17255
Post by: ForgeMarine
Im building up a CSM list (Typhus, 2x7 Plague Marines - plasma, 2x2 Oblits, 20x Zombies) with IG allies (Vendetta, 20x blob with autocannons/plasma, Leman Russ battle), with a lot of plasma, and Im rounding out my list. I originally planned on taking a helldrake of course, but Im really questioning its effectiveness in the competitive environment. Its a fantastic unit to fight MEQs, but MEQs are not what were seeing in the tournament scene right now... We see Flying Necrons with Wraiths, big guard blobs, and very very soon well be seeing ALOT of Tau with some Eldar too (as people love em).
Now, the helldrake isnt particularly great against guard blobs (when they have feel no pain or 5++ and spread out), is almost useless against the necron list i described above, and against Tau it wont last long (and is good at killing fire warriors or crisis suits which I dont need help killing), though its solid against Eldar ... Im really thinking taking more Oblits will be of more use against Tau then the helldrake as they will be seen a lot. With 2+ riptides and battle suits, i believe i need the viability of the oblits over the helldrake. While im still going to come up against MEQs, I do feel I can grind out a win against other armies but need everything i can get my hands on to beat these other top armies. Again, please take this post as a assessment of the helldrake in tournament play...
What are your opinions?
52309
Post by: Breng77
Well IG with FNP don't get it against the Drake (he doubles them out.). The drake is also good at taking out screening units, and cheap backfield scoring units. It can also fly over screens. NOw I'm not saying it must be included, but it certainly is still competitive.
60181
Post by: Makutsu
You do understand half of the armies are meq based?
Besides that, t6 means most xenos gets instant death.
Everything the heldrake has ignores cover which is a huge thing for most xenos players.
Heldrakes can certainly carry an army to victory
34120
Post by: ruminator
Serious? The helldrake almost single handedly changed the meta and ruined pretty much every single power armour army out there. AP3, ignore cover on a fast, hard to kill flyer. Still the best unit in the game by a decent margin.
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Post by: WarOne
Meta shifts can cancel out a Helldrake. It is such a dominating trump card to pull that almost every list for Chaos made has a comment (y you no taek moar Heldrak?) about adding one or more to a list. So if regionally players have adapted to Heldrakes and their tactics, taking one reduces its return investment in points. And if your Heldrake is under performing it doesn't it is not competitive anymore, but rather you have to replace that 170 or so points with something else to fill the gap. It is still an effective tool, but one you have to decide if it is worth taking against what you know is out there.
48339
Post by: sudojoe
How exactly are these blobs of guardsmen getting FnP all of a sudden?
I'm not aware of anything that gives it to them outside of some random warlord trait or something.
CCS can't join the blobs and I don't recall blobs getting a medic.
52309
Post by: Breng77
they get it from Biomancy Psychic powers. Not a given in every game, but it happens.
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Post by: Jasper
The heldrake is still competitive, it has lost a little in tornament play because of the rise of the tau; and the chance of encountering them - it'll lose a little bit more as the nex few codexes (ices) are released. But it is still a good unit to go to for air support and shifting units camping out in cover. Hordes and MEQ its awesome against. I'd much rather have people trying to shoot it up rather than the CSMs on the ground which will actually go about capturing things and winning the game for me.
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Post by: ForgeMarine
Glad to see the responses. Firstly, i did modify the title to isnt "as" competitive... The statement "isnt competitive" is a bit heavy handed. Additionally, I know there was a mention of half the armies are MEQ, and while half the codexs are, half the top tournament armies are NOT MEQs... I really do believe Tau have brough a BIG shift to the tournament meta which is what I need to adapt to. The armies I listed above which is what I often see in a highly competitive environment simply arent susceptible to the helldrake. Im not concerned about MEQ armies (outside ravenwing which the helldrake destroyed) as I saw that mentioned several times. This is where I think oblits really may be the stronger option, in particular against Tau & Necrons. Even if I come up against some Nids or Daemons, Im much more worried about the big MCs than I am about the gribbly squads, of which the oblits will perform much better against.
To answer the question about guard blobs getting a 5++, feel no pain, 5+ cover, its a result of attaching a marine librarian and primaris psy. and getting divination or boimancy buffs (in all likelihood a runepriest) which is very very common to run into.
Keep this going! Thanks All in advance for the disucssion
*I do agree however with the last statement about this (along with the vendetta) being a solid target unit, of which the enemy should focus their firepower on, leaving my ground squads more open to do what they need to do.
Makutsu wrote:You do understand half of the armies are meq based?
Besides that, t6 means most xenos gets instant death.
Everything the heldrake has ignores cover which is a huge thing for most xenos players.
Heldrakes can certainly carry an army to victory
No, half the competitive armies are not MEQ based at the moment (1 full MEQ army in top 16 at adepticon if i recall - grey knights with paladins), most xenos im worried about only have 1 wound too...
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Post by: Insane Smile
I feel the Helldrake is very competitive and take as many as possible. I've never used one, but I have been screwed by one more times then I would have like (my poor ravenwing bikers  )
37241
Post by: Loch
As long as 6e keeps handing out stealth and shrouded like candy, Heldrakes will have a place in competitive army builds.
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Post by: Exergy
Loch wrote:As long as 6e keeps handing out stealth and shrouded like candy, Heldrakes will have a place in competitive army builds.
yes Automatically Appended Next Post: ForgeMarine wrote:Im building up a CSM list (Typhus, 2x7 Plague Marines - plasma, 2x2 Oblits, 20x Zombies) with IG allies (Vendetta, 20x blob with autocannons/plasma, Leman Russ battle), with a lot of plasma, and Im rounding out my list. I originally planned on taking a helldrake of course, but Im really questioning its effectiveness in the competitive environment. Its a fantastic unit to fight MEQs, but MEQs are not what were seeing in the tournament scene right now... We see Flying Necrons with Wraiths, big guard blobs, and very very soon well be seeing ALOT of Tau with some Eldar too (as people love em).
Now, the helldrake isnt particularly great against guard blobs (when they have feel no pain or 5++ and spread out), is almost useless against the necron list i described above, and against Tau it wont last long (and is good at killing fire warriors or crisis suits which I dont need help killing), though its solid against Eldar ... Im really thinking taking more Oblits will be of more use against Tau then the helldrake as they will be seen a lot. With 2+ riptides and battle suits, i believe i need the viability of the oblits over the helldrake. While im still going to come up against MEQs, I do feel I can grind out a win against other armies but need everything i can get my hands on to beat these other top armies. Again, please take this post as a assessment of the helldrake in tournament play...
What are your opinions?
so you start seeing more eldar. You know what kills Jetbikes?
so you are seeing necrons, the drake doesnt do terribly against newcron flyers and can hammer their scoring units.
so you are seeing guard, they are probably bunched up in cover, and FNP is canceled by str6. also if they are using artillery, the vector strike will usually kill them easily.
so you are seeing tau. heldrakes put wounds on suits, kill drones, and wipe fire warriors.
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Post by: thechosen1
The thing is, IG counters the Hellturkey through Vendettas. The Tau have enough Interceptor/Skyfire to laugh a Turkey off the table the turn it arrives. (and there is nothing better then getting a vindictive laugh when that Guardsmen with a Krak Grenade launcher takes off that last hull point out of desperation).
Not saying they're not still the superpowered auto-take they were in December; they're still great, and my Dark Angels cringe whenever they see one.
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Post by: ForgeMarine
I agree they are great against Eldar as I mentioned, and bikes will be very popular, so were in agreement there.
As for Necron, the problem is the drake is OK if I can get to their troops, which are most usually inside a flyer... So its an expensive way to go about trying to take down flyers, and its not worth much against wraiths...
Guard, its a mixed bag I feel like. Is the drake THAT much better than a few more oblits at taking down blobs, considering I still have a Leman Russ and my own blobs to try and counter.
Tau kill helldrakes, and fast... Ive seen several occurrences were 2 helldrake went down in less than a full game turn (with interceptor on sky rays, rip tides and marker lights, they crash and burn rather fast) and I think that will be fairly common.
