game is still not completely understood, and this is an early look into how things may play out.

Short of a FAQ update, there really are no real units with the skyfire rule..... the rule that lets us fire at flyers with standard ballistic skills. However, there is a new missile type.........the Flakk Missile


The Flakk Missile is a third option for a missile launcher, and the rules in the rulebook say that it is an upgrade to some missile launchers. Now I am hoping its for most missile launchers, because there really needs to be a better way to knock flyers out of the sky besides taking fortifications. I am imagining that this will be available to quite a few units, especially heavy support choices like devastators. Here are the stats for it

Flakk Missile Range 48", S7, AP 4, Heavy 1, Skyfire

This will maintain some life in the standard missile launcher which seems to have suffered a hit being an AP3 weapon with only a single shot (in regards to blowing up tanks with the new damage table).

This to me is exciting, lets take a look at the standard anti-vehicle weapons available to most armies.....
Autocannon: Now specializing in taking out hull points quickly, and good at anti infantry
Missile Launcher: flexible enough to handle each job, including the new flakk missile for anti-air
Lascannon: AP2 with great range. The new tough guy on the block when it comes to anti vehicle capabilities


Next I wanted to look at flyers. We all know without skyfire it takes a 6 to hit them, and unfortunately most of them have 3 hull points. This makes it very tough to knock them out of the sky, if you are in control of those flyers, you really do not want to be hovering much......

Several of our flyers can carry troops. This becomes quite the problem when looking getting our troops quickly onto the battlefield. After all, you dont want to expose yourself to easy ground fire, so staying aloft is essential for maintaining air superiority. The problem arises when you look at what happens to your troops when your vehicle crashes while aloft. S10 hits with no armour saves, means very little survivors

Now this following is speculation......... New FAQs are not released yet, but it makes sense that on the valkryie/vendetta and the stormraven, the rules will allow for shadow skies and Grav Shute Insertion to work while the flyer is in zoom mode. This could very well be one of the tactics of 6th edition..... Flying in fast while maintaining zoom mode, and dropping your troops quickly into the middle of the field. After all, the movement of a flyer in zoom mode is quite high..... up to 36".

This will be a very dangerous tactic to be sure, but of course there are ways to limit the damage that might come to you by dropping into the middle of a firefight.



Either way, I am looking forward to really seeing how all these new rules play out, and you can expect that I will be here exploring the rules with everyone once the codex is in hand.

55 Comments:

  1. So, basically, you're suggesting that the rules will stipulate that troops can't disembark from a flyer in "zoom mode", and then GW will FAQ all of the flying transports in the game to ignore that rule?

    Seems a little bit of a stretch to me.

    ReplyDelete
    Replies
    1. The rules he is speaking of are codex specific. Skies of blood for BA as currently used allows disembark with deepstrike rules during flatout movement. The downside is without jumppacks scatter equals dangerous terrain check. Make sense that this would translate to zooming as well.

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    2. yeah and in terms of making a rule and then allowing (imperial only) armies to ignore them, that is what GW is all about :D

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    3. Given that flatout is now in the shooting phase the rule will require changes.

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    4. there is already enough pro Imperium out there, doesn't really matter. Just look at the ally matrix. IG is battle brothers to the Imperium (of course and good) but to chaos its only allies of convenience, which doesn't stand the fact for all the renegade armies out there. Just look at the Siege of Vraks...

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    5. To be a battle brother to IG would mean to accept "orders" from their officers ;)
      Conveniently "allied" human chaff is all my sons of olympia need...

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    6. Um, considering the most prevalent transport Flyer in existence, the Night Scythe, already ignores the troops die horribly rule...And its in a "Xenos" codex...

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  2. I think the rule as they stand are perfectly reasonable; how many war movies have u seen where an air transport flies in low to drop of troops only to be blown out of the sky when it attempts to move off?

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    Replies
    1. Also with most races having/getting a flyer, I think games inc them on both sides will see a two-tier game, with A-A and G-G until either one side dominates the air or someone has won

      Sounds fun to me!

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    2. @ second anon

      I will try to play by a tactic around, not bying a flyer. Since everyone and their cats gonna by fliers and AA-support they will spend points in those, points which I get to use more focused on ground controlling troops, I see it like this; If I kill all your guys on ground, it doesnt matter how zooomy your birds are :P

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  3. What is the Icarus Lascannon? It's on the top of the picture, has skyfire and interceptor as well.

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    Replies
    1. It's an upgrade for the bastion and Agius defence line. Has been since the kits/planet strike rules came out, they just gave it skyfire

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    2. That's the Lascannon from the Bastion kit, as far as I know.

