40k 6e Space Marines: Supports

spacemarines-6e-codexHaving played a few more games and studied the book a bit more, I have a couple more thoughts on the new 40k 6e Space Marines codex.  Previously I had some notes on Core Dudes, Librarians, and Vulkan.  Up now are some supporting units, specifically Vindicators, Whirlwinds, Thunderfire Cannons, and Landspeeders.

Vindicators

These have not changed except for dropping 10 points.  The Vindicator is obviously useful when it gets good shooting opportunities, but it’s always seemed handicapped to me by the low position and fixed mount of its cannon.  Combine that with the short range and it just spends too much time blocked by terrain.  I always get the feeling that it was a more commanding unit in earlier ages of 40k when there was generally a lot less terrain, universally less mobility, and a lot more of two gunlines just shooting at each other and slowly advancing forward.  Vindicators might be attractive again with how much faster vehicles got in 6e, but I’m not super sold on that yet.  Between the range and fixed angle there’s still too much need to be right up in your enemy’s face.

Whirlwind

I love the Whirlwind model and have always wanted to get and field some, but could never justify the cash or points.  The single-shot blast template made it not particularly reliable at hitting anything, the weaponry isn’t particularly killy to counter that unreliability, and its not particularly survivable at a standard Rhino chassis AV 11/11/10.  Sixth edition Marines though makes it pretty attractive to my eyes though.  The big change is a switch to large blast templates, which means it could really deliver some death to weaker infantry and is much more likely to at least hit MEQs.  It also dropped from 85 to 65 points, making it much more attractive for how likely it is to get popped.  Now I can definitely see putting a Whirlwind or two in the backfield pinging away, and look forward to acquiring some over time.

Thunderfire Cannon

First off, it has to be said that the Thunderfire is a really really terrible model.  It looks ok, but it’s not cheap and every piece is really warped, impossible to fix as it’s a metal model.  It’s shockingly difficult for such a simple model to get it to all stick together.  It would be really nice if it were redone in plastic.

That aside, I liked the Thunderfire in 5e as a game unit and found it pretty useful.  You set it up on top of a piece of terrain with a clear line of fire and just shoot away.  It wasn’t terribly survivable if anything got a shot at it with 5e’s AV 10/one-shot-kill artillery rules, but with 60″ range you could set it far enough back that it could last for a while provided you could keep outflankers at bay.  The Techmarine himself is also useful even after the gun dies, with the Servo Harness and Artificier Armour giving him reasonable street creed at both near-range shooting and close combat.  The ability to buff cover saves from any piece of terrain can also be a big boost against some opponents.

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde...

The Thunderfire correctly realizes it would be more useful shelling the boardgamers in the corner than the oncoming IG horde…

Sixth edition makes the Thunderfire even better.  Same points and shots but the new codex gave it barrage—awesome!  Now you can really set it out of the way and/or hit anything on the table, even dudes cowering behind high terrain.  With four shots a lucky series of hits can really land a lot of hits on a target, and stands a good chance to hit something even with reasonable scatter on the first shot.  Perhaps more importantly, the revised 6e artillery rules make it a T7 W2 3+ model.  That’s actually really survivable and a huge buff to the unit even before the new codex hit.  I’ve been rolling this a fair bit in recent games, and it’s been doing really well.

The one thing I would have liked to see from this unit is the ability to field squadrons of them.  It just seems like it’d be a natural for that kind of deployment, and it’d be really handy to be able to organize three into a single FOC slot for larger games.  Personally I would work it so that a single Techmarine could shoot or move any or all of them provided they were each in standard unit coherency—he’s controlling them all as networked slaves or something like that.  Multiple Techmarines would make it fairly expensive points-wise.

Landspeeders

I love me some Landspeeders and almost always field two or three in every size of game.  In 5e these were immensely valuable for flaming infantry, melta-gunning vehicles, and swooping in to deny objectives.  It’s worth noting though that they’re better at lower point value games.  The more points in play the more bad guys there are standing around with nothing better to do but take a potshot or two at a ‘Speeder, and even a Bolter can take it down.  At lower points there are fewer enemy units just standing around with no higher priority target, and the tactical flexibility of high mobility, Flamer, and Multi-Melta is very valuable with fewer units in your own force.  They are also much stronger at objectives-based missions than kill points.