With that said, the consensus is I should really still consider one, but I havent seen a fully built argument for it yet that convinces me... Thanks everyone however for your thoughts, It certainly gives me a lot to think about before i make that purchase.
Automatically Appended Next Post:
ForgeMarine wrote:
What are your opinions?
so you start seeing more eldar. You know what kills Jetbikes?
so you are seeing necrons, the drake doesnt do terribly against newcron flyers and can hammer their scoring units.
so you are seeing guard, they are probably bunched up in cover, and FNP is canceled by str6. also if they are using artillery, the vector strike will usually kill them easily.
so you are seeing tau. heldrakes put wounds on suits, kill drones, and wipe fire warriors.
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Post by: autopilot
Yes... yes... My master plan to stop people bringing helldrakes is working...
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Post by: valace2
I feel like my Tau can beat anyone, but I seriously don't want to ever see heldrakes across from me. My philosophy regarding Tau consists of shooting the enemy off of objectives or contesting objectives with Riptides late in game, I still need fire warriors to hold objectives and if there is a heldrake in play I can't count on those fire warriors.
The idea that a heldrake isn't competitive is ludicrous.
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Post by: labmouse42
Are they are good as before? No.
Are they still crazy good? Yes.
The killing capacity of a helldrake is still quite significant.
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Post by: Kain
autopilot wrote:Yes... yes... My master plan to stop people bringing helldrakes is working...
*Brings in a six helldrake list out of spite*
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Post by: Ministry
valace2 wrote:I feel like my Tau can beat anyone, but I seriously don't want to ever see heldrakes across from me. My philosophy regarding Tau consists of shooting the enemy off of objectives or contesting objectives with Riptides late in game, I still need fire warriors to hold objectives and if there is a heldrake in play I can't count on those fire warriors.
The idea that a helldrake isn't competitive is ludicrous.
I play Tau as well but let me tell you - Daemons are more than a match for my Tau. My meta is rich in Daemons, Chaos SM and Tyranids. Daemons in particular make me feel very vulnerable and when the Chaos players bring Daemons with Helldrakes its nearly an autolose battle.
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Post by: Savageconvoy
If you're feeling that the Heldrake is vulnerable because of the Tau Anti-air, the Vendetta suffers the same issue even more since it can't regrow hull points or get an invul save.
Really though I think people are too focused on the baleflamer as being AP3 so it's peak usefulness is against marines, anything less and you're paying for extra. For me the Heldrake has always been just amazing at clearing scoring units from objectives no matter where they are hidden and with the durability to make it reliable.
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Post by: Andilus Greatsword
If you're feeling that the Heldrake isn't as good as it was, fill that 3rd Fast Attack slot with Bikers or Spawn and see how it goes. 2 Heldrakes are still a nightmare.
1943
Post by: labmouse42
Andilus Greatsword wrote:If you're feeling that the Heldrake isn't as good as it was, fill that 3rd Fast Attack slot with Bikers or Spawn and see how it goes. 2 Heldrakes are still a nightmare.
Honestly I've never found a need for more than 2. Two helldrakes has always killed everything that I needed to be killed by them.
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Post by: Blood Hawk
ForgeMarine wrote:
Tau kill helldrakes, and fast... Ive seen several occurrences were 2 helldrake went down in less than a full game turn (with interceptor on sky rays, rip tides and marker lights, they crash and burn rather fast) and I think that will be fairly common.
A small point is that sky rays cannot get interceptor. Only suits can get interceptor and skyfire.
Also helldrakes are very scary to tau players, our troops are still as fragile as they always have been. Helldrakes are the reason so many tau players are bringing all that anti air defense in the first place.
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Post by: lokust2501
The Heldrake is still an amazing steal. It would be a steal at +50 points and still fairly priced and worth buying at +75 points.
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Post by: ansacs
I am not sure that it is "necessary" per say but if you don't bring it you need a way to kill Sv3+ w/ Sv3+/2+ cover saves (eldar jetbikes, RW bikes, Wraithguard w/ psychic support, SM behind aegis) volume of fire could do it but as a CSM/IG player you lack the Tau ability to ignore cover everywhere. You can probably handle the Sv4+ w/ cover using oblits but they will fail hard against Sv3+ guys.
Also the vector strikes are highly useful against sub AV12 transports that popped smoke or have cover (waveserpents w/holofields). It is funny that Tau so reduced their value but eldar turned around and made them almost necessary. If your meta is all Tau then you can probably stop using them but if there are RW or (to early to tell probably) Eldar (Skimmer spam, wraithguard spam, or jetbike spam) then you probably need 1-2.
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Post by: schadenfreude
ForgeMarine wrote:Im building up a CSM list (Typhus, 2x7 Plague Marines - plasma, 2x2 Oblits, 20x Zombies) with IG allies (Vendetta, 20x blob with autocannons/plasma, Leman Russ battle), with a lot of plasma, and Im rounding out my list. I originally planned on taking a helldrake of course, but Im really questioning its effectiveness in the competitive environment. Its a fantastic unit to fight MEQs, but MEQs are not what were seeing in the tournament scene right now... We see Flying Necrons with Wraiths, big guard blobs, and very very soon well be seeing ALOT of Tau with some Eldar too (as people love em).
Now, the helldrake isnt particularly great against guard blobs (when they have feel no pain or 5++ and spread out), is almost useless against the necron list i described above, and against Tau it wont last long (and is good at killing fire warriors or crisis suits which I dont need help killing), though its solid against Eldar ... Im really thinking taking more Oblits will be of more use against Tau then the helldrake as they will be seen a lot. With 2+ riptides and battle suits, i believe i need the viability of the oblits over the helldrake. While im still going to come up against MEQs, I do feel I can grind out a win against other armies but need everything i can get my hands on to beat these other top armies. Again, please take this post as a assessment of the helldrake in tournament play...
What are your opinions?
Crisis suits have a 3+ save like power armor.
Guardian jetbikes have a 3+ save like power armor and a jink
Wraith guard are t6 and have a 3+ save like power armor.
As the meta shifts toward a greater number of xenos armies past necrons drakes will be more useful.
Riptides and TEQ are a concern, but hell turkeys are what other players fear when going up against CSM.
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Post by: riverhawks32
Heldrake is one of the most OP fliers out atm...There really isn't a reason not to take it
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Post by: dementedwombat
Let me put it this way, I play Tau and never want to see even one. Can I kill it, probably. I might even be able to bring them down reliably, but it will bloody well make me waste far more firepower bringing it down than I'd like given how much it cost the opponents to take.
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Post by: Puscifer
We have a Heldrake Spam player in my meta. He has always Mr Big Head regarding his win streak.
Then he faced my Deathwing on Foot List.
The best hard counter to the Drake is 2+ AS. It can't touch them, while the large amount of Firepower is enough to take them out.
Now he won't face me.
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Post by: Savageconvoy
I play Tau and usually bring Railgun broadsides with Interceptor. If I have nothing else to shoot at a Fresh Heldrake I will use the Broadsides without a second thought because I don't want to risk them surviving.
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Post by: A Kvlt Ghost
Andilus Greatsword wrote:If you're feeling that the Heldrake isn't as good as it was, fill that 3rd Fast Attack slot with Bikers or Spawn and see how it goes. 2 Heldrakes are still a nightmare.
This is a pretty good idea anyway - spawn, especially nurgle spawn, are a very good unit.
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Post by: bogalubov
The fact that xenos armies are gaining prominence keeps heldrakes useful. A lot of xenos armies don't have a great armor save so they rely on cover. Heldrakes ignore cover. So that unit of pathfinders hanging out on a backfield objective are now roasted elves. If you're fighting monstrous creatures, remember that you're not killing them with the flamer. You're killing them with vector strike (ok, all but the riptide, but hopefully the rest of your list isn't just cultists and can handle the riptide).
Plus you have a unit that can hit an enemy unit anywhere on the board. There's is no way to use movement to avoid being flamed. You can avoid vector striking, but not the baleflamer.