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  4. I'm guessing it would just be SM that get the FAQ update with the special rule.
    And no its not me just being bitter :-)
    Hear me out- Tau don't have anything, orks don't care, chaos probably doesn't either, necrons dont need it (I'm guessing), eldar and dark eldar...i honestly don't know but I'm guessing (again) that they will have some workaround and IG...well, they don't like to leave their transports anyway :-)
    Ok, how about...something imperial has to be squishy.
    That leaves SM, and they get all the cool toys (ok, that was me being bitter)

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  5. Aaaand there the Harpyie dies again.

    With the new Flying monstrous creature rules it looked like it could be good on the battlefield,
    but these "Flakk Missiles" blow it right out of the sky. Literally.

    Also Missile Launchers stayed just as good due to hullpoints, as they were still excellent tank/monstrous creature/Space Marine killers.
    They didn't need a buff, just because their chance of killing a tank outright was lowered.

    This really makes me sad. *doomgloom*

    Well, at least I don't have to buy Harpyies, I guess.

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    Replies
    1. Flak missiles are strength 7 AP 4, and as far as we know no-one has them yet...so...

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    2. Harpyies are hard to play but can be effective if you want to pay the price. Like I say you have to want to play them as there are many other better and more exciting options. Any way take the SwarmLord and xcast Endurance on the Harpy and then have some fun. He gets FNP roles for everything that can hit him in the sky and a 5 up Regen from It will not die....Your Harpy will last for some time in this mode........ BUT more fun is HT Flying with Iron Arm .......Absloutely unstoppable..... Took out three Deamon Princes and the Chicken of Change with two of them in the last Tourney ..... As for the Flak missiles they wound a St/Tou 9 HT on a 6 ........ With a three up save who cares ...... And if grounded the
      HT is only wounded on a role of a 4 :) My Nids are great and I just love playing them ... They are very good in the new 6th Ed...

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  6. Im a space wolves player, Im almost certain space wolves long fangs will get flakk-missiles just because we are marines, and that is actually kind of annoying.

    I woudlnt want space wolves to have that, because then they have that ASWELL as everything else

    while clearly some missile launchers will not be as fortunate

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    Replies
    1. this will only encourage 6-man Long fang missile spam more

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    2. And at 2k+ points, you can (and most likely will) take 6 squads of them!

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    3. well we can and tournamentists will, I would never, i love the smell of my enemies as I kill them (up close), I usually only field one unit of mixed Long fangs to make shure I have a nice Heavy support-covered road to take my troops through, and then I set as much points on close combat as i can

      but I dont like when rules makes one build to good in comparison to others

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    4. "...while clearly some missile launchers will not be as fortunate"

      By the look of the listing, we'll probably see either Heavy Support units will get the upgrade option; or, it could be a reference to Cyclone and Typhoon missile launchers not getting it, since they're Heavy2.

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  7. Exactly. F- Space Wolves.

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  8. Flyer can go 36". And the Troops dont Auto die when it Crashes .... How so they Need a rule that pervers this? Stormraven & valk got massiv buff In 6th

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    Replies
    1. They will probably still take the S10 wounds if it explodes, just not die outright from being unable to disembark.

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    2. A force that uses lOng fang spams has a smaller force that can be beaten easily. The new edition requires at least D3 pieces of terrain per section so lots of cover. Also to the assholes who think adding flakk rockets are overpowered shut up. A flakk rocket is strength 7 my storm raven is armor 12 he needs a 5 to glance and a 6 to penetrate. Also a missile launcher is strength 8 ap 3 so it is still good against marines and lighter vehicles

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  9. Flakk sounds "orkish"..?

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    1. Flak is a generic word for AA fire, since ww2

      From wiki

      Important non-English terms for air defence include German flak (from the German (Fl)ieger(a)bwehr(k)anone, aircraft defence cannon;[3] also cited as Flugzeugabwehrkanone or Flugabwehrkanone)

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    2. those germans and orks :P

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  10. This is an excellent posting. You have my vote and I will bookmark this website right now.

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  11. imo it seems as sm get again the best stuff, but in the end we haven't seen anything of the faq's we can't tell that for example, tau won't get an upgrade against flyers (it would make sense since they are a long range army), we don't know if the special rules will work with zoom, or just hover....so guy's maybe everything will get better with faq's....or it becomes a sm only party again..but thats nothing new in the end

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  12. Everybody is raging about fleet not permitting anymore to charging after running, but from this pic http://i.imgur.com/M2ej2h.jpg it seems that it is because running does not block assault anymore. Every unit can do it.

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    Replies
    1. I dont see it

      the picture you posted has nothing that state that running before assault is legal/illegal? :S

      there must be saying so on some other page

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    2. I think that is the point. There is nothing in the 'move in the shooting phase' that states you cannot charge after running. Nor is there in the move chargers snippet. Unless it says it somewhere else that you cannot it is legal.

