Thursday, January 31, 2013

Old Seers And New Tricks: Vypers

Apologies for my absence this month. I have been in the process of moving and its been a pain. I am now in the new lair. I am sharing a house with The Stormlord and his Royal Court. I am hoping this stirs the hobby bug as he has been cranking out models like crazy from his basement tomb.

I digress though. Last time we were talking vehicles. Or at least my take on them. I covered Wave Serpents and Falcons. Now I want to visit an old favorite of mine and their rather fast moving counter part. War Walkers and their flying equivalents, kind of at least in my mind, the Vyper.

War Walkers have not really changed much with the transition to 6th edition. In fact they have not changed at all. They are still the mobile gun platform they have always been. Granted they may be a bit more important due to the weapons load outs they can take. They can pack a lot of strength 6 shots which is pretty handy, especially when you are dealing with bike armies. Given the preponderance of Raven Wing armies that are popping up you will need all the fire power you can get to down these guys.

The vehicle that has changed due to the rules that is forefront in my mind is the Vyper. Now I have used Vypers in the past as a secondary gun platform to support the War Walker units I run. They are fast so they can get extra daka on the scene pretty easily to help finish off units or soften units up for the War Walkers to really hammer into. I usually run them with scatter lasers or Star cannons. The latter as a clean up unit and the former as a squad softening unit. Granted you do have to deal with the BS of 3, but as I have said before I have come to terms with that. The real bonus to the Vypers now is that they can fire their full compliment of weapons while moving 12 inches. Its the same thing that made the Falcon a little more useful. Fast skimmers can fire 2 weapons at full BS when moving 12 inches.

I have 2 squadrons of Vypers currently. One with chin mounted shuriken cannons and one without. I may be changing the one without. Having a shuriken cannon along with a scatter laser makes them almost as effective as the War Walkers in terms of the amount of fire they can deliver. Granted you have 3 less dice and you have to be within 24 inches for the full weight of your fire to come to bear, but you can move a lot faster and get into optimal firing position much easier. Have a Farseer hanging back behind the unit on a Jet bike and you have the ability to guide the unit and doom their targets.

I plan on running a test list soon with the Eldar using Vypers in conjunction with War Walkers. We will see what, if any, synergy comes out of the combination.

Well Thats all for now. I will be much more active this coming month. I plan to finish talking about vehicles covering the Fire Prism and Artillery next time. I am also going to start the Aspects of Khaine series 2.0 updated for 6th edition. I will also have some Adepticon Army Updates and be talking about my new obsession, Flames Of War. Which by the Way every other Saturday Morning at Evolution Games in Lansing the Flames of War players will be meeting up to play. I am usually there every Saturday afternoon regardless so I am always ready to play.

I will also be talking about the 3rd annual Test Of Khaine. It is going to be April 13th At Evolution Games.

Until Next time......................

Blood Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!!!!!



  1. Don't forget about Jink? I'm also considering (where play groups allow it) picking up 3 Wasp Attack Walkers. I like the ability to deep strike, jump-shoot-jump and 1/6 games become a scoring unit.

  2. Yeah the wasp is nice. I dont rely on forgeworld for anything really though. I did forget to mention the fact vehicles get a jink save. its a nice little bonus.

  3. I look forward to reading about your findings with the Vypers. I have 3 squadrons collecting dust. Perhaps I will also give them a whirl.
    Putting cannons onto the chin mount always makes me wonder. Maybe you could optimize it by only putting it on two of the three and keeping the one without closest to the enemy? 24" means bolter rounds are coming back at you, especially if the bearers of those bolters don't have anything better to shoot at. The 36" range of the Scatter Laser(mixed with pre-measuring) allows for mostly safe shooting to some key areas.
    If you wanted to get complex, Doom a target, Tank Shock! the target so the models are bunched up, and let fly with some small blast templates from EML's on the Vypers. S4 AP4 isn't so bad and 48" range isn't shabby either. Though, now we're talking some points. Of course, without the underslung cannons on their, that makes some of the points back. Just some ideas.

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