The appearance of anti-air weapons give you two options.
The first is to stop taking air units to disregard the anti-air. That's a descent idea, except that all of those units can shoot at the ground just as well. There are almost no units that have sky fire, but don't have interceptor. So you take units less annoying than the heldrake for your opponent, but your opponent still gets to shoot at them.
The second solution to the rise of anti-air is to spam heldrakes harder. If you bring on two or three onto the board at the same time. Now your opponent has choices of where to shoot. Perhaps not all his anti-air units have a line of sight on all your drakes. So now he splits his sky fire between multiple drakes, decreasing the chance of knocking a single one out.
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Post by: ForgeMarine
Excellent discussion. Im now much more inclined to get one. Appreciate it
37021
Post by: CannedKhorne
bogalubov wrote:The fact that xenos armies are gaining prominence keeps heldrakes useful. A lot of xenos armies don't have a great armor save so they rely on cover. Heldrakes ignore cover. So that unit of pathfinders hanging out on a backfield objective are now roasted elves. If you're fighting monstrous creatures, remember that you're not killing them with the flamer. You're killing them with vector strike (ok, all but the riptide, but hopefully the rest of your list isn't just cultists and can handle the riptide).
Plus you have a unit that can hit an enemy unit anywhere on the board. There's is no way to use movement to avoid being flamed. You can avoid vector striking, but not the baleflamer.
The appearance of anti-air weapons give you two options.
The first is to stop taking air units to disregard the anti-air. That's a descent idea, except that all of those units can shoot at the ground just as well. There are almost no units that have sky fire, but don't have interceptor. So you take units less annoying than the heldrake for your opponent, but your opponent still gets to shoot at them.
The second solution to the rise of anti-air is to spam heldrakes harder. If you bring on two or three onto the board at the same time. Now your opponent has choices of where to shoot. Perhaps not all his anti-air units have a line of sight on all your drakes. So now he splits his sky fire between multiple drakes, decreasing the chance of knocking a single one out.
I agree to everything.
Just to be clear, Helldrakes have to move at least 18 inchs and can only pivot 90 degrees? Flamer can be shot in any direction.
Sorry little behind on 6th edtion game play (just got back from college)
17255
Post by: ForgeMarine
Yes, since it cant hover 18" it is. Doesnt matter as much in this case given the FAQ on where the flamer can come from (anywhere on the base, not the turret like everything else).
CannedKhorne wrote:bogalubov wrote:The fact that xenos armies are gaining prominence keeps heldrakes useful. A lot of xenos armies don't have a great armor save so they rely on cover. Heldrakes ignore cover. So that unit of pathfinders hanging out on a backfield objective are now roasted elves. If you're fighting monstrous creatures, remember that you're not killing them with the flamer. You're killing them with vector strike (ok, all but the riptide, but hopefully the rest of your list isn't just cultists and can handle the riptide).
Plus you have a unit that can hit an enemy unit anywhere on the board. There's is no way to use movement to avoid being flamed. You can avoid vector striking, but not the baleflamer.
The appearance of anti-air weapons give you two options.
The first is to stop taking air units to disregard the anti-air. That's a descent idea, except that all of those units can shoot at the ground just as well. There are almost no units that have sky fire, but don't have interceptor. So you take units less annoying than the heldrake for your opponent, but your opponent still gets to shoot at them.
The second solution to the rise of anti-air is to spam heldrakes harder. If you bring on two or three onto the board at the same time. Now your opponent has choices of where to shoot. Perhaps not all his anti-air units have a line of sight on all your drakes. So now he splits his sky fire between multiple drakes, decreasing the chance of knocking a single one out.
I agree to everything.
Just to be clear, Helldrakes have to move at least 18 inchs and can only pivot 90 degrees? Flamer can be shot in any direction.
Sorry little behind on 6th edtion game play (just got back from college)
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Post by: Makutsu
MEQ means power armor in general, 3+ save is pretty common even in Xenos.
Necrons have Immortals.
Tau have suits.
Eldar mostly is 3+
Nids MCs are all 3+
Vector Strike + Baleflamer will bring nightmares to these armies.
And ones that don't rely on armor save relies on cover saves which the Heldrake removes as well. Automatically Appended Next Post: and to add most sky fires are S7 so they aren't going to murder heldrakes unless you have large amounts of them.
Even the Tau skyfire is kinda iffy of taking down a flier with interceptor and the guns.
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Post by: poppa G
Heldrakes make my crons cringe.
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Post by: Vineheart01
the helldrake isnt out of the competitive scene at all. Unless it counters an obscene amount of your army (unlikely) it wont single-handedly win games like people think it does, but it can do a lot of damage.
As an Ork player i really dont care about it. It flies in, depending on the table it usually scorches a group of lootas while the other group shoots it out of the sky and shoot its butt with the huge mass of boys it flew over to get those lootas. Also the main force in my ork army is the bikernobz and it just annoys them, not counter them. At best 3 wounds that wound on 3s and i get 5++ and fnp to save it.
However as a Tau player that thing scares the crap out of me. Unless im doing a very heavy army with riptides and vehicles, that thing can wreck me. Going with a firewarrior blob and ethereal for your HQ choice is a suicide move if you think theres going to be a CSM player, it will easily 1shot the ethereal's group and it pastes him too so no 6+ fnp from invoke. Really feel like i have to dedicate half my army to killing it because that 5+ invul saves it so much i cant just fire 1 group of Missilesides unless i get lucky.
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Post by: Tactical_Genius
I know this is anecdotal evidence but....
A couple of weeks ago I played a 1200pts game against a tau/oldar player. I took 3 heldrakes and 2 winged DP. Admittedly he didn't have as much AA as he could have, but he had a fair amount.
Long story short, I flattened him. 22-0 on VP.
45429
Post by: Iranna
I've resigned to counting on my Crimson Hunter to kill it, as the AV12 combined with the 5++ and hitting on 6's makes it much too difficult to try with the rest of my army. Of course, the Crimson Hunter dies to a stiff breeze and it's very much a case of I have to hit it first before it hits me. Even then, against 2 or more Heldrakes I doubt I'd have the resources, at 1500pts, to effectively deal with them. Iranna.
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Post by: Yellohman
When I use guard heldrakes aren't as scary because if I don't kill them with the first run with the vendetta, I will kill them with the second. or my aegis would have made short work of it. However transitioning to dark angels I feel we have almost nothing to compete with AV12 aside from either super expensive flakk spam or just run deathwing. But I also feel limited by this because with bikes you can change the tide alot more.
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Post by: Relic07
Heldrakes are extremely competitive. If you are playing Chaos it is a staple unit.
I was running them to my opponents terror way before they caught on on the internet. Just like I did with flamers and screamers in the old rule set.
Only reason not to take them is if you are tailoring your list vs. a certain opponent type. E.g. I know I am playing Draigowing today, I will drop the Helldrakes for something more appropriate.
72313
Post by: Blackskull
drakes are the best flyer in 40k period..baleflamers ruin the cover saves most armies need and with autocannons they mulch the fly cron list so many people are playing as they can take out 2 flyers each turn. until they release armor 14 flyers im keeping both my drakes (named sahloknhir and parthurnax) safely in my warband as my dedicated flyer support. they only thing i fear are vendetas as 3 lascammons make them fantatsic flyer hunters and i dont know what flyer the eldar curruntly have but if they remain true to their theme it will probably have paper thin armor and powerfull guns that can only hit the units in fornt of them, turrets made the drakes weapons stupid
vector striking ignores cover check FAQ, helldrakes fight like skyrim dragons by grabing people off battlements and droping them,
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Post by: hyv3mynd
ForgeMarine wrote:Yes, since it cant hover 18" it is. Doesnt matter as much in this case given the FAQ on where the flamer can come from (anywhere on the base, not the turret like everything else).
CannedKhorne wrote:bogalubov wrote:The fact that xenos armies are gaining prominence keeps heldrakes useful. A lot of xenos armies don't have a great armor save so they rely on cover. Heldrakes ignore cover. So that unit of pathfinders hanging out on a backfield objective are now roasted elves. If you're fighting monstrous creatures, remember that you're not killing them with the flamer. You're killing them with vector strike (ok, all but the riptide, but hopefully the rest of your list isn't just cultists and can handle the riptide).
