When
we last met, I made a list of things I’ve observed that were not as valuable in
5th Edition, but are going to be much more important in 6th
Edition. This time I would like to touch
on some things that dominated 5th Edition, but are not nearly as
overwhelming in 6th. The title is misleading, most of these things don't suck now, they just aren't as awesome as they used to be.
Shaking like an epileptic |
1. Fortitude.
In a world where vehicles were suppressed by shake stunning, Fortitude
was the king. Most armies loaded
themselves up with Strength 6-8 weapons in order to suppress as many vehicles
per turn as they could, which allowed them to “deal” with the vehicles with
minimum firepower. This in turn allowed
them to focus overwhelming resources on immediate threats. Grey Knights trumped this. If you wanted to suppress the Psyfleman
dread, or the Rhino full of Purifiers, you had to kill them. This was a force multiplier for the
outnumbered GK, which allowed them to avoid being defeated by simple torrent of
fire.
Unfortunately
(or fortunately?) this paradigm is over.
Vehicles will only rarely be shaken or stunned. Vehicles are more likely to be destroyed
before they are shaken. Therefore,
anything that mitigates shake stun effects are vastly reduced in value. The very torrent of fire that they were designed
to be immune from is now deadly.
Additionally, the downside of Perils on a Fortitude test used to be
negliable. A glancing hit, no big
deal. Most likely it would be another
shaken result, which was what they were hit with anyway so it was no drawback
at all. Now suffering a glancing hit is
downright deadly. You have a Psyfleman
with 1 hull point left. You gonna take
the risk of rolling Fortitude? It used
to be a no-brainer. Now, you really have
to weigh your options.
2. Missile Spam.
Missiles are still good, make no mistake. But as we came to find out, they dominated 5th
Edition. Not only were they great at
playing the light mech game, but they had another function few give them credit
for: they made Nob Bikerz go away. The
solution to the menace of Nob Bikerz was putting instant death wounds on them
which ignored their Feel No Pain and removed whole models, which meant Strength
8, 9, or 10 wounds. Missiles were the
cheapest option of these, and most armies could take them. Once most armies began loading up on
missiles, Nob Bikerz stopped winning. In
6th Edition, Missiles neither ignore Feel No Pain, nor remove whole
models of Nob Bikerz. Uh oh!
Since
missiles are no longer a win button against deathstars, their role is primarily
anti-vehicle with some modular usage against infantry. But as a primarily anti-vehicle weapon, they
are outclassed by Auto-cannons (rate of fire) and Lascannons (quality of fire
and all important AP2). They are
increasingly beginning to look like a jack of all trades in an environment
where specialization is the key to success.
I don’t know yet if krak missiles will be totally sidelines in 6th,
but they certainly aren’t going to be the kings of the battlefield anymore.
3. Fire Dragons.
These took a big hit. In 5th,
melta was so vital that their existence was the only thing that kept Eldar on
the map after the novelty of Bike Seer Councils wore off. In 6th, melta is so much less
vital. Except against Land Raiders,
melta isn’t required to stop vehicles reliably.
Now, any high strength weapon with decent rate of fire can do it reliably. Melta appears to have gone from a generalist
weapon, to a specialist weapon. Since
Eldar do not get cheap Lance weapons, they still need their melta to stop
certain threats, so Fire Dragons are still obligatory. So while they are still obligatory, they go
from being a 5 star unit to a 3.5 star unit.
Also, you Eldar players are probably going to find that in a world where
AP1 and AP2 is very valuable, you have a codex with no Plasma guns on infantry,
and Fusion Guns will serve as a bad version of a Plasma Gun. I predict Fire Dragons will be shooting a lot
of shots at Paladins and Nobz in the coming months until you get a new codex
with cheap lances, and Star Rifles (or something like that to fill the Plasma
role).
4.
Fateweaver. Say what you will about
Fatecrusher being a noob slayer: it’s powerful.
Fateweaver was previous stopped by focus firing and running him off the
table or just killing him. But, as many
armies were composed of single shot missiles, there was a decent mathematical
chance of him surviving the turn. In 6th,
I predict that the average rates of fire will tick upwards across most
armies. If this is so, Fateweave may be
in serious trouble. A world of 12
missile shots per turn at his head was scary.
A world with 24 autocannon shots per turn coming his way is a death
sentence. Oddly enough, if Autocannons
come to replace missiles where possible, Fateweaver will get worse. But the Bloodcrushers will get better. Curious!
5. Vulkan.
So the stuff I said about melta for Fire Dragons? It is a knock against Vulkan too. In 5th, marine armies having
enough melta was absolutely crucial to success, and Vulkan made that game plan
even better. The fact that he also
buffed Thunderhammers (which were super good) and Flamers (also good) was a
bonus. As melta goes, so goes
Vulkan. And in 6th it does
not appear to be the game changer it was.
Oh but Thunderhammers. They are
good, but since they don’t do anything to vehicles anymore, they are Powerfists
for all intents and purposes. Which is
fine, except outside of terminators you pay a points premium for them over
fists, so bump that now. Lastly, Flamers
took a hit. They were never mandatory in
marine lists, but Heavy Flamers on a Speeder or combi-flamer on a sergeant were
always strong in Vulkan lists.
Those
things are still decent, but with cover going from 4++ to 5++, the value of
cover ignoring weapons is correspondingly less valuable. In summary, all three things that Vulkan
buffs are either directly nerfed, or paradigm shifted out of favor. Vulkan, naturally then, went from being one
of the best units in the game to being more marginal. Still good, but not dominating.
Thoughts? Comments?
Questions?
I think Vulkan is still the man :)
ReplyDeleteWhile melta probably isn't as crucial, flamers are awesome!
Overwatched, TWIN LINKED, flamers are wonderful :)
While I agree about ML-spam going downhill, I am more torn about the value of Vulkan. I think being able to snapshot twinlinked MMs and meltas is going to pretty solid. I'm not sure if that is worth his 190 point pricetag, though.
ReplyDeleteAgain, I'm not saying Vulkan is weak now. He just isn't as awesome as he was. Previously, unless you were running a bike captain or a fluffy list you had to have a good reason NOT to run Vulkan. Now that his abilities have been chipped around the edges there is a lot more internal balance in the book.
ReplyDeleteIs one of the things LIFE!?
ReplyDeletenailed it
I think I will stop using Battlewagons in sixth. Passengers get S4 hits when they explode (and they do get to explode pretty easily this days) and that's a huge ouchy for Boyz. Also the limitation you have on mobility (no run + charge with fleet, no disembarking after moving 6'') makes them even less useful. Of course they can move 19'' on the first turn but that way too close to the enemy lines. That practically inviting a hail of side/rear armour shots. Also killing vehicles in CC is much easier now so Deff Rollas aren't that necessary anymore.
ReplyDeleteI dunno, it may be a waste of points, but the idea of Burna Boyz inside a battlewagon seems really scary to me.
DeleteReally liking these articles. Used a Vindicator and Predator today, as you had suggested, and they were my MVP's! The Vindi made it 6 turns and wiped out over 3 squads, and the Pred made it the whole game and busted several Rhinos. I'm immensely pleased with them. :)
ReplyDelete