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    3. ok then...

      GW rules doesnt work like that

      its like saying: "If you move in shooting and then assault I win the game and 10000 dollars"

      it doesnt say that i dont in the rules does it?

      if its in the rules that its legal, then its legal, if its not in the rules, its illegal

      not the reciprocal


      Acctually, i dont think there is any game in the world that have the rules built on a system where everything that isnt mentioned is an automatic legal move, you see, that would just make the game very hard to publish since there is only a finite amount of paper

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    4. Ridiculous argument is ridiculous. But as it turns out, it does say on page 14 that you may not assault after running.

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  13. I wonder if defensive missiles (hunter killer missiles I think they are called) can be flakk?

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    1. HK missles are strength 8 I thought.....

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  14. Just need to wait for Forgeworld to put out an update saying that all of my quad hvy stubber sabre platforms can upgrade to sky fire rather than AA mounts.

    Then it'll look like the skies over Baghdad all over again...

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    Replies
    1. Don't pull the thang out, unless you plan to bang

      Or so 'dre says

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  15. I like how they say blasts can't hurt fliers, then use the term for historical blast AA weapons for a direct fir AA weapon.

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  16. Why are we making assumptions BEFORE the official release and FAQs? Is this just another way to feed the "SM Hate" trolls? It seems like it.

    Flyers and Skyfire will add a new dimension to the game. "how many war movies have u seen where an air transport flies in low to drop of troops only to be blown out of the sky when it attempts to move off?" < This will be a major balancing factor. Embarked units take a massive hit with a high (low) ap, most will die on a roll of a 1.
    We all should wait until the 'sky stops falling'

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  17. Necron Night Scythes when destroyed the passsngers go back into reserve. So I may just move 36 in into the heart of the enemy and hopefully NF covers me!

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  18. just to clarify, you have to go into hover mode to deploy troops. It is dangerous to use Grav shuts and shadow skies. so its a very high risk manuever to drop your troop in there.

    Also when it comes to Xenos armies, we do not yet have a flyer with transport capability. When we do, I am sure that there will be a means to get those troops onto the ground while maintaining zoom mode.

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    Replies
    1. Uh, isn' there the Night Scythe?

      i thought that it was a transport.

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    2. I always forget about Necrons... sorry, but they do get something special with their flyers to help them.

      necrons get to throw their guys back into reserves or something simliar. So they have a special rule to go with their army. (im not digging out my Necron codex atm).

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    3. Yeah. Flyer gits destroyed you put models in reserve.....only for a monolith to pull them out in the middle of the board again >:)

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  19. Until my Grey Knights are deploying out of my Stormraven's "Shadow Skies" aka via Deep strike using the teleport homer than I put on the stormraven, bam no scatter. I'll be ready dropping armies of purifers off.

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  20. "With the new Flying monstrous creature rules it looked like it could be good on the battlefield,
    but these "Flakk Missiles" blow it right out of the sky. Literally."

    If they take a unsaved wound, ap4 missles vs 2+ MC. GL.

    "Im a space wolves player, Im almost certain space wolves long fangs will get flakk-missiles just because we are marines, and that is actually kind of annoying."

    There is nothing scary about long fangs or long fangs with flakk missles. 4+ to hit, Str 7? So what's that 5 to glance or a 6 to pen. 3 hull points each, and now I get a 3+ cover save. lol GL keeping them alive that long.

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  21. If I recall how Hover mode is said to work, it allows the Flyer to move as a fast skimmer for the turn. Fast skimmers have defensive benefits that Zooming flyers don't.

    A zooming flyer has no inherent cover save, without taking evasive maneuvers. If you go into Fast Skimmer mode, then, you have a 5+/4+ cover save just flat. You also don't have to just let your jimmies swing in the breeze after deploying troops, you also get an 18" flat out move in the shooting phase, to hopefully get out of range of the short range AT (Looking at you, Meltas)

    It may be a bit risky to go into hover mode, but it seems like you can do a lot to mitigate those risks.

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  22. I hope dreadnoughts get sky fire. What is more cinematic that a rifleman dread pumping out autocannon shells at planes over head?

    ReplyDelete
  23. heres some more 6th scans for you guys!

    http://imgur.com/a/NrjQH

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  24. its about balance.....flyers are still good you just have to know what your opponent has and how to counter or avoid it......it is called stratagy......I remember everyone saying how the. ew grey knights were gona suck now all you here is how overpowered they are.....deal with it or stop playing......nothing will provide you with an auto win, there is a counter to everything

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    Flyers

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