Plus you have a unit that can hit an enemy unit anywhere on the board. There's is no way to use movement to avoid being flamed. You can avoid vector striking, but not the baleflamer.
The appearance of anti-air weapons give you two options.
The first is to stop taking air units to disregard the anti-air. That's a descent idea, except that all of those units can shoot at the ground just as well. There are almost no units that have sky fire, but don't have interceptor. So you take units less annoying than the heldrake for your opponent, but your opponent still gets to shoot at them.
The second solution to the rise of anti-air is to spam heldrakes harder. If you bring on two or three onto the board at the same time. Now your opponent has choices of where to shoot. Perhaps not all his anti-air units have a line of sight on all your drakes. So now he splits his sky fire between multiple drakes, decreasing the chance of knocking a single one out.
I agree to everything.
Just to be clear, Helldrakes have to move at least 18 inchs and can only pivot 90 degrees? Flamer can be shot in any direction.
Sorry little behind on 6th edtion game play (just got back from college)
Incorrect. Drakes have hover mode.
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Post by: Valek
Savageconvoy wrote:I play Tau and usually bring Railgun broadsides with Interceptor. If I have nothing else to shoot at a Fresh Heldrake I will use the Broadsides without a second thought because I don't want to risk them surviving.
sure go ahead, a bit decent player will make sure you dont intercept it by keeping out of range or getting screened by terrain, the turn after it will hammer its target, if something achieves positional dominance (jy2tm) then it is the drake, i use one for this sole purpose in my Necron wraith/Tesla spam.
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Post by: Savageconvoy
They're not too difficult to hide most of the time, but I bring a lot railguns and fairly well deployed across the field. Besides, if he gives up his first turn to hide from Tau, it just makes it easier for Tau to bring it down on their turn.
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Post by: happygolucky
*sigh* When people whinge about how OP the Helldrake is... Honestly it wines me up, but I think that's only because I played with the Codex beforehand. And that sucked hard. Yes the Helldrake is a competitive option but its not neigh-unkillable as the internet thinks it is, mine has died countless times to a lot of types and variations of firepower, I only play casual but I use this model not because it wins games (to which I say BS, its a contributor not a unit that wins games singlehandedly) I use it because I like the the Idea of it as a massive daemonic dragon. On a side note Helldrake is great but only as one role in the army I feel: taking out small elite units (non terminator Armour), with blobs its ok but not the best for example I once used mine to fire at a 'cron blob with a lord in it. I fired at it made some casualty's on it but, guess what? Res Orb you say? yep over half of the metal dudes came back up, also used it at a blob of 'Nids once and while it made casualty's it didn't reduce it to half numbers. so it is only really fitted to one role of killing small elite units and does it very nicely I think. Now how to kill it? multiple armies have easy methods to do so as most armies have fortifications to use high Str Skyfire weapons, and with each new codex release your getting more skyfire weapons, so while it seems very bad atm this is only temporary. every one will acquire more methods on killing it effectively with each codex release with minimal casualty's lessening its effectiveness. Thats My view on the Helldrake.
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Post by: The Shadow
They are, perhaps, less competitive, since as 6th edition goes on, more armies are gaining Flyers and/or units with Skyfire - things that can take the Helldrake down with relative ease.
That said, the Helldrake is still a nightmare for pretty much any army. AP3 + Ignores Cover is really nasty, and it will negate the saves of your quarry the vast majority of situations. The fact the Helldrake has such mobility just makes it worse.
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Post by: Martel732
So the players will access to the Helldrake think the rest of the internet is whining. Typical. The Helldrake is insanely undercosted for what it brings to the table, and its likely that disproportionate amounts of TAC lists will have to be dedicated to defending against these things.
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Post by: Relic07
Martel732 wrote:So the players will access to the Helldrake think the rest of the internet is whining. Typical. The Helldrake is insanely undercosted for what it brings to the table, and its likely that disproportionate amounts of TAC lists will have to be dedicated to defending against these things.
It is just the way it is. Stop bitching.
Phil Kelley and the GW team knew exactly what they were releasing. The Helldrake is one of the best options in the CSM book, and it was meant to be that way.
It is an awesome model, both rule wise and aesthetically. It is a lot of fun to play with a demonic mechanical dragon that flies around and set's $hit on fire. Lot's of fun.
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Post by: Martel732
I suppose it depends on which end of the Helldrake you are on.
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Post by: hyv3mynd
It's the way it is, has been, and always will be.
People complained about IG leafblowers. Then space wolf missile spam. Then GK razorspam or draigowing. Then necron wraith wing. Once 6th landed, it was cronair.
New books mean new powerful units. If you cannot adapt to this, it's gonna be a rough hobby for you. Fun is a subjective experience. If I bring 210 zombies and spread them out, maybe the dude with 3 heldrakes won't be having fun.
On topic... The drake auto hits with vector strike and ignores cover with ap3. The drake auto hits with the flamer and ignores cover with ap3. In zoom mode it ignores the assault phase and a vast majority of the shooting phase. This is what makes it competitive, but also takes very little skill and very little reliance on dice. It's also the reason I don't use any and never will.
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Post by: hippesthippo
I think one is prolly the right number just because it can autowin games against MEQ. Definitely not 3. 2 Maybe if the point level is high enough (2k+).
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Post by: Relic07
hippesthippo wrote:I think one is prolly the right number just because it can autowin games against MEQ. Definitely not 3. 2 Maybe if the point level is high enough (2k+).
Nah. You really need to be running 2 at 1500 Pt+
3 is dickish outside of competitive tournaments.
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Post by: hippesthippo
I've never had problems with only one. I take allies, though, so points are tight.
They're only really effective against marines. Who cares if I kill 5 Firewarriors or Guardsmen in cover? That's like 30-40 pts worth. Big woop. The thing is, they're broken against marines, so you have to take one.
The other thing is that it eats into your fast attack slots. 1 Drake is enough to do the job. Whereas I feel like units of spawn/bikes really don't work well unless you have multiples. With two units of Spawn you can effectively pin an opposing army in their backfield long enough to gain significant board advantage.
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Post by: Glocknall
The issue with the drake is not its weapon.
It's the fire arc it has combined with the torrent rules. If can manipulate fantastic shots netting high amounts of hit and never have to leave the tabletop.
Before it was FAQed it was a very good unit but manageable. I keep hoping that GW faqs that it has 180 front arc at maximum, or go back to the 45 degree arc ideally.
Its durability is very good but still has a weak point with AV 10 rear.
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Post by: Relic07
hippesthippo wrote:I've never had problems with only one. I take allies, though, so points are tight.
They're only really effective against marines. Who cares if I kill 5 Firewarriors or Guardsmen in cover? That's like 30-40 pts worth. Big woop. The thing is, they're broken against marines, so you have to take one.
The other thing is that it eats into your fast attack slots. 1 Drake is enough to do the job. Whereas I feel like units of spawn/bikes really don't work well unless you have multiples. With two units of Spawn you can effectively pin an opposing army in their backfield long enough to gain significant board advantage.
Actually, they work against much more than just marines. Vector a transport, passengers inside get a 3" emergency disembark. Guess what happens next?
Opponent isn't always going to have an ideal spread on his ap3 vulnerable troops and units. I can't tell you the amount of times I have friend 10 or more in one torrent.
The vector strike on top of it is just ace. And if you know what you are doing, the drakes can work really well to limit where your opponent can move on the table.
Fantastic unit, A++ rules, and one of the coolest looking models in the game. Automatically Appended Next Post: Glocknall wrote:The issue with the drake is not its weapon.
It's the fire arc it has combined with the torrent rules. If can manipulate fantastic shots netting high amounts of hit and never have to leave the tabletop.
Before it was FAQed it was a very good unit but manageable. I keep hoping that GW faqs that it has 180 front arc at maximum, or go back to the 45 degree arc ideally.
