Well as promised I am going to delve
into Aspect warriors in 6th edition. Kind of an “Aspects
Of Khaine” 2nd edition. I want to kind of start with
some of the basics to Aspect Warriors as they relate to the rules
changes. Things work slightly differently now. In fact there has
been some things pointed out to me that really got me contemplating
the Craftworlders again. Granted we may be getting a codex this
fall, but I am not holding my breath.
Ok so as we know Exarch powers only
effect their unit and any Autarch that is joined to the unit. This
is true except for powers that specifically say they do not effect
the Autarch. The Phoenix Lords are the same way. The one exception
is that they are fearless. Now it does say in the Eldar codex that
Phoenix Lords make their associated Aspect fearless when they join
the unit. In the past this meant that if, say Karandras joined any
squad other than a Striking Scorpions one they would not be fearless.
Now the Fearless states that “units
containing one or more models with the Fearless special rule
automatically pass pinning, fear and regroup and morale tests”. So
any model that is fearless that joins a unit essentially makes the
unit fearless. This means you cant go to ground or voluntarily fail
morale checks. There are some situations this is bad in, but I will
get to that later. So now your Fearless Phoenix Lords can bestow
their macho awesomeness to even the lowly guardian.
Granted
the first thing that came to mind to counter this little ploy was to
tie up the unit with a critter it could not hurt. Since the unit
can't voluntarily fail a morale check, you can't use the “our
weapons are useless” rule. This can work well to tie up Fearless
units like Plague Marines and such. Throw them into combat with a
Wraithlord and you have the unit tied up with a model they cant even
hurt. This works well for Noise marines and the like. As long as
there is no power fist or anything or you can manage to kill it
quick, you can tie up units pretty well. They will just have to sit
there and take it.
The
Aspects I am going to cover first are the ones that have had the most
changes. Either in the FAQ as to how wargear works or how the new
rules re purpose them. I am going to start with an Aspect near and
dear to my heart. An underused and under appreciated Aspect, who is
getting some major improvements thanks to the FAQ and 6th
edition in general.
I
speak of course about the Swooping Hawk and their founder Baharoth.
Changes to Jump Infantry, Exarch powers and the ability to glace
vehicles to death has made the Swooping Hawk Aspect a very nice
mobile tank hunting and light Infantry suppression unit. More on
them next time.
I
would also like to announce that Evolution games is having a
tournament this Saturday, February 16th.
It is a 1500 point 3 round tournament. You can check out their
Face book page for the Missions.
Registration
starts at 10am and dice roll at 11. Farseer Re-Rolls assures me we
will be done by 6:30 pm.
Well
Next time Swooping Hawks and possibly an Iron Warriors Update.
Until
then.....
Blood
Runs, Anger Rises, Death Wakes, War Calls!!!!!!!!!!!
DEATH
TO THE FALSE EMPORER!!!!!!!!!!!
A question I never quite figured out was where you were supposed to start pulling models from when removing casualties from unsaved wounds caused by the Swooping Hawks' grenade packs.
ReplyDeleteI just ran into that very same issue today. The way the grenade pack works, it should be a barrage weapon as it doesn't seem to require line of site between the deepstruck swooping hawks, and the target of the blast template. However, lacking any Faq granting it barrage status, RAW it can only be treated as a direct fire large blast attack, which means the target unit will likely get cover saves from intervening terrain between they and the Swooping hawks, and the models would be removed not based on proximity to the center of the blast marker, but rather closest to the hawks themselves. That at least is what my opponent insisted it meant.. The verbage "work out hits and damage as normal" leaves me wondering, "Normal for what?"
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ReplyDeleteI am going to be going into that with the Swooping hawk blog this week. There are some shananigans you can pull with the way the grenade packs work thanks to the way the rules are worded and some stuff in the FAQ. I will dig into it. The way it is worded, in the codex seems to indicate, it is treated as a large blast weapon. the direction of fire is the real kicker though. It would seem it does indeed give people cover saves being a large blast I would think though casualties would be from the center as the Hawks are flying when the pack is "fired" and resolved.
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