The new codex changes their basic stats just slightly, namely that Typhoon Missile Launchers and Assault Cannon options got quite a bit cheaper.  That’s interesting as it’s definitely a valid, popular, standoffish way to run them.  I always roll the Heavy Flamer and Multi-Melta though to capitalize on the buffs from Vulkan and the Salamanders’ traits.

The 6e core rules however change the ‘Speeder in significant and complex ways.

First off, Jink for Fast Skimmers is a substantial buff to the survivability of the unit.  You just need to remember to always move; sometimes I’ve forgotten as I had spent a fair amount of time trying to coach myself to sit back and use the full range of the Multi-Melta, and thus didn’t have to always move.  The new Fast rules are also helpful, really letting the thing fly all over the board.  More shooting with a 12″ move, and the ability to cover a ridiculous 30″.  The latter is actually a notable improvement beyond just the raw movement.  The increased speed makes it even easier to fly on from Reserves rather than Deep Striking into an unfortunate, exposed position, or deploying on the table and risking first turn shooting.

Oooh yeah.

Oooh yeah.

In a basically neutral but slightly positive point, ‘Speeders didn’t really change much in survivability.  While other vehicles became more predictably killable with the introduction of hull points, Landspeeders were dead easy to kill to begin with.  If anything they became more survivable because glancing hits can’t do the same kinds of damage as before, it’s guaranteed to still be a useful unit after the first glance.

On a related but somewhat neutral to negative change though, squadrons now simply break off and leave behind immobilized vehicles rather than destroying them.  That sounds maybe kind-of sort-of useful as the damaged model can in theory now still shoot at stuff, particularly if you’re rolling the longer range Typhoon or Assault Cannon.  In reality though, that model then becomes a separate unit and yields up an easy kill point to your opponent when it is finally destroyed.  I would probably rather just have it destroyed if I choose to leave it behind and not give up the point.  This new rule is really only beneficial for vehicles with turret-mounted, barrage, and other weapons with more targeting flexibility that remain useful when immobilized.

A more negative change in 6e is that movement doesn’t give vehicles nearly as much help in close combat as it used to.  The protection from movement is minimal with the new WS 1 rule, and high speed literally doesn’t improve that at all.  Once an enemy assault unit finally catches up to the ‘Speeder, something that’s almost certain to happen with the shorter range loadouts I use as it gets mixed into the thick of things, it’s pretty much done for.

Much more troubling is that vehicles are no longer denial units in any of the missions, they can’t contest objectives.  That’s a major tactical role of the fast moving Landspeeder that’s been completely eliminated.  There really isn’t anything more to say about that, it’s just a critical thing they used to be able to do that they just can’t do directly anymore.  The one upside is that other enemy vehicles won’t be able to claim either, so overall there just isn’t the same kind of 5th turn race to the nearest objectives, but it’s still a major net-negative change.

All in all, Landspeeders probably got decreased in value because of that one change.  They’re probably slightly better for the bulk of a game, so certainly still worth using, but their utility in the endgame has declined dramatically as their typical largest impact role has been eliminated.

Summary

Except for the Landspeeder, all of the supporting units above became slightly to much more valuable with the new codex and 6e rules.  Certainly none of them are overpowered, but all more efficient, and in several cases much more effective.  The Landspeeder is no longer the game changer it frequently was in 5e, but it’s still a worthwhile unit if it matches your style and you’re prepared to risk the kill point(s).  For my part I’m pretty excited to have a couple of the neglected and so-so units refreshed into newly viable options.

Man the Line!

Recently I’ve become a bit more concerned about flyers.  Lovell’s been breaking out Night Scythes pretty regularly, I’m sure I’ll see some at a tournament later this month, and no doubt flocks of evil doing flying things will appear at January’s Apocalypse game.  So, time to start doing something about it:

Man the wall!