Its durability is very good but still has a weak point with AV 10 rear.
GW is not going to FAQ it again. They have clearly spelled out how they want it to work.
It will be this way until the next Chaos book. Deal with it.
I am not afraid of them, but that's because I fully understand them and have adjusted my lists accordingly.
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Post by: Andilus Greatsword
Relic07 wrote:Glocknall wrote:The issue with the drake is not its weapon.
It's the fire arc it has combined with the torrent rules. If can manipulate fantastic shots netting high amounts of hit and never have to leave the tabletop.
Before it was FAQed it was a very good unit but manageable. I keep hoping that GW faqs that it has 180 front arc at maximum, or go back to the 45 degree arc ideally.
Its durability is very good but still has a weak point with AV 10 rear.
GW is not going to FAQ it again. They have clearly spelled out how they want it to work.
It will be this way until the next Chaos book. Deal with it.
I am not afraid of them, but that's because I fully understand them and have adjusted my lists accordingly.
Actually GW have been known to completely change rulings (eg, Force Halberds adding their bonuses after being reduced to I1 was overturned), so it's a possibility.
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Post by: hippesthippo
Relic07 wrote: hippesthippo wrote:I've never had problems with only one. I take allies, though, so points are tight.
They're only really effective against marines. Who cares if I kill 5 Firewarriors or Guardsmen in cover? That's like 30-40 pts worth. Big woop. The thing is, they're broken against marines, so you have to take one.
The other thing is that it eats into your fast attack slots. 1 Drake is enough to do the job. Whereas I feel like units of spawn/bikes really don't work well unless you have multiples. With two units of Spawn you can effectively pin an opposing army in their backfield long enough to gain significant board advantage.
Actually, they work against much more than just marines. Vector a transport, passengers inside get a 3" emergency disembark. Guess what happens next?
Opponent isn't always going to have an ideal spread on his ap3 vulnerable troops and units. I can't tell you the amount of times I have friend 10 or more in one torrent.
The vector strike on top of it is just ace. And if you know what you are doing, the drakes can work really well to limit where your opponent can move on the table.
Fantastic unit, A++ rules, and one of the coolest looking models in the game.
Automatically Appended Next Post:
Glocknall wrote:The issue with the drake is not its weapon.
It's the fire arc it has combined with the torrent rules. If can manipulate fantastic shots netting high amounts of hit and never have to leave the tabletop.
Before it was FAQed it was a very good unit but manageable. I keep hoping that GW faqs that it has 180 front arc at maximum, or go back to the 45 degree arc ideally.
Its durability is very good but still has a weak point with AV 10 rear.
GW is not going to FAQ it again. They have clearly spelled out how they want it to work.
It will be this way until the next Chaos book. Deal with it.
I am not afraid of them, but that's because I fully understand them and have adjusted my lists accordingly.
Mmm I think I know what I'm doing. Whoever your playing against that lets you get 10 guys under a template might not. Even spilling out of a transport that should never happen. Mayyyyyyybe if your opponent wins a combat and only consolidates a single inch. Maybe.
Vector strikes are great, yeah, but good opponents manage their movement so you can't fly over and land the way you want to. Even then, against side av11, your only averaging 1.5 hp.
I've yet to see a triple Heldrake list do well at even a RTT, let alone a big tourney. That alone should tell you something. They're great at what they do, but putting 500 points into three flame templates that don't start on the board is not going to get you a balanced list.
Against some armies even a single Heldrake can almost win the game itself. However, against a lot of other armies, it simply isn't very efficient.
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Post by: jy2
Heldrakes definitely are a very competitive unit.
However, I wouldn't go with any more than 2 drakes at most. Going triple-drakes over-specializes your army against particular builds (i.e. mainly MEQ builds) and unbalances your list against other builds.
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Post by: Mr. Voidness
How about a single helldrake? Before having Tau allies I didn't even considered 1, but now..?
I'm a bit afraid that a single flyer would stick out and be priority target, however as I run Tau allies, I have considerable anti-air to thin out other flyers.. a.k.a. anti-air.
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Post by: jy2
Mr. Voidness wrote:How about a single helldrake? Before having Tau allies I didn't even considered 1, but now..?
I'm a bit afraid that a single flyer would stick out and be priority target, however as I run Tau allies, I have considerable anti-air to thin out other flyers.. a.k.a. anti-air.
Even 1 is ok. You can't go wrong by taking such a unit in your army and even 1 will help. I normally run just 1 heldrake in my CSM army and still do pretty good.
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Post by: MarshallDin
I only take 1 Helldrake at 1850pts. After several tournaments, I find that rolling for reserves are not very reliable, especially when it is me rolling the dice.
Now I find that it is even better if I can have most (if not all) of my shooting elements in play since Turn 1. With Riptides & Broadsides in play, I need those reliable AP2 shots early on - hence why I'm currently using 9 Oblits.
But taking down my single Helldrake has not been ez for my opponents either, especially since it'll almost always gain 3++.
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Post by: Relic07
hippesthippo wrote:Relic07 wrote: hippesthippo wrote:I've never had problems with only one. I take allies, though, so points are tight.
They're only really effective against marines. Who cares if I kill 5 Firewarriors or Guardsmen in cover? That's like 30-40 pts worth. Big woop. The thing is, they're broken against marines, so you have to take one.
The other thing is that it eats into your fast attack slots. 1 Drake is enough to do the job. Whereas I feel like units of spawn/bikes really don't work well unless you have multiples. With two units of Spawn you can effectively pin an opposing army in their backfield long enough to gain significant board advantage.
Actually, they work against much more than just marines. Vector a transport, passengers inside get a 3" emergency disembark. Guess what happens next?
Opponent isn't always going to have an ideal spread on his ap3 vulnerable troops and units. I can't tell you the amount of times I have friend 10 or more in one torrent.
The vector strike on top of it is just ace. And if you know what you are doing, the drakes can work really well to limit where your opponent can move on the table.
Fantastic unit, A++ rules, and one of the coolest looking models in the game.
Automatically Appended Next Post:
Who said anything about running 3? I run 2, read my post above. At 1500 Pt+ you need 2.
However, I do have a triple drake list at 2K that it absolutely devastating. It can easily win an RT tournament.
Glocknall wrote:The issue with the drake is not its weapon.
It's the fire arc it has combined with the torrent rules. If can manipulate fantastic shots netting high amounts of hit and never have to leave the tabletop.
Before it was FAQed it was a very good unit but manageable. I keep hoping that GW faqs that it has 180 front arc at maximum, or go back to the 45 degree arc ideally.
Its durability is very good but still has a weak point with AV 10 rear.
GW is not going to FAQ it again. They have clearly spelled out how they want it to work.
It will be this way until the next Chaos book. Deal with it.
I am not afraid of them, but that's because I fully understand them and have adjusted my lists accordingly.
Mmm I think I know what I'm doing. Whoever your playing against that lets you get 10 guys under a template might not. Even spilling out of a transport that should never happen. Mayyyyyyybe if your opponent wins a combat and only consolidates a single inch. Maybe.
Vector strikes are great, yeah, but good opponents manage their movement so you can't fly over and land the way you want to. Even then, against side av11, your only averaging 1.5 hp.
I've yet to see a triple Heldrake list do well at even a RTT, let alone a big tourney. That alone should tell you something. They're great at what they do, but putting 500 points into three flame templates that don't start on the board is not going to get you a balanced list.
Against some armies even a single Heldrake can almost win the game itself. However, against a lot of other armies, it simply isn't very efficient.
Who said anything about running 3? Read my post above. At 1500 Pt+ I generally run 2.
However, I do have a triple drake + comms relay list at 2K. It could definitely win an RT tournament.
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Post by: Lovepug13
My Salamanders normally bring 3 x Contemptor Mortis Pattern - they dont really worry me
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Post by: CannedKhorne
Yeah, 2 Helldrakes is a good amount. 3 helldrakes is 510 points, which is a lot. Also, I ran 3 Helldrakes for one day playing 2 games, and table both games turn 3... all 3 came on turn two.
