Hello
people,
Some weeks
ago I begun to write an article about 6th
edition. When I was writing the first part I was explaining my point of view on
the new rules. However, the more I read about 6th edition, the more
I scout for other people’s lists and the more I play, the way I perceive the
new rules is constantly changing.
Thus, I am writing this second part of my
article with a bit of hesitation as to
whether or not my arguments stand correct. After all it has been a mere couple
of months since the release of the edition and we are all trying our best to
decide what makes a good and competitive list for the 6th.
So, without further delay allow me to present
you my little piece of knowledge , from my rather limited playtesting and
reading:
FLYERS
First of all , I think that after all the fuss
about the new rules , the only massive change ( and the most troublemaking )
are the Flyers. As you all know flyers have gotten a great boost and have
become a pain in the back for specific armies and lists. To this present day ,
only 7 out of 16 codexes have flyers:
-
Blood
Angels -> Stormraven
-
Grey
Knights-> Stormraven
-
Dark
Angels -> Razorwing , VoidRaven
-
Imperial
Guard -> Vendetta, Valkyrie
-
Orks
-> Dakkajet, Burna-bomber, Blitza- bomber
-
Necrons
-> Night Scythe, Doom Scythe
-
Space
Marines – Stormtalon
Which
leaves the rest 8 armies without a flyer option ( of course there are still
allies , but we will get to that later ) and Tyranids which currently get
neither Flyers nor Allies
But what
makes Flyers so good?
First of
all, it is hard to destroy them. You must shape your list to provide enough
units to deal with them
Secondly,
they carry dangerous weapons which can be either anti-vehicle, anti-infantry or
both
There are 3
ways to deal with flyers:
1. Include in your lists units that
provide high rate of fire. Massed
firepower is always the answer for everything and flyers are not an exception
to this. A list that can shoot dozens of high-strength shots will keep the
flyer problem to a minimum. Ideal unit for this purpose is the GK Autocannon
Dread.
2. Include in the list a flyer of your own. Pretty self-explanatory, flyers can kill flyers and that should be your first target when you deploy flyers
3. Include dedicated anti-aircraft units. Skyfire shooters are currently undeveloped , with the only options being the Fortification weapons , Hydras or the occational boost from a Mysterious Objective
2. Include in the list a flyer of your own. Pretty self-explanatory, flyers can kill flyers and that should be your first target when you deploy flyers
3. Include dedicated anti-aircraft units. Skyfire shooters are currently undeveloped , with the only options being the Fortification weapons , Hydras or the occational boost from a Mysterious Objective
The thing is , not all armies can provide adequate anti-flyer units,
although I am sure that in the near
future gamers will find effective ways to eliminate the flyer threat. However
, unit then every player must construct their
list with flyers in mind.
ALLIES
This is the other major change and the one that probably cause more
headache ( although not in the way flyers do). With the new allies mechanics we
have to deal with a new , bewildering
variety of lists that will expand the
metagame in both competitive and fluffy ways.
How should allies be used?
Well , personally I think that
when a player considers to add an allied
detachment to his army, he should take under consideration the following 2
parameters:
-
Will
the ally compensate for the weaknesses of my army? Will it provide something
useful to my list?
For example, an Ork
player considers to take an allied detachment. He has some very good option for
allies , such as IG, Necrons, Tau and even Daemons. However , Daemons don’t have
much to add to an ork list because both Orks and Daemons are melee based
armies. On the other hand, IG could make better candidates because they have
shooting, while orks are infamous shooters.
-
Will
the allied detachment be worth its points? Will I make good use of all the
allied units?
The hardest part of
building an allied detachment is choosing which units will fill your limited
available slots. You have to take 1 HQ and 1 Troop choice, and then you get the
good stuff. The bottom line here is:
Don’t
take an allied force if you only want 1 unit. Only take allies if all the
allied units can be of some use to your list.
For example, it is not worth it to take IG allies because you want to include a Valkyrie or two in your list. You will need
to include some guardsmen that will not be of any use.
However, if you want to
take GK allies , it is a nice option to have Draigo and a troop Paladins squad.
This detachment makes the best use out of the points you spend on it.
Apart from that , it is
your own decision how you will use the allies.
From this point on things get quite
complicated and it is really hard for me to give any solid advice on how to
make a list. It seems that there is definitely more in 6th that what
meets the eye and we have only scratched the surface of the new metagame form. The
only sure thing is that more playtesting is necessary , more bold lists must
take the stage and all players should
let go of the 5th ed. inertial and try their best to cope with the
new changes.
Thank you
Stefanos Kapetanakis, Out
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