Man the wall!

I think the Aegis Defense Line actually highlights the modeling strength of GW.  For every beautiful piece-of-art model they produce, there’s a model like the ADL that’s not flashy, not fancy, but gets the job done.  Good bulk shapes so it looks good no matter what, and enough texture so anybody can paint it up to look great with some very basic drybrushing.  Further, it’s got lots of little details that you can really spend time on if you wish.  There are some incredible ADL paint jobs out there around the net, which is really cool for such a basic model.  That accessibility to a spectrum of abilities and the quality of even this basic, simple utility model, is I think in some what really separates GW from other companies, more so than the headliner models.

Technical details on the rear of a panel.

Technical details on the rear of a panel.

In any event, that’s why I bought the model instead of making one as long planned.  I could put together a decent barricade system pretty easily, but there’s a lot of detail on this model that would take a lot of time to scratchbuild.  Little technical doodads, tons of bolts, etc.  Hell, if you don’t lay the paint on too thick, you’ll realize the bolts here are actually bolts.  They’re not just little half spheres, there’s actually a straight bolt and then a distinguishable hex nut around it.  Ditto on the gun.  Maybe I have enough pieces to kitbash one, but it’d be tough to have it look as good, and scratchbuilding would be really hard.  So here we are.

Painting

Honestly, for now I’m going with the Aegis Defense Line primarily because I knew I could get it together and painted in short order.  I spent just a bit longer than I expected, but still basically a 1.5 evening project.  I spray primed white, painted everything Skavenblight Dinge, and dry brushed Codex Grey.  The aquilas were done in Bleached Bone highlighted with Skull White.  Window edgings and other little tech bits were picked out in Ironbreaker (the new Boltgun Metal).  That was drybrushed lightly all over with Skavenblight Dinge, and then again heavily toward the bases.  Metal pieces and the craters got washed with Nuln Oil.  It was actually kind of funny picking up new paints for this since many of mine were done: It’s been so long since I really bought paints that all the GW/Citadel names seem to have changed not once but twice!

Weapons to bear, on my mark!

Weapons to bear, on my mark!

One note is that I intentionally kept the scheme fairly drab here, so that it doesn’t take away focus from the army around it, as well as so it can function well as just a basic piece of terrain.  It’s also specifically not badged or painted in Kingbreakers’ colors so that it will fit in with other armies.

Tactics

Despite assembling and painting quickly being my primary motivation for fielding this rigth now, I do think it’s competitive with my other options.  Not taking up a Force Organization slot is a big plus.  It’s about the same points as a Stormtalon, Hunter, or Stalker, and unlike the latter two has both Interceptor and Skyfire so it’s useful against ground targets as well.  The ADL gun is in some ways more survivable to boot, since it’s effectively at least a 5 wound model depending on the size of the squad manning it.  On that point, I almost always have a Tactical Combat Squad hanging out in my backfield on an objective, so they may as well man same heavier weaponry.  Alternatively, if I’m real worried about flyers, I could put a Devastator squad with a few Flakk Missile Launchers on the gun, with the Devastator Sergeant using his Signum to have another guy man the gun at BS5.

You feeling lucky, punk?!

You feeling lucky, punk?!

40k: 1350pts vs Necrons

kingbreakers-iconLovell and I got in a pretty good 1350pt game at Redcap’s on Thursday.  It was interesting because his army was so small.  They wound up getting effectively tabled, but pulling even in kill points through picking off all my easy targets.

Army

Lovell had tragically left a bookbag at home, leaving him with 1350pts ready to go.  I basically dropped the Devastators from my current 1500 pt list, leaving:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun, Hunter-Killer
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Thunderfire Cannon

He brought some lord with Royal Court, two blobs of Immortals, one blob of Warriors, and two Night Scythes.

I challenge *you*!

I challenge *you*!