First time I have ever used them, don't do it for non competitive games.
2 drakes is fun even not in a torunament.
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Post by: Dalymiddleboro
I'll face your death wing. Cut them up with daemon princes and typhus
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Post by: dementedwombat
I can't say that if someone ran 3 helldrakes at 1500 pts I'd refuse to play them, because I'm not that much of TFG, but the next time I played them I'd be running 3 riptides and a couple of skyrays... Automatically Appended Next Post: In the intent of adding something useful to the thread, I think that the drake is still as good as it has ever been (never actually seen one so I can't comment, but from what I've read they are quite good). It's just that there are armies with actual anti air firepower now, so countering them is somewhat easier.
For instance, the more I look at it the more I consider the humble sky ray. I never touched them before, but I think they have to be up near "worst enemy" status for a helldrake. 6 str 8 shots that ignore cover? Sounds good to me.
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Post by: ForgeMarine
dementedwombat wrote:I can't say that if someone ran 3 helldrakes at 1500 pts I'd refuse to play them, because I'm not that much of TFG, but the next time I played them I'd be running 3 riptides and a couple of skyrays...
Automatically Appended Next Post:
In the intent of adding something useful to the thread, I think that the drake is still as good as it has ever been (never actually seen one so I can't comment, but from what I've read they are quite good). It's just that there are armies with actual anti air firepower now, so countering them is somewhat easier.
For instance, the more I look at it the more I consider the humble sky ray. I never touched them before, but I think they have to be up near "worst enemy" status for a helldrake. 6 str 8 shots that ignore cover? Sounds good to me.
Just to note, heldrakes dont need cover saves (they dont need to jink) because of the 5++.
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Post by: dementedwombat
True, but i would assume that 5++ is significantly worse than whatever cover save they would normally get. I saw something about 3++ somewhere earlier in this thread.
With a 5++ a skyray has reasonable odds to kill a helldrake in one turn regardless of whether it has a cover save, as long as the Tau can somehow get a single markerlight on the drake before the skyray unloads (6 man pathfinder squad or the new FW commander battlesuit with a networked markerlight on a suit with skyfire).
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Post by: AlmightyWalrus
dementedwombat wrote:True, but i would assume that 5++ is significantly worse than whatever cover save they would normally get. I saw something about 3++ somewhere earlier in this thread.
With a 5++ a skyray has reasonable odds to kill a helldrake in one turn regardless of whether it has a cover save, as long as the Tau can somehow get a single markerlight on the drake before the skyray unloads (6 man pathfinder squad or the new FW commander battlesuit with a networked markerlight on a suit with skyfire).
Other fliers have to jink, and thus force themselves to fire snapshots next turn, if they want a save. The Heldrake gets that AND IWND "built-in". That's what makes it the most resilient flier in the game.
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Post by: Kain
Fear the helldrake+vendetta allies lists (or doubles matches, or flying bakeries in triples games). Neither blobs nor metal boxes are safe. God damn flying circuses...
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Post by: Dezstiny
This question of this thread is a joke that should be put on a Popsicle stick.
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Post by: Martel732
Yes, triple hell drake is still a major tournament list.
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Post by: Asmodai Asmodean
dementedwombat wrote:True, but i would assume that 5++ is significantly worse than whatever cover save they would normally get. I saw something about 3++ somewhere earlier in this thread.
With a 5++ a skyray has reasonable odds to kill a helldrake in one turn regardless of whether it has a cover save, as long as the Tau can somehow get a single markerlight on the drake before the skyray unloads (6 man pathfinder squad or the new FW commander battlesuit with a networked markerlight on a suit with skyfire).
You only get networked markerlights on Skyrays. They do have skyfire, however.
AlmightyWalrus wrote: dementedwombat wrote:True, but i would assume that 5++ is significantly worse than whatever cover save they would normally get. I saw something about 3++ somewhere earlier in this thread.
With a 5++ a skyray has reasonable odds to kill a helldrake in one turn regardless of whether it has a cover save, as long as the Tau can somehow get a single markerlight on the drake before the skyray unloads (6 man pathfinder squad or the new FW commander battlesuit with a networked markerlight on a suit with skyfire).
Other fliers have to jink, and thus force themselves to fire snapshots next turn, if they want a save. The Heldrake gets that AND IWND "built-in". That's what makes it the most resilient flier in the game.
Caestus Assault Ram called and wants its title back.
Martel732 wrote:Yes, triple hell drake is still a major tournament list.
No, it isn't. Please quote a single major tournament triple heldrakes has won.
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Post by: Martel732
"No, it isn't. Please quote a single major tournament triple heldrakes has won. "
They don't have to win to make up a large percentage of participants. They can influence the meta while never winning a single tournament. That's how meta works.
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Post by: AlmightyWalrus
Asmodai Asmodean wrote:
AlmightyWalrus wrote:
Other fliers have to jink, and thus force themselves to fire snapshots next turn, if they want a save. The Heldrake gets that AND IWND "built-in". That's what makes it the most resilient flier in the game.
Caestus Assault Ram called and wants its title back.
The Heldrake told me not to pick up. AV12 5++ and IWND for 100 points less than AV13 with anti-melta, when they're probably as dangerous to their intended targets as eachother. I'd rather have the IWND and 5++ than front armour 13. The Heldrake is weaker to S7, equivalent to S8 and stronger against S9+; that last category crucially includes Sabres and Vendettas. You could of course Jink with the Caestus, at which point you've paid more than a Land Raider for no offensive output at all. Not having to Jink is huge.
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Post by: MarshallDin
True, but i would assume that 5++ is significantly worse than whatever cover save they would normally get. I saw something about 3++ somewhere earlier in this thread.
That was from me.
In some games, especially when my opponents bring along some nasty AA stuffs just to bring down my Helldrake (I only use 1 by the way), I'd use the Grimoire of True Names on the Helldrake - boosting its invul sv to 3++.
Most of the times I'd use the GoTN on 1 of my Oblits sqd - that's a lot of fun too.
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Post by: Sephyr
I only use one Helldrake, and while it usually does a good job, it also gets killed very easily by most armies.
- Vendettas shoot it out of the sky like it ain't no thing
-Quad guns pile hull points on it very consistently
- Long Fangs using MLs made twin-linked by their friendly local rune priest usually kill it in a single turn.
- Hell, in my very last game three ork bikes made it explode with nine S5 shots in its rear! I admit it was a big fluke (it was previously untouched), but there you go.
The Helldrake is the best flyer since the release of 6th Ed, granted. IG and Necrons still have better options overall. I find the new Eldar planes very good: though they are ridiculously fragile: the amount of hurt they can dish out is awe-inspiring. People may miss the Baleflamer once they see their terminators/mega-armor nobs wither under twin AP2 rending flamers.
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Post by: kronk
If the Hell Drake entices more people to play xenos instead of Space Marines by shaking your local meta's tree, then that's got to be a great thing, right? Haven't people been complaining for the last few years about there being to many Space Marines vs Space Marine games in their local stores?! Rock on, Hell Drake. *Bro fist*
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Post by: Exergy
kronk wrote:If the Hell Drake entices more people to play xenos instead of Space Marines by shaking your local meta's tree, then that's got to be a great thing, right? Haven't people been complaining for the last few years about there being to many Space Marines vs Space Marine games in their local stores?!
Rock on, Hell Drake.
*Bro fist*
*Bro fist*
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Post by: Martel732
Maybe GW could package some xenos in the starter sets instead of Space Marines instead of making the helldrake the way it is. Just a thought. If GW wants to go back to 2nd edition, I'm more than happy to fire up Starcraft. I don't think that's the intent, but wow the helldrake is nuts.
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Post by: CannedKhorne
I love using the Helldrake with my assault force army. The take threats away from my other units and I always try to bring two helldrakes.
I play two helldrakes 95% of the time so people can't call me a dick for running 3... Haha.
I would run 3 in a 2500 pt game for tournament, but that it..
