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![[Post New]](/s/i/i.gif) 2013/02/21 03:32:45
Subject: cool 6th rules or fliers?
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Regular Dakkanaut
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Are all the cool new rules being overpowered or washed out by fliers?
With abilities like warlord traits, "banners" and over watch, does the prevalence of fliers and their counters wash out the usefulness or cool factor of these abilities.
I like fliers, though I think a few are overly tough and/or too cheap. I enjoy a game with one flier like the Dakka jet but over that they seem to take over the game.
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![[Post New]](/s/i/i.gif) 2013/02/21 04:01:51
Subject: cool 6th rules or fliers?
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Battleship Captain
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Flyers aren't as big of a deal as they seemed at the beginning of 6th.
Just like artillery, precision shots, and Allies.
All of these were hailed as gamebreaking. None of them are.
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![[Post New]](/s/i/i.gif) 2013/02/21 04:03:57
Subject: cool 6th rules or fliers?
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Regular Dakkanaut
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I'm not saying they are game breaking, more they take focus away from other aspects of the game, do you agree/disagree and why?
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![[Post New]](/s/i/i.gif) 2013/02/21 04:07:03
Subject: cool 6th rules or fliers?
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Battleship Captain
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firmlog wrote:I'm not saying they are game breaking, more they take focus away from other aspects of the game, do you agree/disagree and why?
I don't think so.
Flyers just add another element/dimension to the meta. Instead of your lists having to deal with Tanks, Hordes, Terminators, and MEQ, now they have to deal with Tanks, Hordes, Terminators, MEQ, and Flyers.
Imperial Guard used to be Footguard or Mechguard
Now it is Footguard, Mechguard, or Aircavalry Guard
Just a new element to the same game. Diversification, if you will.
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![[Post New]](/s/i/i.gif) 2013/02/21 04:11:58
Subject: cool 6th rules or fliers?
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Trigger-Happy Baal Predator Pilot
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I think as new and more fliers come out it will be more fun. I like the combined arms aspect, it's more like a modern or futuristic if you will, battlefield. I'm finishing off my first non guard flier and have a couple used scythes on the way.
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![[Post New]](/s/i/i.gif) 2013/02/21 06:27:51
Subject: cool 6th rules or fliers?
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Regular Dakkanaut
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I dont think they break the game. For example I cant wait for Eldar to get a flier as im starting an eldar army and even if the flier isnt that good il but it and include it. I think its wrong when people compare the latest fliar against say the vendetta as yes they may be redicously good but lets face it they are gonna get a nerf when it comes round to the next guard codex. For example people complain about the Helldrake and how broken it is, yes it is super good however you have to remember aside from 1k sons chaos have no other unit which can really make space marine players cry at range
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![[Post New]](/s/i/i.gif) 2013/02/21 06:46:45
Subject: Re:cool 6th rules or fliers?
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Douglas Bader
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IMO boring things like warlord traits and ovewatch wash out the cool factor of flyers. More flyers, fewer warlords.
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There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2013/02/21 07:34:52
Subject: cool 6th rules or fliers?
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Terminator with Assault Cannon
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firmlog wrote:Are all the cool new rules being overpowered or washed out by fliers?
With abilities like warlord traits, "banners" and over watch, does the prevalence of fliers and their counters wash out the usefulness or cool factor of these abilities.
I like fliers, though I think a few are overly tough and/or too cheap. I enjoy a game with one flier like the Dakka jet but over that they seem to take over the game.
The biggest change for me in 6th edition has by far been the new Rapid Fire and wound allocation rules. Runner-up is the new vehicle damage table and system. Then we have fortifications. Flyers are probably fourth? Overall, the game flow improvements and allocation fixes are much more relevant to me than the potential existence of flyers, which many people don't even take.
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![[Post New]](/s/i/i.gif) 2013/02/21 07:45:08
Subject: cool 6th rules or fliers?
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Regular Dakkanaut
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Kingsley wrote: firmlog wrote:Are all the cool new rules being overpowered or washed out by fliers?
With abilities like warlord traits, "banners" and over watch, does the prevalence of fliers and their counters wash out the usefulness or cool factor of these abilities.
I like fliers, though I think a few are overly tough and/or too cheap. I enjoy a game with one flier like the Dakka jet but over that they seem to take over the game.
The biggest change for me in 6th edition has by far been the new Rapid Fire and wound allocation rules. Runner-up is the new vehicle damage table and system. Then we have fortifications. Flyers are probably fourth? Overall, the game flow improvements and allocation fixes are much more relevant to me than the potential existence of flyers, which many people don't even take.
I agree I love the new Vehicle rules. I dont think vehicles are any weaker (heck I run 1 dread at 1k and he generally survives quite a few games). I also like the new rapid fire rules for my marines because it means that my all infantry army is slightly viable which is great for me.
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![[Post New]](/s/i/i.gif) 2013/02/21 12:19:10
Subject: cool 6th rules or fliers?
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Hallowed Canoness
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Fliers don't wash out warlord traits.
Codex-specific warlord traits wash out warlord traits. Seriously, the BYB warlord traits are universally cack.
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"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. |
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![[Post New]](/s/i/i.gif) 2013/02/21 16:18:18
Subject: cool 6th rules or fliers?
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Ultramarine Scout with Sniper Rifle
US - Texas
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As a player who got started right after the latest Guard Codex, I enjoy the rules for 6th; Assuming you don't toss in the FAQs, they're simplified from 5th for the most part. I do wish that vehicles had a few more hull points on the whole, but if wishes were fishes...
I enjoy the cinematic elements of 6th ed, especially the warlord traits. I wish you could choose warlord traits for a points cost, however (Oh goody, my Hive Tyrant grants fearless to units within 6''. Good thing Synapse already gives fearless! :V) but that's a small complaint.
As for fliers, they will only be a hassle until more armies have a better way to counter them without dedicating an entire unit to 'sky guarding'.
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Games Workshop - Just because a dog is in the doghouse doesn't mean you don't care for them anymore. But when they crap on the floor over and over again, you need to make it clear that their behaviour won't be tolerated. |
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![[Post New]](/s/i/i.gif) 2013/02/21 18:45:32
Subject: cool 6th rules or fliers?
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Regular Dakkanaut
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I think the genetic warlord traits are hold overs till you can wrap you're hands around new codex's.
What about considerations of scale? As is, were playing a company tops, most likely a plain of soldiers with 3+ or more flier support, that's a lot of resources for such a small scale of combat. Would you consider limits in the amount of fliers in the table fair or would you feel that limits the playability?
I originally wanted, when the codex necron's came out, to run a mars attacks list. Of course that was in fifth when they were simply skimmers. I've also wanted to run s Pure elysian army I'm a big fan of airborne units. Now in tournament play I would expect to play against such lists, but I don't do tourneys any more, how would playing against such lists feel in friendly games or pick up games with strangers.
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![[Post New]](/s/i/i.gif) 2013/02/21 18:46:28
Subject: cool 6th rules or fliers?
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Wight Lord with the Sword of Kings
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I'd like to think that this may e a reason to buy some Hydra Flak Tanks
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