EmilCrane wrote:Maybe against mass IF devastators or something, but most things that can knock out russes turn 1 won't be phased by night fight much.
Sure they will be.
AV 14 is tough at range, and it gets a lot tougher when it gets cover bonuses. And the protection is even more important for any lighter tanks you brought. Having night fight is obviously not 100% protection, but it can do a lot to help those Demolishers/Executioners/etc get into range and start killing stuff.
Also, one less-obvious advantage is that having night fight on turn 1 means that it won't be happening at the end of the game. It's much better to have night fighting early when your searchlight platforms are all still intact than late-game when you can't count on having a random Salamander turn off night fighting for the most important target.
An outflanking vehicle squadron with acute senses is pretty cool.
It's not just cool, it's a very powerful ability. Remember, Vultures are death to vehicles if they can get into rear armor (6
HP per turn average against
AV 10), so outflanking one can be incredibly lethal.
Basically you're holding out for 2 or 5
Or 1. I'm happy if I get night fighting, scoring warlord, or outflanking Vulture. And that's 50/50 odds of getting a good warlord trait, or a 1/3 chance of getting an extremely powerful one. And that's better than you're going to get from any of the core rulebook tables in your normal
IG army.