I think as 6th edition expands, the helldrake was slowly become less of a threat and somewhat unstoppable to a balanced competitive unit.
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Post by: Martel732
Go ahead and run three. Why hold back? No one else is going to give you mercy as it is.
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Post by: Farseer Faenyin
Sephyr wrote:
People may miss the Baleflamer once they see their terminators/mega-armor nobs wither under twin AP2 rending flamers.
Is this referring to the Eldar bomber? If so, I thought it was twin AP2 blast templates with 'semi-rending instant death'.
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Post by: CannedKhorne
Martel732 wrote:Go ahead and run three. Why hold back? No one else is going to give you mercy as it is.
Running 3 helldrakes is a lot of fun and very successful, but for just friendly game I normally run two. A couple of people at my shop threaten not to play me if I run 3.
I have ran 3 for a few games and table them ever time. One of on turn 3, other were 4.
Now with two helldrakes being most of the game, especially coming on turn 2 I have the potential of table much later in the game, like 5 or 6.
I run lots of oblitz and helldrakes so its a lot to handle all at one time for older codex armies.
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Post by: Sasori
Sephyr wrote:I only use one Helldrake, and while it usually does a good job, it also gets killed very easily by most armies.
- Vendettas shoot it out of the sky like it ain't no thing
-Quad guns pile hull points on it very consistently
- Long Fangs using MLs made twin-linked by their friendly local rune priest usually kill it in a single turn.
- Hell, in my very last game three ork bikes made it explode with nine S5 shots in its rear! I admit it was a big fluke (it was previously untouched), but there you go.
The Helldrake is the best flyer since the release of 6th Ed, granted. IG and Necrons still have better options overall. I find the new Eldar planes very good: though they are ridiculously fragile: the amount of hurt they can dish out is awe-inspiring. People may miss the Baleflamer once they see their terminators/mega-armor nobs wither under twin AP2 rending flamers.
No such weapon in the Eldar codex.
The Hemlock has two Heavy D-scythes, which are blast weapons with AP2 and distort.
The Regular D-scythes are strength 4 templates, with AP2 and Distort.
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Post by: Asmodai Asmodean
God, wish the Hemlock Wraithfighter had two D-scythes instead of heavy D-scythes.
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Post by: Sasori
Yeah, or the Heavy D-scythes, being torrent. D-scythes.
It's really too bad. The Hemlock is such a cool concept, and a neat model. It just failed terribly in it's execution.
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Post by: Goat
The heldrake is really a missed opportunity. It should have been a flying walker. The template weapon should have also had a second fire mode for ap2. Maybe even have a transport capacity but I think that might be pushing it. It would need a points increase at that point. They just needed something more to keep them competative.
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Post by: Martel732
Paying for transport capacity is one of the problems with the Stormraven. Helldrakes are still the most powerful unit in terms of meta-definition in 6th edition so far.
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Post by: Exergy
Martel732 wrote:Paying for transport capacity is one of the problems with the Stormraven. Helldrakes are still the most powerful unit in terms of meta-definition in 6th edition so far.
stormravens dont pay for the transport capacity, just like vendettas dont
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Post by: CannedKhorne
The helldrake is a good unit to have for every CSM, I think it will be competitive for quite some time.Later on in 6th edition it will becomeless competitive with more AA coming out.
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Post by: Goat
Exergy wrote:Martel732 wrote:Paying for transport capacity is one of the problems with the Stormraven. Helldrakes are still the most powerful unit in terms of meta-definition in 6th edition so far.
stormravens dont pay for the transport capacity, just like vendettas dont
SRs pay for PotMS, Plateing, and specialist missiles.
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Post by: Farseer Faenyin
CannedKhorne wrote:The helldrake is a good unit to have for every CSM, I think it will be competitive for quite some time.Later on in 6th edition it will becomeless competitive with more AA coming out.
I'm not so sure, aside from the Tau Codex the other three since 6th haven't added much in the way of 'reliable and cost effective AA' that can compete with the overall value of 2 Helldrakes.
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Post by: Goat
Exergy wrote:Martel732 wrote:Paying for transport capacity is one of the problems with the Stormraven. Helldrakes are still the most powerful unit in terms of meta-definition in 6th edition so far.
stormravens dont pay for the transport capacity, just like vendettas dont
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Post by: Kommissar Waaaghrick
This is a great thread, thanks for this discussion.
I'm taking a Heldrake because everyone said so.
All I knew was that it had an AP3 flame and is a flyer.
My local meta is all MEQs, so it made sense.
Now I'm starting to see the broader issues.
My planned army is similar to OP's: Plague Marines, Oblits.
So all this really helps me choose how to use Heldrakes.
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Post by: CannedKhorne
Farseer Faenyin wrote:CannedKhorne wrote:The helldrake is a good unit to have for every CSM, I think it will be competitive for quite some time.Later on in 6th edition it will becomeless competitive with more AA coming out.
I'm not so sure, aside from the Tau Codex the other three since 6th haven't added much in the way of 'reliable and cost effective AA' that can compete with the overall value of 2 Helldrakes.
Well, fliers with intercept are a threat to drakes. Although, almost every game I have played with 2 drakes they have been fine, I have only had a helldrake explode one time.
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Post by: L0rdF1end
For the record, Eldar can deal with Helldrakes.
Check out how stupid Serpent spam gets with a Scatter laser plus the Shield firing.
Triple Drake lists are still a major problem for most armies/lists apart from 2+ spam
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Post by: Billagio
Its mediocre against anything that isnt in power armor imo.
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Post by: Asmodai Asmodean
Goat wrote:The heldrake is really a missed opportunity. It should have been a flying walker. The template weapon should have also had a second fire mode for ap2. Maybe even have a transport capacity but I think that might be pushing it. It would need a points increase at that point. They just needed something more to keep them competative.
What?
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Post by: CannedKhorne
I think HDs are just a badass againist other army beside MEQ, don't get me wrong the helldrake kills more points againist marines. Versus anything else (besides +2) it still takes off handfuls of model per turn, and maybe a tank... Haha.
With 2 on the back it amazing the damage they deal together, 3 is just exteremly difficult for armies to deal with.
I have had all 3 Drakes come on turn 2 and completely destroy 3 10 man tau and eldar units (allied force).
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Post by: Makutsu
whoever says Heldrakes isn't competitive is just silly.
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Post by: PipeAlley
Well, I like fighting against dual or even triple HellDrake lists. The more dependence a player has on any one thing, be fliers or Death Stars, the more fun it is to crush it and clean up.
That's the Orky way. The bigger they are, the harder they fall.
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Post by: CannedKhorne
PipeAlley wrote:Well, I like fighting against dual or even triple HellDrake lists. The more dependence a player has on any one thing, be fliers or Death Stars, the more fun it is to crush it and clean up.
That's the Orky way. The bigger they are, the harder they fall.
It is very fun to beat Deathstar/3 Drake list.
Some CSM do depend on HDs killing power. I try not too, but I enjoy running 2 to have fast ability to kill units like LF, and Havocs. I try not to reliable on thing to kill everything, but they are a very competitive helpful units.
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Post by: Pony_law
Um no... it kills any thing that doesn't have a 2+ save. So it will kill tau, elder, faurd, cultists etc. in droves. The only thing it won't drop are multi-wound high toughness single model units (like riptides) and things with 2+ armor.
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Post by: cowmonaut
Heldrakes are just as competitive as they've always been really.
So you are seeing more Predators than Dev/Long Fang squads? That's cool. Vector Strike for D3+1 S7 hits on the AV 11 side armor. Each hit has a 50% chance to strip a hull point and 33% chance to Penetrate. Oh wait, you also have a S6 Torrent weapon with a 360 degree fire arc. Drop it on the rear armor of the Predator. It also has a 50% chance to strip a hull point and a 33% chance to Penetrate.
Minimally you are talking about 3 hits, at most 5 hits. Even with 3 hits you have a fairly decent chance of knocking out the Predator in one go. And that ignores other anti-tank options like Obliterators.