Battle

We rolled for Vanguard (corners) deployment and Purge the Alien (annihilation).  Lovell claimed first deployment, but then I Seized the Initiative and took first turn.  He only had the Royal Court and Warriors on the table, so right away I decided to get in his face.  Sternguard dropped on the Royal Court, both transports rushed Flat Out toward the Warriors, and the Razorbacks flanked toward both.  I was hoping I could get into some assaults the next turn and annihilate the unit before his supports arrived.

This didn’t quite happen.  The Royal Court ran away scared, teleporting halfway across the table.  That gave the leader a clear shot with his powerful 1-shot Gauss beam attack to explode the previously well hidden Razorback.  The Rhino meanwhile drove into a ditch crossing a crater and got Gaussed to pieces by the Warriors, stranding dudes well short of the bad guys.  The upside of this was that it exposed the Royal Court to a counter-assault by Angholan (Vulkan), his Combat Squad, and my homefield Tactical Squad lurking nearby.  They didn’t last too long.

Stalking the remaining Necron automaton.

Stalking the remaining Necron automaton.

The Immortals then came in with the Night Scythes and it became essentially a game of them trying to do enough shooting to hurt before Angholan and friends could crash into them.  The battlefield was too tight though and they just couldn’t do enough damage before the assaults came and they were slowly wiped out.  At one point things looked pretty grim for the Necrons but they soldiered on.  Eventually there was only a single Necron infantry model remaining, but the Night Scythes continued swooping around taking potshots at things and claimed several Landspeeders.  Meanwhile the Kingbreakers ran around trying to catch up to that one guy and took the occasional shot at the flyers.

Outcome

Both sides withdraw from battle, warily eyeing their foe: Tie game, Necrons with 6 kills and First Blood, Kingbreakers with 5 kills, Warlord, and Linebreaker.  Lovell would have actually won but a Night Scythe and squad leader were caught in Ongoing Reserves on game end and destroyed.

Run away!  Run away!

Run away! Run away!

Analysis

After Turn 4 Lovell was ready to concede, and if we’d been playing objectives that probably would have been reasonable; he only had a couple infantry models remaining.  We played on, however, and he wound up tieing it up and even pulling ahead if he hadn’t taken a risk by putting his last dude back into a flyer before it zoomed off the table and was destroyed in Reserves when the game promptly ended.  This highlighted a weakness of my army in Annihilation, especially against a small force like Lovell’s.  There’s just so many units in mine that I can wipe out a ton of enemy models but still lose on Kill Points.  In this case, the Night Scythes were just barely able to take out the Landspeeders and surge up in points.  Like always, never ever give up, no matter how grim things look!

One thing Lovell probably should have done differently was to drop his Immortals farther out.  As played they landed too close to my guys and weren’t able to do enough shooting before they got assaulted and eventually taken down.  For my part, I probably shouldn’t have brought the Sternguard in so close.  As usual they just took the brunt of all the Necron’s shooting and were thinned out pretty quickly.

Thunderfire Cannon again came up pretty solid.  I need to think about some anti-air though, probably going with a Space Marine Stalker, but possibly just an Aegis Defense Line.  To some extent I can ignore or ping away blindly at a flyer or two, but it’s definitely not ideal.  However, this is a place where Vulkan’s melta buff seemed pretty useful, even in the less vehicle oriented 6th edition, by enabling re-rolls of snapshots against the flyers.

One thing that’s been bugging me about 6th edition lately is that units can’t assault out of a transport even if it didn’t move.  It does make actual assault vehicles even more distinguished, but I thought it was already a pretty big deal to be able to roll forward and still assault.  This change definitely reduced the assault capabilities of standard Marines and a staple tactic against shooty armies.  More generally and importantly, it creates some weird disincentives.  I.e., if you can’t or don’t want to charge my unit inside a transport, you probably actually don’t want to pop it open anymore.  All that does is let me charge you on my turn, whereas if I was left in the vehicle I would not be able to assault on my next turn.  Previously there was no disincentive like that, you were getting charged either way so you may as well destroy the transport.

There’s just a photo or two more in the Flickr gallery; I was running late and never really regathered my calm & focus to grab more pictures.

Yep.  Stuck here again.

Yep. Stuck here again.