I don't see Predators as a hard counter to Heldrakes. I do think I'll be mixing it up and taking a Predator (or 2) and a Long Fang Pack, but seriously. Heldrakes are highly disruptive and will be my least favorite thing to face, outside of Grey Knight Terminators and Genestealers.
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Post by: Billagio
Pony_law wrote:
Um no... it kills any thing that doesn't have a 2+ save. So it will kill tau, elder, faurd, cultists etc. in droves. The only thing it won't drop are multi-wound high toughness single model units (like riptides) and things with 2+ armor.
Obviously. But things that dont have 3+ saves are usually easily killed by other things as well. The HD has the unique capability of killing Power armor in cover without allowing saves besides invuls.
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Post by: CannedKhorne
The Helldrakes just kills handfuls or models every turn, beside +2. Its a solid unit and is tough to pass up for a CSM player.
I like to run 2 and 1 spawn units with Lord. 3 HD feels weird to play... Haha.
People call you a dick for running 3 in non-compettive games, but in a tournament I may consider it. Although I do like my spawn unit.
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Post by: ForgeMarine
cowmonaut wrote:Heldrakes are just as competitive as they've always been really.
So you are seeing more Predators than Dev/Long Fang squads? That's cool. Vector Strike for D3+1 S7 hits on the AV 11 side armor. Each hit has a 50% chance to strip a hull point and 33% chance to Penetrate. Oh wait, you also have a S6 Torrent weapon with a 360 degree fire arc. Drop it on the rear armor of the Predator. It also has a 50% chance to strip a hull point and a 33% chance to Penetrate.
Minimally you are talking about 3 hits, at most 5 hits. Even with 3 hits you have a fairly decent chance of knocking out the Predator in one go. And that ignores other anti-tank options like Obliterators.
I don't see Predators as a hard counter to Heldrakes. I do think I'll be mixing it up and taking a Predator (or 2) and a Long Fang Pack, but seriously. Heldrakes are highly disruptive and will be my least favorite thing to face, outside of Grey Knight Terminators and Genestealers.
While im not planning on seeing many more predators, I do plan on seeing a lot more Tau, which as mentioned will really prove to be a challenge.
With that said, anyone see using the heldrake in HOVER mode to wait it out (out of range if possible) till you can drop some of the skyrays/riptides?
Lastly, if I really have problems with Tau, I suppose I can always play my other army (space wolves) which are capable of absolutely eating tau (jaws loves to eat up broadsides and riptides and combi-plasma galore). Saw a drop wolves list absolutely eat a tournament winning tau list in 2 turns, it was wild.
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Post by: cowmonaut
ForgeMarine wrote:With that said, anyone see using the heldrake in HOVER mode to wait it out (out of range if possible) till you can drop some of the skyrays/riptides?
It doesn't work the way you think it does I don't think. If you are in Hover mode you are still on the giant Flyer stand IIRC. You pretty much can't hide behind anything. All that would do is A) make it so you can't Vector Strike (I think you have to be zooming to do it) and B) make it so they don't need Skyfire to shoot at you with full BS.
AFAIK there is no reason to go into Hover Mode with a Heldrake unless your movement is constrained.
ForgeMarine wrote:Lastly, if I really have problems with Tau, I suppose I can always play my other army (space wolves) which are capable of absolutely eating tau (jaws loves to eat up broadsides and riptides and combi-plasma galore). Saw a drop wolves list absolutely eat a tournament winning tau list in 2 turns, it was wild.
You should be able to handle them with CSM. They thing is you just have little hope of out shooting them so you have to get in close some how.
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Post by: whembly
cowmonaut wrote:ForgeMarine wrote:With that said, anyone see using the heldrake in HOVER mode to wait it out (out of range if possible) till you can drop some of the skyrays/riptides?
It doesn't work the way you think it does I don't think. If you are in Hover mode you are still on the giant Flyer stand IIRC. You pretty much can't hide behind anything. All that would do is A) make it so you can't Vector Strike (I think you have to be zooming to do it) and B) make it so they don't need Skyfire to shoot at you with full BS.
AFAIK there is no reason to go into Hover Mode with a Heldrake unless your movement is constrained.
ForgeMarine wrote:Lastly, if I really have problems with Tau, I suppose I can always play my other army (space wolves) which are capable of absolutely eating tau (jaws loves to eat up broadsides and riptides and combi-plasma galore). Saw a drop wolves list absolutely eat a tournament winning tau list in 2 turns, it was wild.
You should be able to handle them with CSM. They thing is you just have little hope of out shooting them so you have to get in close some how.
I don't have my BRB with me...
But, couldn't you start the 'drake on the table in Hover... then, when it's your turn, start swooping? That way, you're on the table in turn 1 and can burinate at will?
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Post by: Corollax
No. Flyers always have to start in reserve.
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Post by: whembly
Ah... I thought that the fact that it could hover in skimmer mode, it could start on the table in skimmer mode on first turn.
But, because it's a "Flyer", it has to start in reserve...right?
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Post by: Kain
whembly wrote:
Ah... I thought that the fact that it could hover in skimmer mode, it could start on the table in skimmer mode on first turn.
But, because it's a "Flyer", it has to start in reserve...right?
If it's not a monstrous creature and it flies, it must be in reserves unless it specifically says it can start on the board.
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Post by: jdjamesdean@mail.com
I'm still running a flyer spam CSM+Crons list and doing really well in my meta. There are a couple DA players but they bring LR's and I bring scarabs >.<
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Post by: ForgeMarine
Kain wrote: whembly wrote:
Ah... I thought that the fact that it could hover in skimmer mode, it could start on the table in skimmer mode on first turn.
But, because it's a "Flyer", it has to start in reserve...right?
If it's not a monstrous creature and it flies, it must be in reserves unless it specifically says it can start on the board.
Yes, True, but I can come on the board moving 6 inches in hover mode outside missile range, then start flying next turn if i need to wait it out to try and take down that skyray...
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Post by: Savageconvoy
If you're in skimmer mode against Tau, Skyrays would be the least of your worries.
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Post by: ForgeMarine
Savageconvoy wrote:If you're in skimmer mode against Tau, Skyrays would be the least of your worries.
Not if im out of range. I know I couldnt remain in skimmer mode for long, but if I can keep distance for just a round till i can further take down more of the AA it may work out well... Same goes for the Vendettas
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Post by: cowmonaut
With a 72" range on Seeker Missiles, good luck being "out of range". And being stuck on a Flyer stand, you won't be hiding behind anything either.
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Post by: ShadarLogoth
They are good, but I do think they are losing some of that OMGOPERMAGODERMAGOD mantle as people are learning how to deal with them a bit better. I also think it's a mistake for a CSM played to overload with them, Bikes and Spawn are very, very good units that allow the rest of the CSM to function correctly. Drakes have zero board presence, somtimes don't come on until turn 4, and are less then ideal against many armies.
Every model in my prime list has a ++ or Reanimation Protocols. I completely pretend the Helldrake isn't there (besides positioning and placement). It just doesn't do enough damage consistently for me to care about it.
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Post by: Kain
The reason why the Heldrake is considered so good is that it, the night scythe, and the vendetta changed the face of the meta. The Heldrake means that MEQs in cover aren't the least bit safe anymore, the Vendetta means any vehicle a guard player wants dead will be dead before you know it and there's feth all you can do about it, and the Night scythe means the Necron player can deploy anything anywhere he wants it to be and then rain tesla autocannon death on your head with ease.
When paired with my noise marines, I eat MEQs for breakfast. There is absolutely nothing you can do to save your marines from my cover ignoring AP3 weapons, so you may as well just go home. My MoN oblits are just an added bonus to break open your metal boxes and rain just about any weapon I please on your head. And that's not even getting into my burny termicide squads.
Overall 6e has been very good to my Black Legion.
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Post by: ForgeMarine
cowmonaut wrote:With a 72" range on Seeker Missiles, good luck being "out of range". And being stuck on a Flyer stand, you won't be hiding behind anything either.
Which as mentioned above, would be priority number one of mine (along with broadsides), as Seeker Missiles are on Skyrays, correct?
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